Stop using Input.StyleI. Just convert it when needed; the vast majority

of screens don't.
This commit is contained in:
Glenn Maynard
2006-09-13 01:29:33 +00:00
parent 9139883e64
commit e4d0b41da1
3 changed files with 21 additions and 14 deletions
+5 -4
View File
@@ -345,15 +345,16 @@ void ScreenNameEntry::Input( const InputEventPlus &input )
if( input.type != IET_FIRST_PRESS )
return; // ignore
if( input.StyleI != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
const int iCol = GAMESTATE->m_pCurStyle->GameInputToStyleInput( input.GameI );
if( iCol != StyleInput_INVALID && m_bStillEnteringName[input.MenuI.player])
{
int iStringIndex = m_ColToStringIndex[input.MenuI.player][input.StyleI];
int iStringIndex = m_ColToStringIndex[input.MenuI.player][iCol];
if( iStringIndex != -1 )
{
m_ReceptorArrowRow[input.MenuI.player].Step( input.StyleI, TNS_W1 );
m_ReceptorArrowRow[input.MenuI.player].Step( iCol, TNS_W1 );
m_soundStep.Play();
char c = NAME_CHARS[GetClosestCharIndex(m_fFakeBeat)];
m_textSelectedChars[input.MenuI.player][input.StyleI].SetText( ssprintf("%c",c) );
m_textSelectedChars[input.MenuI.player][iCol].SetText( ssprintf("%c",c) );
m_sSelectedName[input.MenuI.player][iStringIndex] = c;
}
}