fix VC6 compile error

This commit is contained in:
Chris Danford
2004-01-11 07:29:44 +00:00
parent 12e49744a1
commit f2769a19b5
+41 -34
View File
@@ -33,50 +33,57 @@ void DifficultyList::Load()
m_Meters = new DifficultyMeter[MAX_METERS];
m_CurSong = NULL;
int pn, m;
for( pn = 0; pn < NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
continue;
{
for( int pn = 0; pn < NUM_PLAYERS; ++pn )
{
if( !GAMESTATE->IsHumanPlayer(pn) )
continue;
m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
* don't queue and look unresponsive. However, that stpotweening interrupts fading,
* resulting in the cursor remaining invisible or partially invisible. So, do them
* in separate tweening stacks. This means the Cursor command can't change diffuse
* colors; I think we do need a diffuse color stack ... */
m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
m_CursorFrames[pn].AddChild( m_Cursors[pn] );
this->AddChild( &m_CursorFrames[pn] );
/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
* don't queue and look unresponsive. However, that stpotweening interrupts fading,
* resulting in the cursor remaining invisible or partially invisible. So, do them
* in separate tweening stacks. This means the Cursor command can't change diffuse
* colors; I think we do need a diffuse color stack ... */
m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
m_CursorFrames[pn].AddChild( m_Cursors[pn] );
this->AddChild( &m_CursorFrames[pn] );
}
}
for( m = 0; m < MAX_METERS; ++m )
{
m_Meters[m].SetName( "DifficultySummaryRow", "Row" );
m_Meters[m].Load();
this->AddChild( &m_Meters[m] );
for( int m = 0; m < MAX_METERS; ++m )
{
m_Meters[m].SetName( "DifficultySummaryRow", "Row" );
m_Meters[m].Load();
this->AddChild( &m_Meters[m] );
m_Descriptions[m].SetName( "Description" );
m_Descriptions[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
this->AddChild( &m_Descriptions[m] );
m_Descriptions[m].SetName( "Description" );
m_Descriptions[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
this->AddChild( &m_Descriptions[m] );
m_Number[m].SetName( "Number" );
m_Number[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
this->AddChild( &m_Number[m] );
m_Number[m].SetName( "Number" );
m_Number[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
this->AddChild( &m_Number[m] );
}
}
for( pn = 0; pn < NUM_PLAYERS; ++pn )
if( GAMESTATE->IsHumanPlayer(pn) )
ON_COMMAND( m_Cursors[pn] );
for( int m = 0; m < MAX_METERS; ++m )
{
ON_COMMAND( m_Meters[m] );
ON_COMMAND( m_Descriptions[m] );
ON_COMMAND( m_Number[m] );
for( int pn = 0; pn < NUM_PLAYERS; ++pn )
if( GAMESTATE->IsHumanPlayer(pn) )
ON_COMMAND( m_Cursors[pn] );
}
{
for( int m = 0; m < MAX_METERS; ++m )
{
ON_COMMAND( m_Meters[m] );
ON_COMMAND( m_Descriptions[m] );
ON_COMMAND( m_Number[m] );
}
}
UpdatePositions();