Fix input crash and add text as subactors.
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@@ -21,7 +21,6 @@
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#include "NoteSkinManager.h"
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#include "InputEventPlus.h"
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//
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// Defines specific to ScreenNameEntry
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//
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@@ -171,7 +170,7 @@ void ScreenNameEntry::Init()
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ASSERT( GAMESTATE->IsHumanPlayer(p) ); // they better be enabled if they made a high score!
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float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType);
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const float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType);
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{
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LockNoteSkin l( GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetCurrent().m_sNoteSkin );
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@@ -215,7 +214,7 @@ void ScreenNameEntry::Init()
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m_textScrollingChars[p][iCol].SetX( ColX );
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m_textScrollingChars[p][iCol].SetY( GRAY_ARROWS_Y );
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m_textScrollingChars[p][iCol].RunCommands( SCROLLING_CHARS_COMMAND );
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//this->AddChild( &m_textScrollingChars[p][iCol] ); // draw these manually
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this->AddChild( &m_textScrollingChars[p][iCol] ); // draw these manually
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}
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m_textCategory[p].LoadFromFont( THEME->GetPathF("ScreenNameEntry","category") );
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@@ -296,7 +295,6 @@ void ScreenNameEntry::Update( float fDelta )
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void ScreenNameEntry::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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int iClosestIndex = GetClosestCharIndex( m_fFakeBeat );
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int iStartDrawingIndex = iClosestIndex - NUM_CHARS_TO_DRAW_BEHIND;
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iStartDrawingIndex += NUM_NAME_CHARS; // make positive
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@@ -331,17 +329,11 @@ void ScreenNameEntry::DrawPrimitives()
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if( i==g_iNumCharsToDrawTotal-1 )
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fAlpha *= SCALE(GetClosestCharYOffset(m_fFakeBeat),0.f,0.5f,1.f,0.f);
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m_textScrollingChars[p][t].SetDiffuseAlpha( fAlpha );
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m_textScrollingChars[p][t].Draw();
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//m_textScrollingChars[p][t].Draw();
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}
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fY += g_fCharsSpacingY;
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iCharIndex = (iCharIndex+1) % NUM_NAME_CHARS;
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}
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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{
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m_textSelectedChars[p][t].Draw();
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}
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}
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}
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@@ -352,7 +344,7 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
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if( m_In.IsTransitioning() || m_Out.IsTransitioning() )
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return;
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if( input.type != IET_FIRST_PRESS )
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if( input.type != IET_FIRST_PRESS || !input.GameI.IsValid() )
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return; // ignore
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const int iCol = GAMESTATE->GetCurrentStyle()->GameInputToColumn( input.GameI );
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