diff --git a/stepmania/src/ScreenNameEntryTraditional.cpp b/stepmania/src/ScreenNameEntryTraditional.cpp index 2e004c2336..83706bbd3a 100644 --- a/stepmania/src/ScreenNameEntryTraditional.cpp +++ b/stepmania/src/ScreenNameEntryTraditional.cpp @@ -205,6 +205,12 @@ ScreenNameEntryTraditional::ScreenNameEntryTraditional( CString sClassName ) : S for( i = 0; i < m_textAlphabet[p].size(); ++i ) m_textAlphabet[p][i]->FinishTweening(); + /* We always show the banner frame (if any), because fading from a graphic to + * itself is ugly. */ + m_sprBannerFrame[p].SetName( ssprintf("BannerFrameP%i",p+1) ); + m_sprBannerFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenNameEntryTraditional banner frame p%i",p+1)) ); + SET_XY_AND_ON_COMMAND( m_textSelection[p] ); + this->AddChild( &m_sprBannerFrame[p] ); /* Show feat 0, hide others without tweening. Run the ON command for * all actors, even if we're going to hide it anyway, so any style commands diff --git a/stepmania/src/ScreenNameEntryTraditional.h b/stepmania/src/ScreenNameEntryTraditional.h index 05c76c5edd..1c15cfa81d 100644 --- a/stepmania/src/ScreenNameEntryTraditional.h +++ b/stepmania/src/ScreenNameEntryTraditional.h @@ -55,6 +55,7 @@ private: BitmapText m_textCategory[NUM_PLAYERS][MAX_DISPLAYED_FEATS]; BitmapText m_textScore[NUM_PLAYERS][MAX_DISPLAYED_FEATS]; Banner m_sprBanner[NUM_PLAYERS][MAX_DISPLAYED_FEATS]; + Sprite m_sprBannerFrame[NUM_PLAYERS]; Sprite m_sprNameFrame[NUM_PLAYERS];