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This commit is contained in:
Jason Felds
2011-02-27 21:04:00 -05:00
3 changed files with 13 additions and 17 deletions
+1 -2
View File
@@ -8,6 +8,7 @@
class Game; class Game;
struct NoteSkinData; struct NoteSkinData;
/** @brief Loads note skins. */ /** @brief Loads note skins. */
class NoteSkinManager class NoteSkinManager
{ {
@@ -47,8 +48,6 @@ protected:
const Game* m_pCurGame; const Game* m_pCurGame;
}; };
extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
class LockNoteSkin class LockNoteSkin
+5 -9
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@@ -26,9 +26,7 @@
#include "StatsManager.h" #include "StatsManager.h"
//
// Defines specific to ScreenNameEntry // Defines specific to ScreenNameEntry
//
#define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY") #define CATEGORY_Y THEME->GetMetricF(m_sName,"CategoryY")
#define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom") #define CATEGORY_ZOOM THEME->GetMetricF(m_sName,"CategoryZoom")
#define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall") #define CHARS_ZOOM_SMALL THEME->GetMetricF(m_sName,"CharsZoomSmall")
@@ -43,7 +41,6 @@
#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength") #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())) #define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
// cache for frequently used metrics // cache for frequently used metrics
static float g_fCharsZoomSmall; static float g_fCharsZoomSmall;
static float g_fCharsZoomLarge; static float g_fCharsZoomLarge;
@@ -53,6 +50,7 @@ static int g_iNumCharsToDrawBehind;
static int g_iNumCharsToDrawTotal; static int g_iNumCharsToDrawTotal;
static float g_fFakeBeatsPerSec; static float g_fFakeBeatsPerSec;
// TODO: Let themers change this? -aj
RString ScreenNameEntry::ScrollingText::g_sNameChars = " ABCDEFGHIJKLMNOPQRSTUVWXYZ"; RString ScreenNameEntry::ScrollingText::g_sNameChars = " ABCDEFGHIJKLMNOPQRSTUVWXYZ";
void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs ) void ScreenNameEntry::ScrollingText::Init( const RString &sName, const vector<float> &xs )
@@ -212,7 +210,7 @@ void ScreenNameEntry::Init()
if( !AnyStillEntering() ) if( !AnyStillEntering() )
{ {
/* Nobody made a high score. */ // Nobody got a high score.
PostScreenMessage( SM_GoToNextScreen, 0 ); PostScreenMessage( SM_GoToNextScreen, 0 );
return; return;
} }
@@ -228,7 +226,6 @@ void ScreenNameEntry::Init()
return; return;
} }
GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows GAMESTATE->m_bGameplayLeadIn.Set( false ); // enable the gray arrows
FOREACH_PlayerNumber( p ) FOREACH_PlayerNumber( p )
@@ -264,7 +261,6 @@ void ScreenNameEntry::Init()
this->AddChild( &m_ReceptorArrowRow[p] ); this->AddChild( &m_ReceptorArrowRow[p] );
} }
const Style* pStyle = GAMESTATE->GetCurrentStyle(); const Style* pStyle = GAMESTATE->GetCurrentStyle();
const int iMaxCols = min( int(ABS_MAX_RANKING_NAME_LENGTH), pStyle->m_iColsPerPlayer ); 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); 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 ) for( int iCol=0; iCol<iMaxCols; ++iCol )
{ {
if( CurrentStringIndex == MAX_RANKING_NAME_LENGTH ) 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 ); GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button ); GameButton mb = INPUTMAPPER->GameButtonToMenuButton( gi.button );
if( mb == GAME_BUTTON_START ) if( mb == GAME_BUTTON_START )
@@ -343,7 +339,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
return; return;
if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() ) if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
return; // ignore return; // ignore
const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI ); const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] ) if( iCol != Column_Invalid && m_bStillEnteringName[input.pn] )
+2 -1
View File
@@ -5,7 +5,8 @@
#include "BitmapText.h" #include "BitmapText.h"
#include "ReceptorArrowRow.h" #include "ReceptorArrowRow.h"
#include "RageSound.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 class ScreenNameEntry : public ScreenWithMenuElements
{ {
public: public: