move player positions from Style into metrics

This commit is contained in:
Chris Danford
2004-11-07 05:49:06 +00:00
parent f61f53cdc2
commit b8259d7af9
13 changed files with 133 additions and 144 deletions
+8 -5
View File
@@ -39,6 +39,7 @@
#define TIMER_SECONDS THEME->GetMetricI("ScreenNameEntry","TimerSeconds")
#define MAX_RANKING_NAME_LENGTH THEME->GetMetricI(m_sName,"MaxRankingNameLength")
#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
// cache for frequently used metrics
@@ -181,8 +182,10 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
/* Ensure that this is up-to-date. */
GAMESTATE->m_pPosition->Load( (PlayerNumber)p );
m_ReceptorArrowRow[p].Load( (PlayerNumber)p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
m_ReceptorArrowRow[p].SetX( (float)GAMESTATE->GetCurrentStyle()->m_iCenterX[p] );
float fPlayerX = PLAYER_X(p,GAMESTATE->GetCurrentStyle()->m_StyleType);
m_ReceptorArrowRow[p].Load( p, GAMESTATE->m_PlayerOptions[p].m_sNoteSkin, 0 );
m_ReceptorArrowRow[p].SetX( fPlayerX );
m_ReceptorArrowRow[p].SetY( SCREEN_TOP + 100 );
this->AddChild( &m_ReceptorArrowRow[p] );
@@ -198,14 +201,14 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
continue; /* We have enough columns. */
/* Find out if this column is associated with the START menu button. */
StyleInput si((PlayerNumber)p, t);
StyleInput si(p, t);
GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si);
MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
if(m.button == MENU_BUTTON_START)
continue;
m_ColToStringIndex[p][t] = CurrentStringIndex++;
float ColX = pStyle->m_iCenterX[p] + pStyle->m_ColumnInfo[p][t].fXOffset;
float ColX = fPlayerX + pStyle->m_ColumnInfo[p][t].fXOffset;
m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathToF("ScreenNameEntry letters") );
m_textSelectedChars[p][t].SetX( ColX );
@@ -224,7 +227,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
}
m_textCategory[p].LoadFromFont( THEME->GetPathToF("ScreenNameEntry category") );
m_textCategory[p].SetX( (float)GAMESTATE->GetCurrentStyle()->m_iCenterX[p] );
m_textCategory[p].SetX( fPlayerX );
m_textCategory[p].SetY( CATEGORY_Y );
m_textCategory[p].SetZoom( CATEGORY_ZOOM );
CString joined;