Restore the EditorNoteSkinP[1,2] options, although I'm still not convinced

they're actually used anywhere.
This commit is contained in:
John Bauer
2006-11-28 20:04:11 +00:00
parent b1f3433088
commit 0d7f657453
+19 -4
View File
@@ -631,6 +631,20 @@ void ScreenEdit::ResetStaticState()
s_bChangedNoteSkin = false;
}
static void SetDefaultEditorNoteSkin( size_t num, RString &sNameOut, RString &defaultValueOut )
{
sNameOut = ssprintf( "EditorNoteSkinP%d", int(num + 1) );
switch( num )
{
case 0: defaultValueOut = "note"; return;
case 1: defaultValueOut = "solo"; return;
}
defaultValueOut = "note";
}
static Preference1D<RString> EDITOR_NOTE_SKINS( SetDefaultEditorNoteSkin, NUM_PLAYERS );
REGISTER_SCREEN_CLASS( ScreenEdit );
void ScreenEdit::Init()
@@ -684,17 +698,18 @@ void ScreenEdit::Init()
s_bChangedNoteSkin = true;
FOREACH_PlayerNumber( pn )
{
if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKIN ) )
const RString &sNoteSkin = EDITOR_NOTE_SKINS[pn].Get();
if( NOTESKIN->DoesNoteSkinExist( sNoteSkin ) )
PO_GROUP_ASSIGN( GAMESTATE->m_pPlayerState[pn]->m_PlayerOptions,
ModsLevel_Preferred, m_sNoteSkin, EDITOR_NOTE_SKIN );
ModsLevel_Preferred, m_sNoteSkin, sNoteSkin );
}
}
m_PlayerStateEdit.m_PlayerNumber = PLAYER_1;
// If we always go with the GAMESTATE NoteSkin, we will have fun effects like Vivid or Flat in the editor notefield.
// This is not conducive to productive editing.
if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKIN ) )
if( NOTESKIN->DoesNoteSkinExist( EDITOR_NOTE_SKINS[PLAYER_1].Get() ) )
{
PO_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, EDITOR_NOTE_SKIN );
PO_GROUP_ASSIGN( m_PlayerStateEdit.m_PlayerOptions, ModsLevel_Stage, m_sNoteSkin, EDITOR_NOTE_SKINS[PLAYER_1].Get() );
}
else
{