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 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].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] ); 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) ); m_Keyboard[p].SetName( ssprintf("KeyboardP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_Keyboard[p] ); 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 /* We always show the banner frame (if any), because fading from a graphic to
* itself is ugly. */ * 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.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 ); SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame );
this->AddChild( &display.m_sprBannerFrame ); this->AddChild( display.m_sprBannerFrame );
} }
#undef SET_ON #undef SET_ON
} }
+4 -4
View File
@@ -79,7 +79,7 @@ private:
vector<int> m_AlphabetLetter[NUM_PLAYERS]; vector<int> m_AlphabetLetter[NUM_PLAYERS];
int m_SelectedChar[NUM_PLAYERS]; int m_SelectedChar[NUM_PLAYERS];
AutoActor m_sprOutOfRanking[NUM_PLAYERS]; // shown if didn't make any high scores 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]; BitmapText m_textSelection[NUM_PLAYERS];
/* Feat display: */ /* Feat display: */
@@ -89,10 +89,10 @@ private:
GradeDisplay m_Grade; GradeDisplay m_Grade;
DifficultyIcon m_DifficultyIcon; DifficultyIcon m_DifficultyIcon;
DifficultyMeter m_DifficultyMeter; DifficultyMeter m_DifficultyMeter;
BitmapText m_textCategory; BitmapText m_textCategory;
PercentageDisplay m_textScore; PercentageDisplay m_textScore;
Banner m_sprBanner; Banner m_sprBanner;
Sprite m_sprBannerFrame; AutoActor m_sprBannerFrame;
}; };
vector<FeatDisplay> m_FeatDisplay[NUM_PLAYERS]; vector<FeatDisplay> m_FeatDisplay[NUM_PLAYERS];