示例#1
0
void CUIMapList::UpdateMapList(EGameTypes GameType){
	m_pList1->Clear				();
	m_pList2->Clear				();

	for (u32 i=0; i<m_maps[GameType].size(); ++i)
	{
		CUIListBoxItem* itm		= m_pList1->AddItem( CStringTable().translate(m_maps[GameType][i]).c_str() );
		itm->SetData			( (void*)(__int64)i );
		itm->Enable(m_pExtraContentFilter->IsDataEnabled(m_maps[GameType][i].c_str()));
	}
}
示例#2
0
void CUIMapList::UpdateMapList(EGameTypes GameType)
{
	m_pList1->Clear				();
	m_pList2->Clear				();

	const SGameTypeMaps& M		= gMapListHelper.GetMapListFor(GameType);
	u32 cnt						= M.m_map_names.size();
	for (u32 i=0; i<cnt; ++i)
	{
		CUIListBoxItem* itm		= m_pList1->AddItem( CStringTable().translate(M.m_map_names[i]).c_str() );
		itm->SetData			( (void*)(__int64)i );
		itm->Enable(m_pExtraContentFilter->IsDataEnabled(M.m_map_names[i].c_str()));
	}
}
示例#3
0
void CUIMapList::UpdateMapList(EGameIDs GameType)
{
	typedef buffer_vector<shared_str>	MapList;

	m_pList1->Clear				();

	const SGameTypeMaps& M		= gMapListHelper.GetMapListFor(GameType);
	u32 cnt						= M.m_map_names.size();
	for (u32 i=0; i<cnt; ++i)
	{
		CUIListBoxItem* itm		= m_pList1->AddTextItem( CStringTable().translate(M.m_map_names[i].map_name).c_str() );
		itm->SetData			( (void*)(__int64)i );
		itm->Enable				(true);
	}
	
	u32 list_size				= m_pList2->GetSize();
	if ( list_size == 0 )
	{
		m_pList2->Clear			();
		return;
	}

	MapList		map_list( _alloca( sizeof(shared_str) * list_size ), list_size );

	for ( u32 i = 0; i < list_size; ++i )
	{
		LPCSTR st = m_pList2->GetText( i );
		map_list.push_back( st );
	}
	m_pList2->Clear();

	MapList::const_iterator itb = map_list.begin();
	MapList::const_iterator ite = map_list.end();
	for ( ; itb != ite; ++itb )
	{
		CUIListBoxItem* itm1 = GetMapItem_fromList1( *itb );
		if ( itm1 )
		{
			CUIListBoxItem* itm2 = m_pList2->AddTextItem( (*itb).c_str() );
			itm2->SetData( itm1->GetData() );
			itm2->Enable( true );
		}
	}
}