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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@@ -7,7 +7,7 @@
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#include "SimplePad.h"
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#include "Translate.h"
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namespace GameStateOptionsConstants
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namespace GameStateOptionsConst
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{
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const int kSaveAndBackToMainMenuID = 1;
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const int kBackToMainMenuID = 2;
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@@ -77,7 +77,7 @@ void GameStateOptions::Start()
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optionsList->Add(NEW WGuiSplit(cPrf, cThm));
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optionsList->Add(cStyle);
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optionsList->Add(NEW WGuiButton(NEW WGuiHeader("New Profile"), -102, GameStateOptionsConstants::kNewProfileID, this));
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optionsList->Add(NEW WGuiButton(NEW WGuiHeader("New Profile"), -102, GameStateOptionsConst::kNewProfileID, this));
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optionsList->Add(NEW WDecoCheat(NEW OptionInteger(Options::CHEATMODE, "Enable Cheat Mode")));
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optionsList->Add(NEW WDecoCheat(NEW OptionInteger(Options::OPTIMIZE_HAND, "Optimize Starting Hand")));
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@@ -117,8 +117,8 @@ void GameStateOptions::Start()
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optionsTabs->Add(optionsList);
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optionsMenu = NEW SimpleMenu(JGE::GetInstance(), WResourceManager::Instance(), -102, this, Fonts::MAIN_FONT, 50, 170);
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optionsMenu->Add(GameStateOptionsConstants::kBackToMainMenuID, "Back to Main Menu");
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optionsMenu->Add(GameStateOptionsConstants::kSaveAndBackToMainMenuID, "Save And Exit");
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optionsMenu->Add(GameStateOptionsConst::kBackToMainMenuID, "Back to Main Menu");
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optionsMenu->Add(GameStateOptionsConst::kSaveAndBackToMainMenuID, "Save And Exit");
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optionsMenu->Add(kCancelMenuID, "Cancel");
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optionsTabs->Entering(JGE_BTN_NONE);
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@@ -284,21 +284,21 @@ void GameStateOptions::ButtonPressed(int controllerId, int controlId)
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if (controllerId == -102)
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switch (controlId)
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{
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case GameStateOptionsConstants::kSaveAndBackToMainMenuID:
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case GameStateOptionsConst::kSaveAndBackToMainMenuID:
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mState = SAVE;
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break;
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//Set Audio volume
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case GameStateOptionsConstants::kBackToMainMenuID:
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case GameStateOptionsConst::kBackToMainMenuID:
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mParent->DoTransition(TRANSITION_FADE, GAME_STATE_MENU);
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break;
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case kCancelMenuID:
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mState = SHOW_OPTIONS;
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break;
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case GameStateOptionsConstants::kNewProfileID:
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case GameStateOptionsConst::kNewProfileID:
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options.keypadStart("", &newProfile);
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options.keypadTitle("New Profile");
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break;
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case GameStateOptionsConstants::kReloadID:
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case GameStateOptionsConst::kReloadID:
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mReload = true;
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break;
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}
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