update comments, clean extra whitespace

This commit is contained in:
AJ Kelly
2011-02-27 20:02:18 -06:00
parent 794c418879
commit 24d4605c0b
2 changed files with 12 additions and 15 deletions
+8 -12
View File
@@ -26,9 +26,7 @@
#include "StatsManager.h"
//
// Defines specific to ScreenNameEntry
//
#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
#define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom")
#define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall")
@@ -43,7 +41,6 @@
#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
// cache for frequently used metrics
static float g_fCharsZoomSmall;
static float g_fCharsZoomLarge;
@@ -53,6 +50,7 @@ static int g_iNumCharsToDrawBehind;
static int g_iNumCharsToDrawTotal;
static float g_fFakeBeatsPerSec;
// TODO: Let themers change this? -aj
RString ScreenNameEntry::ScrollingText::g_sNameChars = " ABCDEFGHIJKLMNOPQRSTUVWXYZ";
void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs )
@@ -178,7 +176,7 @@ void ScreenNameEntry::Init()
GAMESTATE->m_bSideIsJoined[PLAYER_1] = true;
GAMESTATE->m_MasterPlayerNumber = PLAYER_1;
#endif
ScreenWithMenuElements::Init();
// update cache
@@ -212,7 +210,7 @@ void ScreenNameEntry::Init()
if( !AnyStillEntering() )
{
/* Nobody made a high score. */
// Nobody got a high score.
PostScreenMessage( SM_GoToNextScreen, 0 );
return;
}
@@ -228,7 +226,6 @@ void ScreenNameEntry::Init()
return;
}
GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
FOREACH_PlayerNumber( p )
@@ -264,7 +261,6 @@ void ScreenNameEntry::Init()
this->AddChild( &m_ReceptorArrowRow[p] );
}
const Style* pStyle = GAMESTATE->GetCurrentStyle();
const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer );
m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
@@ -274,9 +270,9 @@ void ScreenNameEntry::Init()
for( int iCol=0; iCol<iMaxCols; ++iCol )
{
if( CurrentStringIndex == MAX_RANKING_NAME_LENGTH )
break; /* We have enough columns. */
break; // We have enough columns.
/* Find out if this column is associated with the START menu button. */
// Find out if this column is associated with the START menu button.
GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
if( mb == GAME_BUTTON_START )
@@ -340,10 +336,10 @@ void ScreenNameEntry::Update( float fDelta )
void ScreenNameEntry::Input( const InputEventPlus &input )
{
if( IsTransitioning() )
return;
return;
if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
return; // ignore
return; // ignore
const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
@@ -384,7 +380,7 @@ void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
void ScreenNameEntry::MenuStart( const InputEventPlus &input )
{
PlayerNumber pn = input.pn;
if( !m_bStillEnteringName[pn] )
return;
m_bStillEnteringName[pn] = false;
+4 -3
View File
@@ -5,7 +5,8 @@
#include "BitmapText.h"
#include "ReceptorArrowRow.h"
#include "RageSound.h"
/** @brief Enter a name for a new high score. */
/** @brief Enter a name for a new high score using a gimmicky interface. */
class ScreenNameEntry : public ScreenWithMenuElements
{
public:
@@ -14,7 +15,7 @@ public:
virtual void Update( float fDeltaTime );
virtual void Input( const InputEventPlus &input );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void MenuStart( const InputEventPlus &input );
private:
@@ -36,7 +37,7 @@ private:
BitmapText m_Stamp;
static RString g_sNameChars;
};
enum { ABS_MAX_RANKING_NAME_LENGTH = 10 };
bool AnyStillEntering() const;