move PlayerName texts out of code and into BGAnimations

This commit is contained in:
Chris Danford
2005-02-13 01:16:17 +00:00
parent 4264182ea1
commit 12fde5d55c
11 changed files with 38 additions and 88 deletions
-14
View File
@@ -412,20 +412,6 @@ void ScreenOptions::InitMenu( InputMode im, OptionRowDefinition defs[], int iNum
m_framePage.AddChild( &m_textExplanation[p] );
}
/* Hack: if m_CurStyle is set, we're probably in the player or song options menu, so
* the player name is meaningful. Otherwise, we're probably in the system menu. */
if( GAMESTATE->m_pCurStyle != NULL )
{
FOREACH_HumanPlayer( p )
{
m_textPlayerName[p].LoadFromFont( THEME->GetPathF(m_sName,"player") );
m_textPlayerName[p].SetName( ssprintf("PlayerNameP%i",p+1) );
m_textPlayerName[p].SetText( GAMESTATE->GetPlayerDisplayName(p) );
SET_XY_AND_ON_COMMAND( m_textPlayerName[p] );
m_framePage.AddChild( &m_textPlayerName[p] );
}
}
if( SHOW_SCROLL_BAR )
{
m_ScrollBar.SetName( "DualScrollBar", "ScrollBar" );