take note skin name to *Row

This commit is contained in:
Glenn Maynard
2003-11-27 23:45:38 +00:00
parent ecdd2c75b2
commit 7d84c57efa
6 changed files with 12 additions and 12 deletions
+5 -5
View File
@@ -26,7 +26,7 @@ GhostArrowRow::GhostArrowRow()
m_iNumCols = 0; m_iNumCols = 0;
} }
void GhostArrowRow::Load( PlayerNumber pn, float fYReverseOffset ) void GhostArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
{ {
m_PlayerNumber = pn; m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffset; m_fYReverseOffsetPixels = fYReverseOffset;
@@ -52,10 +52,10 @@ void GhostArrowRow::Load( PlayerNumber pn, float fYReverseOffset )
m_GhostMine[c].Init( pn ); m_GhostMine[c].Init( pn );
//m_HoldGhost[c].Init( pn ); //m_HoldGhost[c].Init( pn );
m_GhostDim[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion dim") ); m_GhostDim[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "tap explosion dim") );
m_GhostBright[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion bright") ); m_GhostBright[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "tap explosion bright") );
m_GhostMine[c].Load( NOTESKIN->GetPathTo(pn, Button, "tap explosion mine") ); m_GhostMine[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "tap explosion mine") );
m_HoldGhost[c].Load( NOTESKIN->GetPathTo(pn, Button, "hold explosion") ); m_HoldGhost[c].Load( NOTESKIN->GetPathTo(NoteSkin, Button, "hold explosion") );
} }
} }
+1 -1
View File
@@ -26,7 +26,7 @@ public:
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
virtual void DrawPrimitives(); virtual void DrawPrimitives();
void Load( PlayerNumber pn, float fYReverseOffset ); void Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset );
void DidTapNote( int iCol, TapNoteScore score, bool bBright ); void DidTapNote( int iCol, TapNoteScore score, bool bBright );
void DidTapMine( int iCol, TapNoteScore score ); void DidTapMine( int iCol, TapNoteScore score );
+2 -2
View File
@@ -25,7 +25,7 @@ GrayArrowRow::GrayArrowRow()
m_iNumCols = 0; m_iNumCols = 0;
} }
void GrayArrowRow::Load( PlayerNumber pn, float fYReverseOffset ) void GrayArrowRow::Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset )
{ {
m_PlayerNumber = pn; m_PlayerNumber = pn;
m_fYReverseOffsetPixels = fYReverseOffset; m_fYReverseOffsetPixels = fYReverseOffset;
@@ -35,7 +35,7 @@ void GrayArrowRow::Load( PlayerNumber pn, float fYReverseOffset )
m_iNumCols = pStyleDef->m_iColsPerPlayer; m_iNumCols = pStyleDef->m_iColsPerPlayer;
for( int c=0; c<m_iNumCols; c++ ) for( int c=0; c<m_iNumCols; c++ )
m_GrayArrow[c].Load( GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin, m_PlayerNumber, c ); m_GrayArrow[c].Load( NoteSkin, m_PlayerNumber, c );
} }
void GrayArrowRow::Update( float fDeltaTime ) void GrayArrowRow::Update( float fDeltaTime )
+1 -1
View File
@@ -22,7 +22,7 @@ class GrayArrowRow : public ActorFrame
public: public:
GrayArrowRow(); GrayArrowRow();
void Load( PlayerNumber pn, float fYReverseOffset ); void Load( PlayerNumber pn, CString NoteSkin, float fYReverseOffset );
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
virtual void DrawPrimitives(); virtual void DrawPrimitives();
+2 -2
View File
@@ -97,8 +97,8 @@ void NoteField::Load( const NoteData* pNoteData, PlayerNumber pn, int iFirstPixe
this->CopyAll( pNoteData ); this->CopyAll( pNoteData );
ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer ); ASSERT( GetNumTracks() == GAMESTATE->GetCurrentStyleDef()->m_iColsPerPlayer );
m_GrayArrowRow.Load( pn, m_fYReverseOffsetPixels ); m_GrayArrowRow.Load( pn, GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin, m_fYReverseOffsetPixels );
m_GhostArrowRow.Load( pn, m_fYReverseOffsetPixels ); m_GhostArrowRow.Load( pn, GAMESTATE->m_PlayerOptions[pn].m_sNoteSkin, m_fYReverseOffsetPixels );
CacheAllUsedNoteSkins(); CacheAllUsedNoteSkins();
RefreshBeatToNoteSkin(); RefreshBeatToNoteSkin();
+1 -1
View File
@@ -191,7 +191,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
/* Ensure that this is up-to-date. */ /* Ensure that this is up-to-date. */
GAMESTATE->m_pPosition->Load( (PlayerNumber)p ); GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
m_GrayArrowRow[p].Load( (PlayerNumber)p, 0 ); m_GrayArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
m_GrayArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] ); m_GrayArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyleDef()->m_iCenterX[p] );
m_GrayArrowRow[p].SetY( SCREEN_TOP + 100 ); m_GrayArrowRow[p].SetY( SCREEN_TOP + 100 );
this->AddChild( &m_GrayArrowRow[p] ); this->AddChild( &m_GrayArrowRow[p] );