mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-25 19:55:54 +01:00
A little tapdancing to fix a missing symbol at link time.
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2668cdc44f
commit
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@ -16,7 +16,7 @@ static char THIS_FILE[] = __FILE__;
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// CDlgPlayerControls dialog
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CDlgPlayerControls::CDlgPlayerControls(CControls &ctrlControls, CWnd* pParent /*=NULL*/)
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: CDialog(CDlgPlayerControls::IDD, pParent), m_ctrlControls(_pGame->gm_ctrlControlsExtra)
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: CDialog(CDlgPlayerControls::IDD, pParent), m_ctrlControls(*_pGame->gm_ctrlControlsExtra)
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{
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// make copy of the controls, we will change them
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m_ctrlControls = ctrlControls;
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@ -125,7 +125,7 @@ BOOL CDlgPlayerSettings::OnInitDialog()
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void CDlgPlayerSettings::OnEditControls()
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{
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CControls &ctrlControls = _pGame->gm_ctrlControlsExtra;
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CControls &ctrlControls = *_pGame->gm_ctrlControlsExtra;
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// try to
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try
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{
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@ -74,6 +74,13 @@ EXPORTABLE CGame *GAME_Create(void)
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} // extern "C"
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// Just working around a symbol reference in a shared library that isn't
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// available in SeriousSam by turning gm_ctrlControlsExtra into a pointer
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// instead of a full object. Messy; sorry! --ryan.
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CGame::CGame() : gm_ctrlControlsExtra(new CControls) {}
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CGame::~CGame() { delete gm_ctrlControlsExtra; }
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// recorded profiling stats
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static CTimerValue _tvDemoStarted;
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static CTimerValue _tvLastFrame;
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@ -150,6 +150,8 @@ public:
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*/
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class CGame {
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public:
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CGame();
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virtual ~CGame();
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enum ConsoleState gm_csConsoleState;
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enum ConsoleState gm_csComputerState;
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@ -167,7 +169,7 @@ public:
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CPlayerCharacter gm_apcPlayers[8];
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CControls gm_actrlControls[8];
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CControls gm_ctrlControlsExtra;
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CControls *gm_ctrlControlsExtra;
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INDEX gm_iSinglePlayer;
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INDEX gm_iWEDSinglePlayer;
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@ -171,7 +171,7 @@ void ControlsMenuOn()
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{
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_pGame->SavePlayersAndControls();
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try {
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_pGame->gm_ctrlControlsExtra.Load_t(_fnmControlsToCustomize);
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_pGame->gm_ctrlControlsExtra->Load_t(_fnmControlsToCustomize);
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} catch( char *strError) {
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WarningMessage(strError);
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}
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@ -180,13 +180,13 @@ void ControlsMenuOn()
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void ControlsMenuOff()
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{
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try {
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if (_pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions.Count()>0) {
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_pGame->gm_ctrlControlsExtra.Save_t(_fnmControlsToCustomize);
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if (_pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions.Count()>0) {
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_pGame->gm_ctrlControlsExtra->Save_t(_fnmControlsToCustomize);
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}
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} catch( char *strError) {
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FatalError(strError);
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}
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FORDELETELIST( CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions, itAct) {
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FORDELETELIST( CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions, itAct) {
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delete &itAct.Current();
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}
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_pGame->LoadPlayersAndControls();
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@ -1477,7 +1477,7 @@ BOOL LSLoadControls(const CTFileName &fnm)
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{
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try {
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ControlsMenuOn();
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_pGame->gm_ctrlControlsExtra.Load_t(fnm);
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_pGame->gm_ctrlControlsExtra->Load_t(fnm);
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ControlsMenuOff();
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} catch (char *strError) {
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CPrintF("%s", strError);
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@ -4280,7 +4280,7 @@ void CControlsMenu::EndMenu(void)
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void CControlsMenu::ObtainActionSettings(void)
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{
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CControls &ctrls = _pGame->gm_ctrlControlsExtra;
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CControls &ctrls = *_pGame->gm_ctrlControlsExtra;
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mgControlsSensitivity.mg_iMinPos = 0;
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mgControlsSensitivity.mg_iMaxPos = 50;
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@ -4301,7 +4301,7 @@ void CControlsMenu::ObtainActionSettings(void)
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void CControlsMenu::ApplyActionSettings(void)
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{
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CControls &ctrls = _pGame->gm_ctrlControlsExtra;
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CControls &ctrls = *_pGame->gm_ctrlControlsExtra;
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FLOAT fSensitivity =
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FLOAT(mgControlsSensitivity.mg_iCurPos-mgControlsSensitivity.mg_iMinPos) /
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@ -4587,8 +4587,8 @@ void CCustomizeKeyboardMenu::FillListItems(void)
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BOOL bHasLast = FALSE;
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// set diks to key buttons
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INDEX iLabel=0;
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INDEX ctLabels = _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions.Count();
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FOREACHINLIST( CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions, itAct)
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INDEX ctLabels = _pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions.Count();
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FOREACHINLIST( CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions, itAct)
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{
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INDEX iInMenu = iLabel-gm_iListOffset;
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if( (iLabel>=gm_iListOffset) &&
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@ -4654,7 +4654,7 @@ void CCustomizeKeyboardMenu::StartMenu(void)
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{
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ControlsMenuOn();
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gm_iListOffset = 0;
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gm_ctListTotal = _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions.Count();
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gm_ctListTotal = _pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions.Count();
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gm_iListWantedItem = 0;
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CGameMenu::StartMenu();
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}
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@ -4736,7 +4736,7 @@ void CCustomizeAxisMenu::Initialize_t(void)
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void CCustomizeAxisMenu::ObtainActionSettings(void)
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{
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ControlsMenuOn();
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CControls &ctrls = _pGame->gm_ctrlControlsExtra;
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CControls &ctrls = *_pGame->gm_ctrlControlsExtra;
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INDEX iSelectedAction = mgAxisActionTrigger.mg_iSelected;
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INDEX iMountedAxis = ctrls.ctrl_aaAxisActions[ iSelectedAction].aa_iAxisAction;
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@ -4765,7 +4765,7 @@ void CCustomizeAxisMenu::ObtainActionSettings(void)
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void CCustomizeAxisMenu::ApplyActionSettings(void)
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{
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CControls &ctrls = _pGame->gm_ctrlControlsExtra;
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CControls &ctrls = *_pGame->gm_ctrlControlsExtra;
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INDEX iSelectedAction = mgAxisActionTrigger.mg_iSelected;
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INDEX iMountedAxis = mgAxisMountedTrigger.mg_iSelected;
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FLOAT fSensitivity =
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@ -1756,7 +1756,7 @@ void CMGKeyDefinition::SetBindingNames(BOOL bDefining)
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// find the button
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INDEX ict=0;
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INDEX iDik=0;
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FOREACHINLIST( CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions, itba) {
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FOREACHINLIST( CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions, itba) {
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if( ict == mg_iControlNumber) {
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CButtonAction &ba = *itba;
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// get the current bindings and names
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@ -1814,7 +1814,7 @@ void CMGKeyDefinition::DefineKey(INDEX iDik)
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{
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// for each button in controls
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INDEX ict=0;
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FOREACHINLIST(CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra.ctrl_lhButtonActions, itba) {
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FOREACHINLIST(CButtonAction, ba_lnNode, _pGame->gm_ctrlControlsExtra->ctrl_lhButtonActions, itba) {
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CButtonAction &ba = *itba;
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// if it is this one
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if (ict == mg_iControlNumber) {
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