avoid global ThemeMetric<apActorCommands>; unneeded include
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@@ -21,15 +21,12 @@
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#include "Foreach.h"
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#include "Style.h"
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#include "ScreenDimensions.h"
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#include "Command.h"
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#include "InputEventPlus.h"
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#include "RageInput.h"
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//
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// Defines specific to ScreenNameEntryTraditional
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//
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static const ThemeMetric<apActorCommands> ALPHABET_INIT_COMMMAND ("ScreenNameEntryTraditional","AlphabetInitCommand"); // TODO: remove hard coded name
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static const ThemeMetric<apActorCommands> OK_INIT_COMMMAND ("ScreenNameEntryTraditional","OKInitCommand"); // TODO: remove hard coded name
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#define COMMAND_OPTIONAL( actor, command_name ) \
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if( !(actor).GetName().empty() ) \
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@@ -232,47 +229,53 @@ void ScreenNameEntryTraditional::Init()
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/* Add letters to m_Keyboard. */
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const RString sFontPath = THEME->GetPathF(m_sName,"letters");
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const wstring sChars = RStringToWstring(KEYBOARD_LETTERS);
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BitmapText *pLetterTemplate = new BitmapText;
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pLetterTemplate->SetName( "Letter" );
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pLetterTemplate->LoadFromFont( sFontPath );
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ActorUtil::LoadAllCommands( *pLetterTemplate, m_sName );
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pLetterTemplate->PlayCommand( "AlphabetInit" );
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for( unsigned ch = 0; ch < sChars.size(); ++ch )
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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pLetter->LoadFromFont( sFontPath );
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BitmapText *pLetter = new BitmapText( *pLetterTemplate );
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pLetter->SetText( ssprintf("%lc", sChars[ch]) );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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pLetter->RunCommands( ALPHABET_INIT_COMMMAND );
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m_AlphabetLetter[p].push_back( sChars[ch] );
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}
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delete pLetterTemplate;
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/* Add "<-". */
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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ActorUtil::LoadAllCommands( *pLetter, m_sName );
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pLetter->LoadFromFont( sFontPath );
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RString sText = "←";
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FontCharAliases::ReplaceMarkers( sText );
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pLetter->SetText( sText );
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pLetter->PlayCommand( "OKInit" );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( CHAR_BACK );
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pLetter->RunCommands( OK_INIT_COMMMAND );
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}
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/* Add "OK". */
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{
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BitmapText *pLetter = new BitmapText;
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pLetter->SetName( ssprintf("LetterP%i",p+1) );
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ActorUtil::LoadAllCommands( *pLetter, m_sName );
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pLetter->LoadFromFont( sFontPath );
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RString sText = "&ok;";
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FontCharAliases::ReplaceMarkers( sText );
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pLetter->SetText( sText );
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pLetter->PlayCommand( "OKInit" );
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m_textAlphabet[p].push_back( pLetter );
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m_Keyboard[p].AddChild( pLetter );
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m_AlphabetLetter[p].push_back( CHAR_OK );
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pLetter->RunCommands( OK_INIT_COMMMAND );
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}
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m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
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