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Runtime/CGameOptions: Use std::array where applicable
Makes the data a little more strongly typed; preventing implicit array->pointer decay. It also allows simplifying assignments within the CGameState code. While we're at it, we can also eliminate several instances of magic numbers related to the array sizes throughout the code.
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@@ -1502,12 +1502,12 @@ void CFrontEndUI::SOptionsFrontEndFrame::HandleRightSelectionChange() {
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}
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void CFrontEndUI::SOptionsFrontEndFrame::SetRightUIText() {
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int userSel = x24_tablegroup_leftmenu->GetUserSelection();
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const std::pair<int, const SGameOption*>& options = GameOptionsRegistry[userSel];
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const int userSel = x24_tablegroup_leftmenu->GetUserSelection();
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const auto& options = GameOptionsRegistry[userSel];
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for (int i = 0; i < 5; ++i) {
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std::string name = fmt::format(fmt("textpane_right{}"), i);
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if (i < options.first) {
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if (i < static_cast<int>(options.first)) {
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FindTextPanePair(x1c_loadedFrame, name.c_str()).SetPairText(
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x20_loadedPauseStrg->GetString(options.second[i].stringId));
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x28_tablegroup_rightmenu->GetWorkerWidget(i)->SetIsSelectable(true);
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