From f761eb20ce8d3b5ef718be4a305b78712641248d Mon Sep 17 00:00:00 2001 From: tobigun Date: Sun, 18 Apr 2010 13:43:36 +0000 Subject: 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 --- src/screens/UScreenScore.pas | 68 ++++++++++++++++++++++---------------------- 1 file changed, 34 insertions(+), 34 deletions(-) (limited to 'src/screens/UScreenScore.pas') 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; -- cgit v1.2.3