fixed VC6 compile errors
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@@ -57,7 +57,6 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
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// Reset the current PlayMode
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GAMESTATE->m_PlayMode = PLAY_MODE_INVALID;
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unsigned p;
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m_Menu.Load(
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THEME->GetPathTo("BGAnimations","select difficulty"),
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@@ -74,7 +73,9 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
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if( asBits.size() > MAX_CHOICES_PER_PAGE )
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RageException::Throw( "Choices exceed max number of choices per page." );
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for( unsigned choice=0; choice<asBits.size(); choice++ )
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unsigned choice;
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for( choice=0; choice<asBits.size(); choice++ )
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{
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Difficulty dc = StringToDifficulty(asBits[choice]);
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PlayMode pm = StringToPlayMode(asBits[choice]);
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@@ -106,11 +107,9 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
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else
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RageException::Throw( "Invalid Page%dChoice%d value '%s'.", page+1, choice+1, asBits[choice].GetString() );
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}
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}
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for( int page=0; page<NUM_PAGES; page++ )
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{
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for( unsigned choice=0; choice<m_ModeChoices[page].size(); choice++ )
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for( choice=0; choice<m_ModeChoices[page].size(); choice++ )
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{
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CString sHeaderFile = ssprintf( "select difficulty header %s", m_ModeChoices[page][choice].name );
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CString sPictureFile = ssprintf( "select difficulty picture %s", m_ModeChoices[page][choice].name );
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@@ -128,24 +127,23 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
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m_sprHeader[page][choice].SetVertAlign( align_bottom );
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m_framePages.AddChild( &m_sprHeader[page][choice] );
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}
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m_sprMoreArrows[page].Load( THEME->GetPathTo("Graphics", ssprintf("select difficulty more page%d",page+1) ) );
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m_sprMoreArrows[page].SetXY( MORE_X(page), MORE_Y(page) );
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m_framePages.AddChild( &m_sprMoreArrows[page] );
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m_sprExplanation[page].Load( THEME->GetPathTo("Graphics", "select difficulty explanation") );
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m_sprExplanation[page].SetXY( EXPLANATION_X(page), EXPLANATION_Y(page) );
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m_sprExplanation[page].StopAnimating();
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m_sprExplanation[page].SetState( page );
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m_framePages.AddChild( &m_sprExplanation[page] );
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}
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for( p=0; p<NUM_PAGES; p++ )
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{
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m_sprMoreArrows[p].Load( THEME->GetPathTo("Graphics", p==0 ? "select difficulty more page1" : "select difficulty more page2" ) );
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m_sprMoreArrows[p].SetXY( MORE_X(p), MORE_Y(p) );
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m_framePages.AddChild( &m_sprMoreArrows[p] );
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m_sprExplanation[p].Load( THEME->GetPathTo("Graphics", "select difficulty explanation") );
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m_sprExplanation[p].SetXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
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m_sprExplanation[p].StopAnimating();
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m_sprExplanation[p].SetState( p );
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m_framePages.AddChild( &m_sprExplanation[p] );
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}
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m_iCurrentPage = PAGE_1;
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for( p=0; p<NUM_PLAYERS; p++ )
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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m_iChoiceOnPage[p] = (INITIAL_CHOICE-1);
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CLAMP( m_iChoiceOnPage[p], 0, (int)m_ModeChoices[0].size()-1 );
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@@ -296,8 +294,10 @@ void ScreenSelectDifficulty::MenuRight( PlayerNumber pn )
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void ScreenSelectDifficulty::ChangePage( int iNewPage )
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{
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int p;
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// If anyone has already chosen, don't allow changing of pages
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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if( GAMESTATE->IsPlayerEnabled(p) && m_bChosen[p] )
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return;
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@@ -312,7 +312,7 @@ void ScreenSelectDifficulty::ChangePage( int iNewPage )
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// change both players
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int iNewChoice = bPageIncreasing ? 0 : m_ModeChoices[m_iCurrentPage].size()-1;
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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ChangeWithinPage( (PlayerNumber)p, iNewChoice, true );
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// move frame with choices
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@@ -407,7 +407,9 @@ void ScreenSelectDifficulty::MenuBack( PlayerNumber pn )
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void ScreenSelectDifficulty::TweenOffScreen()
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{
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for( unsigned p=0; p < m_SubActors.size(); p++ )
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unsigned p;
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for( p=0; p < m_SubActors.size(); p++ )
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m_SubActors[p]->StopTweening();
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@@ -421,7 +423,7 @@ void ScreenSelectDifficulty::TweenOffScreen()
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m_sprMoreArrows[page].SetTweenDiffuse( RageColor(1,1,1,0) );
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for( unsigned p=0; p<NUM_PLAYERS; p++ )
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled((PlayerNumber)p) )
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continue;
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