themable text

This commit is contained in:
Glenn Maynard
2005-12-09 01:43:44 +00:00
parent 4165c887f0
commit 04e4f583a9
+11 -3
View File
@@ -14,7 +14,10 @@
#define BUTTONS_TO_MAP THEME->GetMetric( m_sName, "ButtonsToMap" )
#define INVALID_BUTTON THEME->GetMetric( m_sName, "InvalidButton" )
#define MAPPED_TO_X(gc,slot) THEME->GetMetricF( m_sName, ssprintf("MappedToP%iS%iX", gc+1, slot+1) )
#define MAPPED_TO_X(gc,slot) THEME->GetMetricF( m_sName, ssprintf("MappedToP%iS%iX", gc+1, slot+1) )
#define THEME_BUTTON_NAMES THEME->GetMetricB( m_sName, "ThemeButtonNames" )
#define THEME_SECONDARY_NAMES THEME->GetMetricB( m_sName, "ThemeSecondaryNames" )
#define BUTTON_NAME(s) THEME->GetMetric ( m_sName, ssprintf("Button%s",s) )
static const float g_fSecondsToWaitForInput = 0.05f;
@@ -62,14 +65,19 @@ void ScreenMapControllers::Init()
BitmapText *pName = new BitmapText;
pName->SetName( "Title" );
pName->LoadFromFont( THEME->GetPathF("Common","title") );
pName->SetText( GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton] );
CString sText = GAMESTATE->GetCurrentGame()->m_szButtonNames[pKey->m_GameButton];
if( THEME_BUTTON_NAMES )
sText = BUTTON_NAME(sText.c_str());
pName->SetText( sText );
ActorUtil::LoadAllCommands( *pName, m_sName );
m_Line[b].AddChild( pName );
BitmapText *pSecondary = new BitmapText;
pSecondary->SetName( "Secondary" );
pSecondary->LoadFromFont( THEME->GetPathF("Common","title") );
CString sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
sText = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), pKey->m_GameButton );
if( THEME_SECONDARY_NAMES )
sText = BUTTON_NAME(sText.c_str());
ActorUtil::LoadAllCommands( *pSecondary, m_sName );
pSecondary->SetText( sText );
m_Line[b].AddChild( pSecondary );