As far as I can tell, StyleI.player is always the
same as MenuI.player if the style is set. Phase it out.
This commit is contained in:
@@ -1920,7 +1920,7 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
|
||||
return;
|
||||
}
|
||||
|
||||
if( input.StyleI.player != PLAYER_1 )
|
||||
if( input.MenuI.player != PLAYER_1 )
|
||||
return; // ignore
|
||||
|
||||
const int iCol = input.StyleI.col;
|
||||
@@ -2082,7 +2082,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
|
||||
if( PREFSMAN->m_AutoPlay != PC_HUMAN )
|
||||
return;
|
||||
|
||||
switch( input.StyleI.player )
|
||||
switch( input.MenuI.player )
|
||||
{
|
||||
case PLAYER_1:
|
||||
m_Player->Step( input.StyleI.col, -1, input.DeviceI.ts, false, input.type == IET_RELEASE );
|
||||
|
||||
@@ -2162,7 +2162,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
|
||||
//
|
||||
if( input.type==IET_FIRST_PRESS &&
|
||||
input.StyleI.IsValid() &&
|
||||
GAMESTATE->IsHumanPlayer( input.StyleI.player ) )
|
||||
GAMESTATE->IsHumanPlayer( input.MenuI.player ) )
|
||||
{
|
||||
AbortGiveUp( true );
|
||||
|
||||
|
||||
@@ -223,7 +223,7 @@ protected:
|
||||
|
||||
vector<PlayerInfo> m_vPlayerInfo; // filled by SGameplay derivatives in Init
|
||||
virtual void FillPlayerInfo( vector<PlayerInfo> &vPlayerInfoOut ) = 0;
|
||||
virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.StyleI.player]; }
|
||||
virtual PlayerInfo &GetPlayerInfoForInput( const InputEventPlus& iep ) { return m_vPlayerInfo[iep.MenuI.player]; }
|
||||
};
|
||||
|
||||
vector<PlayerInfo>::iterator GetNextEnabledPlayerInfo ( vector<PlayerInfo>::iterator iter, vector<PlayerInfo> &v );
|
||||
|
||||
@@ -65,8 +65,8 @@ void ScreenGameplaySyncMachine::Input( const InputEventPlus &input )
|
||||
_input.GameI.controller = GAME_CONTROLLER_1;
|
||||
if( _input.MenuI.player != PLAYER_INVALID )
|
||||
_input.MenuI.player = PLAYER_1;
|
||||
if( _input.StyleI.player != PLAYER_INVALID )
|
||||
_input.StyleI.player = PLAYER_1;
|
||||
if( _input.MenuI.player != PLAYER_INVALID )
|
||||
_input.MenuI.player = PLAYER_1;
|
||||
|
||||
ScreenGameplay::Input( _input );
|
||||
}
|
||||
|
||||
@@ -346,16 +346,16 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
|
||||
if( input.type != IET_FIRST_PRESS )
|
||||
return; // ignore
|
||||
|
||||
if( input.StyleI.IsValid() && m_bStillEnteringName[input.StyleI.player])
|
||||
if( input.StyleI.IsValid() && m_bStillEnteringName[input.MenuI.player])
|
||||
{
|
||||
int iStringIndex = m_ColToStringIndex[input.StyleI.player][input.StyleI.col];
|
||||
int iStringIndex = m_ColToStringIndex[input.MenuI.player][input.StyleI.col];
|
||||
if( iStringIndex != -1 )
|
||||
{
|
||||
m_ReceptorArrowRow[input.StyleI.player].Step( input.StyleI.col, TNS_W1 );
|
||||
m_ReceptorArrowRow[input.MenuI.player].Step( input.StyleI.col, TNS_W1 );
|
||||
m_soundStep.Play();
|
||||
char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
|
||||
m_textSelectedChars[input.StyleI.player][input.StyleI.col].SetText( ssprintf("%c",c) );
|
||||
m_sSelectedName[input.StyleI.player][iStringIndex] = c;
|
||||
m_textSelectedChars[input.MenuI.player][input.StyleI.col].SetText( ssprintf("%c",c) );
|
||||
m_sSelectedName[input.MenuI.player][iStringIndex] = c;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user