Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.
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@@ -82,7 +82,7 @@ ScreenMapControllers::ScreenMapControllers()
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m_textError.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
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m_textError.SetText( "" );
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m_textError.SetXY( CENTER_X, CENTER_Y );
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m_textError.SetDiffuse( D3DXCOLOR(0,1,0,0) );
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m_textError.SetDiffuse( RageColor(0,1,0,0) );
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m_textError.SetZoom( 0.8f );
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this->AddChild( &m_textError );
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@@ -152,10 +152,10 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
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{
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//m_textError.SetText( "Game option is set to ignore the Joystick D-Pad." );
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//m_fErrorDisplayCountdown = 5; // show the error message
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m_textError.SetDiffuse( D3DXCOLOR(0,1,0,1) );
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m_textError.SetDiffuse( RageColor(0,1,0,1) );
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m_textError.BeginTweening( 3 );
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m_textError.BeginTweening( 1 );
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m_textError.SetTweenDiffuse( D3DXCOLOR(0,1,0,0) );
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m_textError.SetTweenDiffuse( RageColor(0,1,0,0) );
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return; // ignore this press
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}
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@@ -260,16 +260,16 @@ void ScreenMapControllers::Refresh()
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m_textMappedTo[p][b][s].SetText( "-----------" );
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// highlight the currently selected pad button
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D3DXCOLOR color;
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RageColor color;
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if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot )
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{
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if( m_bWaitingForPress )
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color = D3DXCOLOR(1,0.5,0.5,1); // red
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color = RageColor(1,0.5,0.5,1); // red
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else
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color = D3DXCOLOR(1,1,1,1); // white
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color = RageColor(1,1,1,1); // white
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}
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else
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color = D3DXCOLOR(0.5,0.5,0.5,1); // gray
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color = RageColor(0.5,0.5,0.5,1); // gray
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m_textMappedTo[p][b][s].SetDiffuse( color );
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}
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}
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