diff --git a/stepmania/src/ScreenNameEntryTraditional.cpp b/stepmania/src/ScreenNameEntryTraditional.cpp index 8a3813f98d..175654a530 100644 --- a/stepmania/src/ScreenNameEntryTraditional.cpp +++ b/stepmania/src/ScreenNameEntryTraditional.cpp @@ -221,10 +221,10 @@ void ScreenNameEntryTraditional::Init() continue; // skip } - m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) ); m_sprNameFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("name frame p%i",p+1)) ); + m_sprNameFrame[p]->SetName( ssprintf("EntryFrameP%i",p+1) ); SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] ); - this->AddChild( &m_sprNameFrame[p] ); + this->AddChild( m_sprNameFrame[p] ); m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) ); SET_XY_AND_ON_COMMAND( m_Keyboard[p] ); @@ -427,10 +427,10 @@ void ScreenNameEntryTraditional::Init() /* We always show the banner frame (if any), because fading from a graphic to * itself is ugly. */ - display.m_sprBannerFrame.SetName( ssprintf("BannerFrameP%i",p+1) ); display.m_sprBannerFrame.Load( THEME->GetPathG(m_sName,ssprintf("banner frame p%i",p+1)) ); + display.m_sprBannerFrame->SetName( ssprintf("BannerFrameP%i",p+1) ); SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame ); - this->AddChild( &display.m_sprBannerFrame ); + this->AddChild( display.m_sprBannerFrame ); } #undef SET_ON } diff --git a/stepmania/src/ScreenNameEntryTraditional.h b/stepmania/src/ScreenNameEntryTraditional.h index 511264a871..673a9f339a 100644 --- a/stepmania/src/ScreenNameEntryTraditional.h +++ b/stepmania/src/ScreenNameEntryTraditional.h @@ -79,7 +79,7 @@ private: vector m_AlphabetLetter[NUM_PLAYERS]; int m_SelectedChar[NUM_PLAYERS]; AutoActor m_sprOutOfRanking[NUM_PLAYERS]; // shown if didn't make any high scores - Sprite m_sprNameFrame[NUM_PLAYERS]; + AutoActor m_sprNameFrame[NUM_PLAYERS]; BitmapText m_textSelection[NUM_PLAYERS]; /* Feat display: */ @@ -89,10 +89,10 @@ private: GradeDisplay m_Grade; DifficultyIcon m_DifficultyIcon; DifficultyMeter m_DifficultyMeter; - BitmapText m_textCategory; + BitmapText m_textCategory; PercentageDisplay m_textScore; - Banner m_sprBanner; - Sprite m_sprBannerFrame; + Banner m_sprBanner; + AutoActor m_sprBannerFrame; }; vector m_FeatDisplay[NUM_PLAYERS];