Fixed VC6 compile errors

This commit is contained in:
Chris Danford
2002-10-06 17:02:04 +00:00
parent 107a1521e6
commit 6ab57e3faa
3 changed files with 26 additions and 30 deletions
+20 -18
View File
@@ -188,25 +188,27 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddChild( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","evaluation stage") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddChild( &m_textStage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","select music difficulty icons 1x6") );
m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) );
this->AddChild( &m_DifficultyIcon[p] );
m_BannerWithFrame[0].LoadFromSong( GAMESTATE->m_pCurSong );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddChild( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","evaluation stage") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddChild( &m_textStage );
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
m_DifficultyIcon[p].Load( THEME->GetPathTo("graphics","select music difficulty icons 1x6") );
m_DifficultyIcon[p].SetFromNotes( (PlayerNumber)p, GAMESTATE->m_pCurNotes[p] );
m_DifficultyIcon[p].SetXY( DIFFICULTY_ICON_X(p), DIFFICULTY_ICON_Y(p) );
this->AddChild( &m_DifficultyIcon[p] );
}
}
break;
case RM_ARCADE_SUMMARY:
+4 -2
View File
@@ -225,15 +225,17 @@ void ScreenSelectMode::RefreshModeChoices()
GAMEMAN->GetModesChoicesForGame( GAMESTATE->m_CurGame, m_aPossibleModeChoices );
ASSERT( m_aPossibleModeChoices.GetSize() > 0 );
int i;
// remove ModeChoices that won't work with the current number of players
for( int i=m_aPossibleModeChoices.GetSize()-1; i>=0; i-- )
for( i=m_aPossibleModeChoices.GetSize()-1; i>=0; i-- )
if( m_aPossibleModeChoices[i].numSidesJoinedToPlay != iNumSidesJoined )
m_aPossibleModeChoices.RemoveAt( i );
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CStringArray asGraphicPaths;
for( int i=0; i<m_aPossibleModeChoices.GetSize(); i++ )
for( i=0; i<m_aPossibleModeChoices.GetSize(); i++ )
{
const ModeChoice& choice = m_aPossibleModeChoices[i];
asGraphicPaths.Add( THEME->GetPathTo("Graphics", ssprintf("select mode choice %s %s", sGameName, choice.name) ) );
+2 -10
View File
@@ -59,7 +59,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -94,7 +94,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -907,14 +907,6 @@ SOURCE=.\Combo.h
# End Source File
# Begin Source File
SOURCE=.\DifficultyBanner.cpp
# End Source File
# Begin Source File
SOURCE=.\DifficultyBanner.h
# End Source File
# Begin Source File
SOURCE=.\FocusingSprite.cpp
# End Source File
# Begin Source File