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).
This commit is contained in:
Tobias Loose
2013-11-23 17:04:24 +01:00
parent 3e94de985f
commit e0428ac7b0
6 changed files with 81 additions and 81 deletions

View File

@@ -21,7 +21,7 @@ enum ENUM_AWARDS_STATE
};
namespace GameStateAwardsConstants
namespace GameStateAwardsConst
{
const int kBackToTrophiesID = 2;
const int kBackToMainMenuID = 1;
@@ -186,8 +186,8 @@ void GameStateAwards::Update(float dt)
SAFE_DELETE(menu);
menu = NEW SimpleMenu(JGE::GetInstance(), WResourceManager::Instance(), EXIT_AWARDS_MENU, this, Fonts::MENU_FONT, 50, 170);
if (mState == STATE_DETAILS)
menu->Add(GameStateAwardsConstants::kBackToTrophiesID, "Back to Trophies");
menu->Add(GameStateAwardsConstants::kBackToMainMenuID, "Back to Main Menu");
menu->Add(GameStateAwardsConst::kBackToTrophiesID, "Back to Trophies");
menu->Add(GameStateAwardsConst::kBackToMainMenuID, "Back to Main Menu");
menu->Add(kCancelMenuID, "Cancel");
break;
case JGE_BTN_PREV:
@@ -359,11 +359,11 @@ void GameStateAwards::ButtonPressed(int controllerId, int controlId)
if (controllerId == EXIT_AWARDS_MENU)
switch (controlId)
{
case GameStateAwardsConstants::kBackToMainMenuID:
case GameStateAwardsConst::kBackToMainMenuID:
mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
showMenu = false;
break;
case GameStateAwardsConstants::kBackToTrophiesID:
case GameStateAwardsConst::kBackToTrophiesID:
mState = STATE_LISTVIEW;
SAFE_DELETE(detailview);
showMenu = false;