name cleanup: StyleDef -> Style

This commit is contained in:
Chris Danford
2004-06-28 07:26:00 +00:00
parent 1296cd775d
commit 5544445ad0
80 changed files with 350 additions and 353 deletions
+8 -8
View File
@@ -222,7 +222,7 @@ void ScreenGameplay::Init()
g_CurStageStats.pSong = NULL; // set in LoadNextSong
g_CurStageStats.playMode = GAMESTATE->m_PlayMode;
g_CurStageStats.pStyleDef = GAMESTATE->m_pCurStyleDef;
g_CurStageStats.pStyle = GAMESTATE->m_pCurStyle;
FOREACH_EnabledPlayer(p)
{
@@ -302,7 +302,7 @@ void ScreenGameplay::Init()
FOREACH_EnabledPlayer(p)
{
float fPlayerX = (float) GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p];
float fPlayerX = (float) GAMESTATE->GetCurrentStyle()->m_iCenterX[p];
/* Perhaps this should be handled better by defining a new
* StyleType for ONE_PLAYER_ONE_CREDIT_AND_ONE_COMPUTER,
@@ -311,7 +311,7 @@ void ScreenGameplay::Init()
if( PREFSMAN->m_bSoloSingle &&
GAMESTATE->m_PlayMode != PLAY_MODE_BATTLE &&
GAMESTATE->m_PlayMode != PLAY_MODE_RAVE &&
GAMESTATE->GetCurrentStyleDef()->m_StyleType == StyleDef::ONE_PLAYER_ONE_CREDIT )
GAMESTATE->GetCurrentStyle()->m_StyleType == Style::ONE_PLAYER_ONE_CREDIT )
fPlayerX = SCREEN_WIDTH/2;
m_Player[p].SetX( fPlayerX );
@@ -797,9 +797,9 @@ void ScreenGameplay::SetupSong( int p, int iSongIndex )
NoteData pOriginalNoteData;
GAMESTATE->m_pCurSteps[p]->GetNoteData( &pOriginalNoteData );
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
const Style* pStyle = GAMESTATE->GetCurrentStyle();
NoteData pNewNoteData;
pStyleDef->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
pStyle->GetTransformedNoteDataForStyle( (PlayerNumber)p, &pOriginalNoteData, &pNewNoteData );
m_Player[p].Load( (PlayerNumber)p, &pNewNoteData, m_pLifeMeter[p], m_pCombinedLifeMeter, m_pPrimaryScoreDisplay[p], m_pSecondaryScoreDisplay[p], m_pInventory[p], m_pPrimaryScoreKeeper[p], m_pSecondaryScoreKeeper[p] );
}
@@ -1417,7 +1417,7 @@ void ScreenGameplay::Update( float fDeltaTime )
//
// update lights
//
const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
const Style* pStyle = GAMESTATE->GetCurrentStyle();
bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
ZERO( bBlinkCabinetLight );
@@ -1453,7 +1453,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( bBlink )
{
StyleInput si( pn, t );
GameInput gi = pStyleDef->StyleInputToGameInput( si );
GameInput gi = pStyle->StyleInputToGameInput( si );
bBlinkGameButton[gi.controller][gi.button] |= bBlink;
}
}
@@ -1478,7 +1478,7 @@ void ScreenGameplay::Update( float fDeltaTime )
if( hn.iStartRow <= iSongRow && iSongRow <= hn.iEndRow )
{
StyleInput si( pn, hn.iTrack );
GameInput gi = pStyleDef->StyleInputToGameInput( si );
GameInput gi = pStyle->StyleInputToGameInput( si );
bBlinkGameButton[gi.controller][gi.button] |= true;
}
}