Separate styles for players. Notefields positioned between margins. Edit mode works for kickbox.
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@@ -120,16 +120,16 @@ ScreenNameEntry::ScreenNameEntry()
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GAMESTATE->m_bSideIsJoined[PLAYER_2] = true;
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GAMESTATE->SetMasterPlayerNumber(PLAYER_1);
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GAMESTATE->m_PlayMode.Set( PLAY_MODE_REGULAR );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus") );
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GAMESTATE->SetCurrentStyle( GAMEMAN->GameAndStringToStyle( GAMEMAN->GetDefaultGame(),"versus"), PLAYER_INVALID );
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StageStats ss;
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for( int z = 0; z < 3; ++z )
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{
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ss.m_vpPlayedSongs.push_back( SONGMAN->GetRandomSong() );
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ss.m_vpPossibleSongs = ss.m_vpPlayedSongs;
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ss.m_pStyle = GAMESTATE->GetCurrentStyle();
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ss.m_player[PLAYER_1].m_pStyle = GAMESTATE->GetCurrentStyle(PLAYER_1);
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ss.m_playMode = GAMESTATE->m_PlayMode;
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ASSERT( ss.m_vpPlayedSongs[0]->GetAllSteps().size() != 0 );
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StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
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StepsType st = GAMESTATE->GetCurrentStyle(PLAYER_1)->m_StepsType;
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FOREACH_PlayerNumber( p )
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{
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@@ -247,7 +247,7 @@ void ScreenNameEntry::Init()
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ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
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const float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle()->m_StyleType );
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const float fPlayerX = PLAYER_X( p, GAMESTATE->GetCurrentStyle(p)->m_StyleType );
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{
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LockNoteSkin l( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().m_sNoteSkin );
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@@ -258,7 +258,7 @@ void ScreenNameEntry::Init()
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this->AddChild( &m_ReceptorArrowRow[p] );
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}
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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const Style* pStyle = GAMESTATE->GetCurrentStyle(p);
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const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer );
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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int CurrentStringIndex = 0;
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@@ -270,7 +270,7 @@ void ScreenNameEntry::Init()
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break; // We have enough columns.
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// Find out if this column is associated with the START menu button.
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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GameInput gi = GAMESTATE->GetCurrentStyle(p)->StyleInputToGameInput( iCol, p );
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GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
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if( mb == GAME_BUTTON_START )
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continue;
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@@ -338,7 +338,7 @@ bool ScreenNameEntry::Input( const InputEventPlus &input )
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if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
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return false; // ignore
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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const int iCol = GAMESTATE->GetCurrentStyle(input.pn)->GameInputToColumn( input.GameI );
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bool bHandled = false;
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if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
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{
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