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