fix VC6 compile error
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@@ -33,50 +33,57 @@ void DifficultyList::Load()
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m_Meters = new DifficultyMeter[MAX_METERS];
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m_CurSong = NULL;
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int pn, m;
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for( pn = 0; pn < NUM_PLAYERS; ++pn )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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continue;
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{
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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{
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if( !GAMESTATE->IsHumanPlayer(pn) )
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continue;
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m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
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m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
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m_Cursors[pn].Load( THEME->GetPathToG(ssprintf("%s cursor p%i",m_sName.c_str(), pn+1)) );
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m_Cursors[pn]->SetName( ssprintf("CursorP%i",pn+1) );
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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* don't queue and look unresponsive. However, that stpotweening interrupts fading,
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* resulting in the cursor remaining invisible or partially invisible. So, do them
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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/* Hack: we need to tween cursors both up to down (cursor motion) and visible to
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* invisible (fading). Cursor motion needs to stoptweening, so multiple motions
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* don't queue and look unresponsive. However, that stpotweening interrupts fading,
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* resulting in the cursor remaining invisible or partially invisible. So, do them
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* in separate tweening stacks. This means the Cursor command can't change diffuse
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* colors; I think we do need a diffuse color stack ... */
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m_CursorFrames[pn].SetName( ssprintf("CursorP%i",pn+1) );
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m_CursorFrames[pn].AddChild( m_Cursors[pn] );
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this->AddChild( &m_CursorFrames[pn] );
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}
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}
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for( m = 0; m < MAX_METERS; ++m )
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{
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m_Meters[m].SetName( "DifficultySummaryRow", "Row" );
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m_Meters[m].Load();
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this->AddChild( &m_Meters[m] );
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for( int m = 0; m < MAX_METERS; ++m )
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{
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m_Meters[m].SetName( "DifficultySummaryRow", "Row" );
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m_Meters[m].Load();
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this->AddChild( &m_Meters[m] );
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m_Descriptions[m].SetName( "Description" );
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m_Descriptions[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
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this->AddChild( &m_Descriptions[m] );
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m_Descriptions[m].SetName( "Description" );
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m_Descriptions[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s description",m_sName.c_str())) );
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this->AddChild( &m_Descriptions[m] );
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m_Number[m].SetName( "Number" );
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m_Number[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
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this->AddChild( &m_Number[m] );
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m_Number[m].SetName( "Number" );
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m_Number[m].LoadFromFont( THEME->GetPathToF(ssprintf("%s number",m_sName.c_str())) );
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this->AddChild( &m_Number[m] );
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}
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}
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for( pn = 0; pn < NUM_PLAYERS; ++pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
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ON_COMMAND( m_Cursors[pn] );
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for( int m = 0; m < MAX_METERS; ++m )
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{
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ON_COMMAND( m_Meters[m] );
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ON_COMMAND( m_Descriptions[m] );
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ON_COMMAND( m_Number[m] );
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for( int pn = 0; pn < NUM_PLAYERS; ++pn )
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if( GAMESTATE->IsHumanPlayer(pn) )
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ON_COMMAND( m_Cursors[pn] );
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}
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{
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for( int m = 0; m < MAX_METERS; ++m )
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{
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ON_COMMAND( m_Meters[m] );
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ON_COMMAND( m_Descriptions[m] );
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ON_COMMAND( m_Number[m] );
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}
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}
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UpdatePositions();
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