add labels for P1's and P2's groups of slots

This commit is contained in:
Chris Danford
2006-01-25 23:49:55 +00:00
parent 9d27c61ff9
commit c82073a40c
4 changed files with 60 additions and 22 deletions
+43 -17
View File
@@ -25,6 +25,7 @@ static const int NUM_CHANGABLE_SLOTS = NUM_SHOWN_GAME_TO_DEVICE_SLOTS-1;
REGISTER_SCREEN_CLASS( ScreenMapControllers );
static LocalizedString PLAYER_SLOTS( "ScreenMapControllers", "%s slots" );
void ScreenMapControllers::Init()
{
ScreenWithMenuElements::Init();
@@ -56,18 +57,39 @@ void ScreenMapControllers::Init()
}
}
int iRow = 0;
// header row
{
for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
{
BitmapText &text = m_textLabel[c];
text.LoadFromFont( THEME->GetPathF("Common","title") );
PlayerNumber pn = (PlayerNumber)c;
text.SetName( "Label"+PlayerNumberToString(pn) );
RString sText = ssprintf(PLAYER_SLOTS.GetValue(), PlayerNumberToLocalizedString(pn).c_str());
text.SetText( sText );
ActorUtil::LoadAllCommands( text, m_sName );
m_Line[iRow].AddChild( &m_textLabel[c] );
}
m_LineScroller.AddChild( &m_Line[iRow] );
iRow++;
}
// normal rows
for( unsigned b=0; b<m_KeysToMap.size(); b++ )
{
KeyToMap *pKey = &m_KeysToMap[b];
{
BitmapText *pName = new BitmapText;
pName->SetName( "Title" );
pName->SetName( "Primary" );
pName->LoadFromFont( THEME->GetPathF("Common","title") );
RString sText = GameButtonToLocalizedString( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
pName->SetText( sText );
ActorUtil::LoadAllCommands( *pName, m_sName );
m_Line[b].AddChild( pName );
m_Line[iRow].AddChild( pName );
}
{
BitmapText *pSecondary = new BitmapText;
@@ -79,35 +101,39 @@ void ScreenMapControllers::Init()
sText = MenuButtonToLocalizedString( mb );
ActorUtil::LoadAllCommands( *pSecondary, m_sName );
pSecondary->SetText( sText );
m_Line[b].AddChild( pSecondary );
m_Line[iRow].AddChild( pSecondary );
}
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
{
for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
{
pKey->m_textMappedTo[p][s] = new BitmapText;
pKey->m_textMappedTo[p][s]->SetName( "MappedTo" );
pKey->m_textMappedTo[p][s]->LoadFromFont( THEME->GetPathF(m_sName,"entry") );
pKey->m_textMappedTo[p][s]->RunCommands( MAPPED_TO_COMMAND(p,s) );
ActorUtil::LoadAllCommands( *pKey->m_textMappedTo[p][s], m_sName );
m_Line[b].AddChild( pKey->m_textMappedTo[p][s] );
pKey->m_textMappedTo[c][s] = new BitmapText;
pKey->m_textMappedTo[c][s]->SetName( "MappedTo" );
pKey->m_textMappedTo[c][s]->LoadFromFont( THEME->GetPathF(m_sName,"entry") );
pKey->m_textMappedTo[c][s]->RunCommands( MAPPED_TO_COMMAND(c,s) );
ActorUtil::LoadAllCommands( *pKey->m_textMappedTo[c][s], m_sName );
m_Line[iRow].AddChild( pKey->m_textMappedTo[c][s] );
}
}
m_Line[b].DeleteChildrenWhenDone();
m_Line[b].SetName( "Line" );
ActorUtil::LoadAllCommands( m_Line[b], m_sName );
m_LineScroller.AddChild( &m_Line[b] );
m_Line[iRow].DeleteChildrenWhenDone();
m_Line[iRow].SetName( "Line" );
ActorUtil::LoadAllCommands( m_Line[iRow], m_sName );
m_LineScroller.AddChild( &m_Line[iRow] );
iRow++;
}
// exit row
{
m_pExit = ActorUtil::MakeActor( THEME->GetPathG(m_sName,"exit") );
m_pExit->SetName( "Exit" );
ActorUtil::LoadAllCommands( *m_pExit, m_sName );
unsigned b = m_KeysToMap.size();
m_Line[b].AddChild( m_pExit );
m_LineScroller.AddChild( &m_Line[b] );
m_Line[iRow].AddChild( m_pExit );
m_LineScroller.AddChild( &m_Line[iRow] );
iRow++;
}
m_LineScroller.SetName( "LineScroller" );