name cleanup: StyleDef -> Style
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@@ -180,30 +180,30 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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GAMESTATE->m_pPosition->Load( (PlayerNumber)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].SetX( (float)GAMESTATE->GetCurrentStyle()->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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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyleDef->m_iColsPerPlayer, -1);
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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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for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ )
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
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continue; /* We have enough columns. */
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/* Find out if this column is associated with the START menu button. */
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StyleInput si((PlayerNumber)p, t);
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GameInput gi=GAMESTATE->GetCurrentStyleDef()->StyleInputToGameInput(si);
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GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si);
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MenuInput m=GAMESTATE->GetCurrentGameDef()->GameInputToMenuInput(gi);
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if(m.button == MENU_BUTTON_START)
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continue;
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m_ColToStringIndex[p][t] = CurrentStringIndex++;
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float ColX = pStyleDef->m_iCenterX[p] + pStyleDef->m_ColumnInfo[p][t].fXOffset;
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float ColX = pStyle->m_iCenterX[p] + pStyle->m_ColumnInfo[p][t].fXOffset;
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m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathToF("ScreenNameEntry letters") );
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m_textSelectedChars[p][t].SetX( ColX );
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@@ -222,7 +222,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
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}
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m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntry category") );
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m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
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m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyle()->m_iCenterX[p] );
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m_textCategory[p].SetY( CATEGORY_Y );
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m_textCategory[p].SetZoom( CATEGORY_ZOOM );
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CString joined;
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@@ -293,7 +293,7 @@ void ScreenNameEntry::DrawPrimitives()
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int iStartDrawingIndex = iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND;
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iStartDrawingIndex += NUM_NAME_CHARS; // make positive
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const Style* pStyle = GAMESTATE->GetCurrentStyle();
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FOREACH_PlayerNumber( p )
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{
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@@ -306,7 +306,7 @@ void ScreenNameEntry::DrawPrimitives()
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for( int i=0; i<NUM_CHARS_TO_DRAW_TOTAL; i++ )
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{
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char c = NAME_CHARS[iCharIndex];
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for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ )
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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if(m_ColToStringIndex[p][t] == -1)
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continue;
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@@ -330,7 +330,7 @@ void ScreenNameEntry::DrawPrimitives()
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}
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for( int t=0; t<pStyleDef->m_iColsPerPlayer; t++ )
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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m_textSelectedChars[p][t].Draw();
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}
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