t -> iCol
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@@ -188,34 +188,34 @@ void ScreenNameEntry::Init()
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
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int CurrentStringIndex = 0;
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int CurrentStringIndex = 0;
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for( int t=0; t<pStyle->m_iColsPerPlayer; t++ )
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for( int iCol=0; iCol<pStyle->m_iColsPerPlayer; iCol++ )
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{
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{
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if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
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if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
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continue; /* We have enough columns. */
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continue; /* We have enough columns. */
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/* Find out if this column is associated with the START menu button. */
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/* Find out if this column is associated with the START menu button. */
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GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(t, p);
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GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
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MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
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MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
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if(m.button == MENU_BUTTON_START)
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if(m.button == MENU_BUTTON_START)
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continue;
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continue;
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m_ColToStringIndex[p][t] = CurrentStringIndex++;
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m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
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float ColX = fPlayerX + pStyle->m_ColumnInfo[p][t].fXOffset;
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float ColX = fPlayerX + pStyle->m_ColumnInfo[p][iCol].fXOffset;
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m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
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m_textSelectedChars[p][iCol].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
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m_textSelectedChars[p][t].SetX( ColX );
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m_textSelectedChars[p][iCol].SetX( ColX );
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m_textSelectedChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][iCol].SetY( GRAY_ARROWS_Y );
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m_textSelectedChars[p][t].RunCommands( SELECTED_CHARS_COMMAND );
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m_textSelectedChars[p][iCol].RunCommands( SELECTED_CHARS_COMMAND );
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m_textSelectedChars[p][t].SetZoom( CHARS_ZOOM_LARGE );
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m_textSelectedChars[p][iCol].SetZoom( CHARS_ZOOM_LARGE );
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if( t < (int)m_sSelectedName[p].length() )
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if( iCol < (int)m_sSelectedName[p].length() )
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m_textSelectedChars[p][t].SetText( m_sSelectedName[p].substr(t,1) );
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m_textSelectedChars[p][iCol].SetText( m_sSelectedName[p].substr(iCol,1) );
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this->AddChild( &m_textSelectedChars[p][t] ); // draw these manually
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this->AddChild( &m_textSelectedChars[p][iCol] ); // draw these manually
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m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
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m_textScrollingChars[p][iCol].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
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m_textScrollingChars[p][t].SetX( ColX );
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m_textScrollingChars[p][iCol].SetX( ColX );
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m_textScrollingChars[p][t].SetY( GRAY_ARROWS_Y );
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m_textScrollingChars[p][iCol].SetY( GRAY_ARROWS_Y );
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m_textScrollingChars[p][t].RunCommands( SCROLLING_CHARS_COMMAND );
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m_textScrollingChars[p][iCol].RunCommands( SCROLLING_CHARS_COMMAND );
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//this->AddChild( &m_textScrollingChars[p][t] ); // draw these manually
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//this->AddChild( &m_textScrollingChars[p][iCol] ); // draw these manually
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}
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}
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m_textCategory[p].LoadFromFont( THEME->GetPathF("ScreenNameEntry","category") );
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m_textCategory[p].LoadFromFont( THEME->GetPathF("ScreenNameEntry","category") );
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