sprite -> AutoActor

This commit is contained in:
Chris Danford
2006-06-14 02:42:29 +00:00
parent b82a216644
commit 84b59f1510
2 changed files with 8 additions and 8 deletions
+4 -4
View File
@@ -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
}