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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-04-18 13:43:36 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-04-18 13:43:36 +0000
commitf761eb20ce8d3b5ef718be4a305b78712641248d (patch)
tree0cf16adb83c0004af60aeca3b5d8b9cf17b18aa6 /src/screens/UScreenScore.pas
parent4b502e678735fe19ccc7bd140b4ff34ac1406628 (diff)
downloadusdx-f761eb20ce8d3b5ef718be4a305b78712641248d.tar.gz
usdx-f761eb20ce8d3b5ef718be4a305b78712641248d.tar.xz
usdx-f761eb20ce8d3b5ef718be4a305b78712641248d.zip
change variable names "static" to "statics"
- "static" is a reserved name and should not be used - code-completion in lazarus does not work as it is not able to cope with variables that are named "static" git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2246 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/screens/UScreenScore.pas')
-rw-r--r--src/screens/UScreenScore.pas68
1 files changed, 34 insertions, 34 deletions
diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas
index 41954850..de7675bf 100644
--- a/src/screens/UScreenScore.pas
+++ b/src/screens/UScreenScore.pas
@@ -296,7 +296,7 @@ begin
for I := 0 to High(PlayerStatic[P]) do
begin
// copy current statics texture to texture for screen 1
- PlayerStaticTextures[P, I, 1].Tex := Static[PlayerStatic[P, I]].Texture;
+ PlayerStaticTextures[P, I, 1].Tex := Statics[PlayerStatic[P, I]].Texture;
// fallback to first screen texture for 2nd screen
PlayerStaticTextures[P, I, 2].Tex := PlayerStaticTextures[P, I, 1].Tex;
@@ -318,10 +318,10 @@ begin
with Theme.Score.PlayerStatic[P, I] do
PlayerStaticTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B));
- PlayerStaticTextures[P, I, 2].Tex.X := Static[PlayerStatic[P, I]].Texture.X;
- PlayerStaticTextures[P, I, 2].Tex.Y := Static[PlayerStatic[P, I]].Texture.Y;
- PlayerStaticTextures[P, I, 2].Tex.W := Static[PlayerStatic[P, I]].Texture.W;
- PlayerStaticTextures[P, I, 2].Tex.H := Static[PlayerStatic[P, I]].Texture.H;
+ PlayerStaticTextures[P, I, 2].Tex.X := Statics[PlayerStatic[P, I]].Texture.X;
+ PlayerStaticTextures[P, I, 2].Tex.Y := Statics[PlayerStatic[P, I]].Texture.Y;
+ PlayerStaticTextures[P, I, 2].Tex.W := Statics[PlayerStatic[P, I]].Texture.W;
+ PlayerStaticTextures[P, I, 2].Tex.H := Statics[PlayerStatic[P, I]].Texture.H;
end;
end;
end;
@@ -364,7 +364,7 @@ begin
end;
end;
// copy current statics texture to texture for screen 1
- PlayerBoxTextures[P, I, 1].Tex := Static[StaticNum].Texture;
+ PlayerBoxTextures[P, I, 1].Tex := Statics[StaticNum].Texture;
// fallback to first screen texture for 2nd screen
PlayerBoxTextures[P, I, 2].Tex := PlayerBoxTextures[P, I, 1].Tex;
@@ -386,10 +386,10 @@ begin
with ThemeStatic do
PlayerBoxTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B));
- PlayerBoxTextures[P, I, 2].Tex.X := Static[StaticNum].Texture.X;
- PlayerBoxTextures[P, I, 2].Tex.Y := Static[StaticNum].Texture.Y;
- PlayerBoxTextures[P, I, 2].Tex.W := Static[StaticNum].Texture.W;
- PlayerBoxTextures[P, I, 2].Tex.H := Static[StaticNum].Texture.H;
+ PlayerBoxTextures[P, I, 2].Tex.X := Statics[StaticNum].Texture.X;
+ PlayerBoxTextures[P, I, 2].Tex.Y := Statics[StaticNum].Texture.Y;
+ PlayerBoxTextures[P, I, 2].Tex.W := Statics[StaticNum].Texture.W;
+ PlayerBoxTextures[P, I, 2].Tex.H := Statics[StaticNum].Texture.H;
end;
end;
end;
@@ -412,7 +412,7 @@ begin
begin
// we just set the texture specific stuff
// so we don't overwrite e.g. width and height
- with Static[StaticPlayerIdBox[PlayerPositionMap[I].Position]].Texture do
+ with Statics[StaticPlayerIdBox[PlayerPositionMap[I].Position]].Texture do
begin
TexNum := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexNum;
TexW := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexW;
@@ -427,15 +427,15 @@ begin
for P := Low(PlayerStatic) to High(PlayerStatic) do
for I := 0 to High(PlayerStatic[P]) do
begin
- Static[PlayerStatic[P, I]].Texture := PlayerStaticTextures[P, I, Screen].Tex;
+ Statics[PlayerStatic[P, I]].Texture := PlayerStaticTextures[P, I, Screen].Tex;
end;
{ box statics }
for P := Low(PlayerStatic) to High(PlayerStatic) do
begin
- Static[StaticBoxLightest[P]].Texture := PlayerBoxTextures[P, 0, Screen].Tex;
- Static[StaticBoxLight[P]].Texture := PlayerBoxTextures[P, 1, Screen].Tex;
- Static[StaticBoxDark[P]].Texture := PlayerBoxTextures[P, 2, Screen].Tex;
+ Statics[StaticBoxLightest[P]].Texture := PlayerBoxTextures[P, 0, Screen].Tex;
+ Statics[StaticBoxLight[P]].Texture := PlayerBoxTextures[P, 1, Screen].Tex;
+ Statics[StaticBoxDark[P]].Texture := PlayerBoxTextures[P, 2, Screen].Tex;
end;
end;
end;
@@ -685,9 +685,9 @@ begin
Text[TextGoldenNotesScore[P]].Alpha := 0;
Text[TextTotal[P]].Alpha := 0;
Text[TextTotalScore[P]].Alpha := 0;
- Static[StaticBoxLightest[P]].Texture.Alpha := 0;
- Static[StaticBoxLight[P]].Texture.Alpha := 0;
- Static[StaticBoxDark[P]].Texture.Alpha := 0;
+ Statics[StaticBoxLightest[P]].Texture.Alpha := 0;
+ Statics[StaticBoxLight[P]].Texture.Alpha := 0;
+ Statics[StaticBoxDark[P]].Texture.Alpha := 0;
Text[TextNotes[P]].Visible := V[P];
Text[TextNotesScore[P]].Visible := V[P];
@@ -699,22 +699,22 @@ begin
Text[TextTotalScore[P]].Visible := V[P];
for I := 0 to high(PlayerStatic[P]) do
- Static[PlayerStatic[P, I]].Visible := V[P];
+ Statics[PlayerStatic[P, I]].Visible := V[P];
for I := 0 to high(PlayerTexts[P]) do
Text[PlayerTexts[P, I]].Visible := V[P];
- Static[StaticBoxLightest[P]].Visible := V[P];
- Static[StaticBoxLight[P]].Visible := V[P];
- Static[StaticBoxDark[P]].Visible := V[P];
+ Statics[StaticBoxLightest[P]].Visible := V[P];
+ Statics[StaticBoxLight[P]].Visible := V[P];
+ Statics[StaticBoxDark[P]].Visible := V[P];
- Static[StaticPlayerIdBox[P]].Visible := V[P];
+ Statics[StaticPlayerIdBox[P]].Visible := V[P];
// we draw that on our own
- Static[StaticBackLevel[P]].Visible := false;
- Static[StaticBackLevelRound[P]].Visible := false;
- Static[StaticLevel[P]].Visible := false;
- Static[StaticLevelRound[P]].Visible := false;
+ Statics[StaticBackLevel[P]].Visible := false;
+ Statics[StaticBackLevelRound[P]].Visible := false;
+ Statics[StaticLevel[P]].Visible := false;
+ Statics[StaticLevelRound[P]].Visible := false;
end;
BarScore_EaseOut_Step := 1;
@@ -775,8 +775,8 @@ begin
(*
//todo: i need a clever method to draw statics with their z value
- for I := 0 to Length(Static) - 1 do
- Static[I].Draw;
+ for I := 0 to Length(Statics) - 1 do
+ Statics[I].Draw;
for I := 0 to Length(Text) - 1 do
Text[I].Draw;
*)
@@ -799,21 +799,21 @@ begin
Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
Text[TextGoldenNotesScore[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100);
- Static[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
+ Statics[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
Text[TextGoldenNotes[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100);
// line bonus
Text[TextLineBonusScore[ThemeIndex]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
Text[TextLineBonusScore[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100);
- Static[StaticBoxLight[ThemeIndex]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
+ Statics[StaticBoxLight[ThemeIndex]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
Text[TextLineBonus[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100);
// plain score
Text[TextNotesScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]);
Text[TextNotes[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
- Static[StaticBoxDark[ThemeIndex]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
+ Statics[StaticBoxDark[ThemeIndex]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
Text[TextNotesScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100);
// total score
@@ -1078,8 +1078,8 @@ begin
glEnable(GL_BLEND);
glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars);
- glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars);
glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
glEnd;