t -> iCol

This commit is contained in:
Glenn Maynard
2006-09-13 09:24:56 +00:00
parent 3183dcf60b
commit d3095e0913
+17 -17
View File
@@ -188,34 +188,34 @@ void ScreenNameEntry::Init()
m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1); m_ColToStringIndex[p].insert(m_ColToStringIndex[p].begin(), pStyle->m_iColsPerPlayer, -1);
int CurrentStringIndex = 0; int CurrentStringIndex = 0;
for( int t=0; t<pStyle->m_iColsPerPlayer; t++ ) for( int iCol=0; iCol<pStyle->m_iColsPerPlayer; iCol++ )
{ {
if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH) if(CurrentStringIndex == MAX_RANKING_NAME_LENGTH)
continue; /* We have enough columns. */ continue; /* We have enough columns. */
/* Find out if this column is associated with the START menu button. */ /* Find out if this column is associated with the START menu button. */
GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(t, p); GameInput gi = GAMESTATE->GetCurrentStyle()->StyleInputToGameInput( iCol, p );
MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi); MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
if(m.button == MENU_BUTTON_START) if(m.button == MENU_BUTTON_START)
continue; continue;
m_ColToStringIndex[p][t] = CurrentStringIndex++; m_ColToStringIndex[p][iCol] = CurrentStringIndex++;
float ColX = fPlayerX + pStyle->m_ColumnInfo[p][t].fXOffset; float ColX = fPlayerX + pStyle->m_ColumnInfo[p][iCol].fXOffset;
m_textSelectedChars[p][t].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") ); m_textSelectedChars[p][iCol].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
m_textSelectedChars[p][t].SetX( ColX ); m_textSelectedChars[p][iCol].SetX( ColX );
m_textSelectedChars[p][t].SetY( GRAY_ARROWS_Y ); m_textSelectedChars[p][iCol].SetY( GRAY_ARROWS_Y );
m_textSelectedChars[p][t].RunCommands( SELECTED_CHARS_COMMAND ); m_textSelectedChars[p][iCol].RunCommands( SELECTED_CHARS_COMMAND );
m_textSelectedChars[p][t].SetZoom( CHARS_ZOOM_LARGE ); m_textSelectedChars[p][iCol].SetZoom( CHARS_ZOOM_LARGE );
if( t < (int)m_sSelectedName[p].length() ) if( iCol < (int)m_sSelectedName[p].length() )
m_textSelectedChars[p][t].SetText( m_sSelectedName[p].substr(t,1) ); m_textSelectedChars[p][iCol].SetText( m_sSelectedName[p].substr(iCol,1) );
this->AddChild( &m_textSelectedChars[p][t] ); // draw these manually this->AddChild( &m_textSelectedChars[p][iCol] ); // draw these manually
m_textScrollingChars[p][t].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") ); m_textScrollingChars[p][iCol].LoadFromFont( THEME->GetPathF("ScreenNameEntry","letters") );
m_textScrollingChars[p][t].SetX( ColX ); m_textScrollingChars[p][iCol].SetX( ColX );
m_textScrollingChars[p][t].SetY( GRAY_ARROWS_Y ); m_textScrollingChars[p][iCol].SetY( GRAY_ARROWS_Y );
m_textScrollingChars[p][t].RunCommands( SCROLLING_CHARS_COMMAND ); m_textScrollingChars[p][iCol].RunCommands( SCROLLING_CHARS_COMMAND );
//this->AddChild( &m_textScrollingChars[p][t] ); // 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") );