Avoid more conflicts. We could now do unit builds...
and make the linker put every data element and function into its own section. On linktime, we can output every discarded section and get a list of dead code (for that build).
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@@ -21,7 +21,7 @@ enum ENUM_AWARDS_STATE
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};
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namespace GameStateAwardsConstants
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namespace GameStateAwardsConst
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{
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const int kBackToTrophiesID = 2;
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const int kBackToMainMenuID = 1;
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@@ -186,8 +186,8 @@ void GameStateAwards::Update(float dt)
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SAFE_DELETE(menu);
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menu = NEW SimpleMenu(JGE::GetInstance(), WResourceManager::Instance(), EXIT_AWARDS_MENU, this, Fonts::MENU_FONT, 50, 170);
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if (mState == STATE_DETAILS)
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menu->Add(GameStateAwardsConstants::kBackToTrophiesID, "Back to Trophies");
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menu->Add(GameStateAwardsConstants::kBackToMainMenuID, "Back to Main Menu");
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menu->Add(GameStateAwardsConst::kBackToTrophiesID, "Back to Trophies");
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menu->Add(GameStateAwardsConst::kBackToMainMenuID, "Back to Main Menu");
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menu->Add(kCancelMenuID, "Cancel");
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break;
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case JGE_BTN_PREV:
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@@ -359,11 +359,11 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
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if (controllerId == EXIT_AWARDS_MENU)
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switch (controlId)
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{
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case GameStateAwardsConstants::kBackToMainMenuID:
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case GameStateAwardsConst::kBackToMainMenuID:
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mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
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showMenu = false;
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break;
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case GameStateAwardsConstants::kBackToTrophiesID:
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case GameStateAwardsConst::kBackToTrophiesID:
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mState = STATE_LISTVIEW;
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SAFE_DELETE(detailview);
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showMenu = false;
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