GrayArrow => ReceptorArrow
move ReceptorArrow metrics into NoteSkin ReceptorArrow metrics, code cleanup
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@@ -41,7 +41,7 @@
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#define CHARS_SPACING_Y THEME->GetMetricF("ScreenNameEntry","CharsSpacingY")
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#define SCROLLING_CHARS_COLOR THEME->GetMetricC("ScreenNameEntry","ScrollingCharsColor")
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#define SELECTED_CHARS_COLOR THEME->GetMetricC("ScreenNameEntry","SelectedCharsColor")
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#define GRAY_ARROWS_Y THEME->GetMetricF("ScreenNameEntry","GrayArrowsY")
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#define GRAY_ARROWS_Y THEME->GetMetricF("ScreenNameEntry","ReceptorArrowsY")
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#define NUM_CHARS_TO_DRAW_BEHIND THEME->GetMetricI("ScreenNameEntry","NumCharsToDrawBehind")
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#define NUM_CHARS_TO_DRAW_TOTAL THEME->GetMetricI("ScreenNameEntry","NumCharsToDrawTotal")
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#define FAKE_BEATS_PER_SEC THEME->GetMetricF("ScreenNameEntry","FakeBeatsPerSec")
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@@ -55,7 +55,7 @@ float g_fCharsZoomLarge;
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float g_fCharsSpacingY;
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RageColor g_ScrollingCharsColor;
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RageColor g_SelectedCharsColor;
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float g_fGrayArrowsY;
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float g_fReceptorArrowsY;
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int g_iNumCharsToDrawBehind;
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int g_iNumCharsToDrawTotal;
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float g_fFakeBeatsPerSec;
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@@ -104,7 +104,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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g_fCharsSpacingY = CHARS_SPACING_Y;
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g_ScrollingCharsColor = SCROLLING_CHARS_COLOR;
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g_SelectedCharsColor = SELECTED_CHARS_COLOR;
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g_fGrayArrowsY = GRAY_ARROWS_Y;
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g_fReceptorArrowsY = GRAY_ARROWS_Y;
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g_iNumCharsToDrawBehind = NUM_CHARS_TO_DRAW_BEHIND;
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g_iNumCharsToDrawTotal = NUM_CHARS_TO_DRAW_TOTAL;
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g_fFakeBeatsPerSec = FAKE_BEATS_PER_SEC;
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@@ -191,10 +191,10 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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/* Ensure that this is up-to-date. */
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GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
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m_GrayArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
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m_GrayArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_GrayArrowRow[p].SetY( SCREEN_TOP + 100 );
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this->AddChild( &m_GrayArrowRow[p] );
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m_ReceptorArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
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m_ReceptorArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_ReceptorArrowRow[p].SetY( SCREEN_TOP + 100 );
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this->AddChild( &m_ReceptorArrowRow[p] );
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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@@ -368,7 +368,7 @@ void ScreenNameEntry::Input( const DeviceInput& DeviceI, const InputEventType ty
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int StringIndex = m_ColToStringIndex[StyleI.player][StyleI.col];
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if(StringIndex != -1)
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{
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m_GrayArrowRow[StyleI.player].Step( StyleI.col );
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m_ReceptorArrowRow[StyleI.player].Step( StyleI.col );
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m_soundStep.Play();
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char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
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m_textSelectedChars[StyleI.player][StyleI.col].SetText( ssprintf("%c",c) );
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