diff --git a/stepmania/src/ScreenNameEntryTraditional.cpp b/stepmania/src/ScreenNameEntryTraditional.cpp index 4ac514f7cb..1c64811df3 100644 --- a/stepmania/src/ScreenNameEntryTraditional.cpp +++ b/stepmania/src/ScreenNameEntryTraditional.cpp @@ -28,12 +28,6 @@ // // Defines specific to ScreenNameEntryTraditional // -#define FOV THEME->GetMetricF(m_sName,"FOV") -#define ALPHABET_GAP_X THEME->GetMetricF(m_sName,"AlphabetGapX") -#define NUM_ALPHABET_DISPLAYED THEME->GetMetricI(m_sName,"NumAlphabetDisplayed") -#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength") -#define FEAT_INTERVAL THEME->GetMetricF(m_sName,"FeatInterval") -#define KEYBOARD_LETTERS THEME->GetMetric (m_sName,"KeyboardLetters") #define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen") #define COMMAND_OPTIONAL( actor, command_name ) \ @@ -173,6 +167,12 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S } + FOV.Load( m_sName, "FOV" ); + ALPHABET_GAP_X.Load( m_sName, "AlphabetGapX" ); + NUM_ALPHABET_DISPLAYED.Load( m_sName, "NumAlphabetDisplayed" ); + MAX_RANKING_NAME_LENGTH.Load( m_sName, "MaxRankingNameLength" ); + FEAT_INTERVAL.Load( m_sName, "FeatInterval" ); + KEYBOARD_LETTERS.Load( m_sName, "KeyboardLetters" ); // Find out if players deserve to enter their name FOREACH_PlayerNumber( p ) diff --git a/stepmania/src/ScreenNameEntryTraditional.h b/stepmania/src/ScreenNameEntryTraditional.h index 731115f0e6..7e2a8bbb95 100644 --- a/stepmania/src/ScreenNameEntryTraditional.h +++ b/stepmania/src/ScreenNameEntryTraditional.h @@ -12,6 +12,7 @@ #include "DifficultyIcon.h" #include "PercentageDisplay.h" #include "BGAnimation.h" +#include "ThemeMetric.h" class HighScoreWheelItem : public ActorFrame @@ -60,6 +61,13 @@ private: void ChangeDisplayedFeat(); void SelectChar( PlayerNumber pn, int c ); + ThemeMetric FOV; + ThemeMetric ALPHABET_GAP_X; + ThemeMetric NUM_ALPHABET_DISPLAYED; + ThemeMetric MAX_RANKING_NAME_LENGTH; + ThemeMetric FEAT_INTERVAL; + ThemeMetric KEYBOARD_LETTERS; + ActorFrame m_Keyboard[NUM_PLAYERS]; Sprite m_sprCursor[NUM_PLAYERS]; vector m_textAlphabet[NUM_PLAYERS];