Separate styles for players. Notefields positioned between margins. Edit mode works for kickbox.

This commit is contained in:
Kyzentun
2014-12-07 01:53:17 -07:00
parent c65c1eb386
commit 3fb36af157
71 changed files with 883 additions and 451 deletions
+7 -7
View File
@@ -120,16 +120,16 @@ ScreenNameEntry::ScreenNameEntry()
GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus"), PLAYER_INVALID );
StageStats ss;
for( int z = 0; z < 3; ++z )
{
ss.m_vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
ss.m_pStyle = GAMESTATE->GetCurrentStyle();
ss.m_player[PLAYER_1].m_pStyle = GAMESTATE->GetCurrentStyle(PLAYER_1);
ss.m_playMode = GAMESTATE->m_PlayMode;
ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() != 0 );
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
StepsType st = GAMESTATE->GetCurrentStyle(PLAYER_1)->m_StepsType;
FOREACH_PlayerNumber( p )
{
@@ -247,7 +247,7 @@ void ScreenNameEntry::Init()
ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
const float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle()->m_StyleType );
const float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle(p)->m_StyleType );
{
LockNoteSkin l( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().m_sNoteSkin );
@@ -258,7 +258,7 @@ void ScreenNameEntry::Init()
this->AddChild( &m_ReceptorArrowRow[p] );
}
const Style* pStyle = GAMESTATE->GetCurrentStyle();
const Style* pStyle = GAMESTATE->GetCurrentStyle(p);
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);
int CurrentStringIndex = 0;
@@ -270,7 +270,7 @@ void ScreenNameEntry::Init()
break; // We have enough columns.
// Find out if this column is associated with the START menu button.
GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
GameInput gi = GAMESTATE->GetCurrentStyle(p)->StyleInputToGameInput( iCol, p );
GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
if( mb == GAME_BUTTON_START )
continue;
@@ -338,7 +338,7 @@ bool ScreenNameEntry::Input( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
return false; // ignore
const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
const int iCol = GAMESTATE->GetCurrentStyle(input.pn)->GameInputToColumn( input.GameI );
bool bHandled = false;
if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
{