use column-specific names to rename "scratch"

This commit is contained in:
Glenn Maynard
2004-12-03 22:36:29 +00:00
parent cfefb6715b
commit b6bb0fca3c
3 changed files with 16 additions and 12 deletions
+3
View File
@@ -106,6 +106,9 @@ void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
CString Game::ColToButtonName( int col ) const
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
if( pzColumnName != NULL )
return pzColumnName;
StyleInput SI( PLAYER_1, col );
GameInput GI = pStyle->StyleInputToGameInput( SI );
+12 -12
View File
@@ -1938,7 +1938,7 @@ Style g_Styles[] =
{ TRACK_3, -BM_COL_SPACING*0.5f },
{ TRACK_4, +BM_COL_SPACING*0.5f },
{ TRACK_5, +BM_COL_SPACING*1.5f },
{ TRACK_6, +BM_COL_SPACING*3.0f },
{ TRACK_6, +BM_COL_SPACING*3.0f, "scratch" },
},
{ // PLAYER_2
{ TRACK_1, -BM_COL_SPACING*2.5f },
@@ -1946,7 +1946,7 @@ Style g_Styles[] =
{ TRACK_3, -BM_COL_SPACING*0.5f },
{ TRACK_4, +BM_COL_SPACING*0.5f },
{ TRACK_5, +BM_COL_SPACING*1.5f },
{ TRACK_6, +BM_COL_SPACING*3.0f },
{ TRACK_6, +BM_COL_SPACING*3.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -1976,13 +1976,13 @@ Style g_Styles[] =
{ TRACK_3, -BM_COL_SPACING*4.0f },
{ TRACK_4, -BM_COL_SPACING*3.0f },
{ TRACK_5, -BM_COL_SPACING*2.0f },
{ TRACK_6, -BM_COL_SPACING*1.5f },
{ TRACK_6, -BM_COL_SPACING*1.5f, "scratch" },
{ TRACK_7, +BM_COL_SPACING*0.5f },
{ TRACK_8, +BM_COL_SPACING*1.5f },
{ TRACK_9, +BM_COL_SPACING*2.5f },
{ TRACK_10, +BM_COL_SPACING*3.5f },
{ TRACK_11, +BM_COL_SPACING*4.5f },
{ TRACK_12, +BM_COL_SPACING*6.0f },
{ TRACK_12, +BM_COL_SPACING*6.0f, "scratch" },
},
{ // PLAYER_2
{ TRACK_1, -BM_COL_SPACING*6.0f },
@@ -1990,13 +1990,13 @@ Style g_Styles[] =
{ TRACK_3, -BM_COL_SPACING*4.0f },
{ TRACK_4, -BM_COL_SPACING*3.0f },
{ TRACK_5, -BM_COL_SPACING*2.0f },
{ TRACK_6, -BM_COL_SPACING*1.5f },
{ TRACK_6, -BM_COL_SPACING*1.5f, "scratch" },
{ TRACK_7, +BM_COL_SPACING*0.5f },
{ TRACK_8, +BM_COL_SPACING*1.5f },
{ TRACK_9, +BM_COL_SPACING*2.5f },
{ TRACK_10, +BM_COL_SPACING*3.5f },
{ TRACK_11, +BM_COL_SPACING*4.5f },
{ TRACK_12, +BM_COL_SPACING*6.0f },
{ TRACK_12, +BM_COL_SPACING*6.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -2021,7 +2021,7 @@ Style g_Styles[] =
8, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_8, -BM_COL_SPACING*3.5f },
{ TRACK_8, -BM_COL_SPACING*3.5f, "scratch" },
{ TRACK_1, -BM_COL_SPACING*2.0f },
{ TRACK_2, -BM_COL_SPACING*1.0f },
{ TRACK_3, -BM_COL_SPACING*0.0f },
@@ -2038,7 +2038,7 @@ Style g_Styles[] =
{ TRACK_5, +BM_COL_SPACING*0.5f },
{ TRACK_6, +BM_COL_SPACING*1.5f },
{ TRACK_7, +BM_COL_SPACING*2.5f },
{ TRACK_8, +BM_COL_SPACING*4.0f },
{ TRACK_8, +BM_COL_SPACING*4.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
@@ -2063,7 +2063,7 @@ Style g_Styles[] =
16, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_8, -BM_COL_SPACING*8.0f },
{ TRACK_8, -BM_COL_SPACING*8.0f, "scratch" },
{ TRACK_1, -BM_COL_SPACING*6.5f },
{ TRACK_2, -BM_COL_SPACING*5.5f },
{ TRACK_3, -BM_COL_SPACING*4.5f },
@@ -2078,10 +2078,10 @@ Style g_Styles[] =
{ TRACK_13, +BM_COL_SPACING*4.5f },
{ TRACK_14, +BM_COL_SPACING*5.5f },
{ TRACK_15, +BM_COL_SPACING*6.5f },
{ TRACK_16, +BM_COL_SPACING*8.0f },
{ TRACK_16, +BM_COL_SPACING*8.0f, "scratch" },
},
{ // PLAYER_2
{ TRACK_8, -BM_COL_SPACING*8.0f },
{ TRACK_8, -BM_COL_SPACING*8.0f, "scratch" },
{ TRACK_1, -BM_COL_SPACING*6.5f },
{ TRACK_2, -BM_COL_SPACING*5.5f },
{ TRACK_3, -BM_COL_SPACING*4.5f },
@@ -2096,7 +2096,7 @@ Style g_Styles[] =
{ TRACK_13, +BM_COL_SPACING*4.5f },
{ TRACK_14, +BM_COL_SPACING*5.5f },
{ TRACK_15, +BM_COL_SPACING*6.5f },
{ TRACK_16, +BM_COL_SPACING*8.0f },
{ TRACK_16, +BM_COL_SPACING*8.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
+1
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@@ -38,6 +38,7 @@ public:
{
int track; // take note data from this track
float fXOffset; // x position of the column relative to player center
const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
};
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData