src/sgp/Button_System.cc
static void AssertFailIfIdenticalButtonAttributesFound(const GUI_BUTTON* b)
{
	FOR_EACH_BUTTON(i)
	{
		GUI_BUTTON const* const c = *i;
		if (c->uiFlags            &   BUTTON_DELETION_PENDING) continue;
		if (c->uiFlags            &   BUTTON_NO_DUPLICATE)     continue;
		if (b->Area.PriorityLevel != c->Area.PriorityLevel)    continue;
		if (b->X()                != c->X())                   continue;
		if (b->Y()                != c->Y())                   continue;
		if (b->BottomRightX()     != c->BottomRightX())        continue;
		if (b->BottomRightY()     != c->BottomRightY())        continue;
		if (b->ClickCallback      != c->ClickCallback)         continue;
		if (b->MoveCallback       != c->MoveCallback)          continue;
		/* if we get this far, it is reasonably safe to assume that the newly
		 * created button already exists.  Placing a break point on the following
		 * assert will allow the coder to easily isolate the case!
		 */
		SLOGA("Attempting to create a button that has already been created (existing buttonID %d).", c->IDNum);
	}
}
// Called immediately before assigning the button to the button list.
Called immediately before assigning the button to the button list.
Called immediately before assigning the button to the button list .
static void AssertFailIfIdenticalButtonAttributesFound(const GUI_BUTTON* b)
{
	FOR_EACH_BUTTON(i)
	{
		GUI_BUTTON const* const c = *i;
		if (c->uiFlags            &   BUTTON_DELETION_PENDING) continue;
		if (c->uiFlags            &   BUTTON_NO_DUPLICATE)     continue;
		if (b->Area.PriorityLevel != c->Area.PriorityLevel)    continue;
		if (b->X()                != c->X())                   continue;
		if (b->Y()                != c->Y())                   continue;
		if (b->BottomRightX()     != c->BottomRightX())        continue;
		if (b->BottomRightY()     != c->BottomRightY())        continue;
		if (b->ClickCallback      != c->ClickCallback)         continue;
		if (b->MoveCallback       != c->MoveCallback)          continue;
		SLOGA("Attempting to create a button that has already been created (existing buttonID %d).", c->IDNum);
	}
}
static void AssertFailIfIdenticalButtonAttributesFound ( const GUI_BUTTON * b ) { FOR_EACH_BUTTON ( i ) { GUI_BUTTON const * const c = * i ; if ( c -> uiFlags & BUTTON_DELETION_PENDING ) continue ; if ( c -> uiFlags & BUTTON_NO_DUPLICATE ) continue ; if ( b -> Area . PriorityLevel != c -> Area . PriorityLevel ) continue ; if ( b -> X ( ) != c -> X ( ) ) continue ; if ( b -> Y ( ) != c -> Y ( ) ) continue ; if ( b -> BottomRightX ( ) != c -> BottomRightX ( ) ) continue ; if ( b -> BottomRightY ( ) != c -> BottomRightY ( ) ) continue ; if ( b -> ClickCallback != c -> ClickCallback ) continue ; if ( b -> MoveCallback != c -> MoveCallback ) continue ; SLOGA ( " " , c -> IDNum ) ; } }
Called immediately before assigning the button to the button list.
Called immediately before assigning the button to the button list .
/* if we get this far, it is reasonably safe to assume that the newly
		 * created button already exists.  Placing a break point on the following
		 * assert will allow the coder to easily isolate the case!
		 */