load difficulty icons as graphics for more flexability - don't use DifficultyIcon

This commit is contained in:
Chris Danford
2005-04-02 06:48:36 +00:00
parent 2e47674b22
commit 0def6362e5
2 changed files with 26 additions and 27 deletions
+25 -26
View File
@@ -29,12 +29,12 @@
// Defines specific to ScreenNameEntryTraditional
//
#define NEXT_SCREEN THEME->GetMetric(m_sName,"NextScreen")
static const ThemeMetric<apActorCommands> ALPHABET_INIT_COMMMAND ("ScreenNameEntryTraditional","AlphabetInitCommand");
static const ThemeMetric<apActorCommands> OK_INIT_COMMMAND ("ScreenNameEntryTraditional","OKInitCommand");
static const ThemeMetric<apActorCommands> ALPHABET_INIT_COMMMAND (m_sName,"AlphabetInitCommand");
static const ThemeMetric<apActorCommands> OK_INIT_COMMMAND (m_sName,"OKInitCommand");
#define COMMAND_OPTIONAL( actor, command_name ) \
if( !actor.GetName().empty() ) \
COMMAND( actor, command_name );
if( !(actor).GetName().empty() ) \
COMMAND( (actor), command_name );
AutoScreenMessage( SM_ChangeDisplayedFeat )
@@ -200,7 +200,7 @@ void ScreenNameEntryTraditional::Init()
// don't show keyboard if didn't make any high scores
if( !m_bStillEnteringName[p] )
{
m_sprOutOfRanking[p].Load( THEME->GetPathG( "ScreenNameEntryTraditional",ssprintf("OutOfRankingP%i",p+1)) );
m_sprOutOfRanking[p].Load( THEME->GetPathG( m_sName,ssprintf("OutOfRankingP%i",p+1)) );
m_sprOutOfRanking[p]->SetName( ssprintf("OutOfRankingP%i",p+1) );
SET_XY_AND_ON_COMMAND( m_sprOutOfRanking[p] );
this->AddChild( m_sprOutOfRanking[p] );
@@ -209,7 +209,7 @@ void ScreenNameEntryTraditional::Init()
}
m_sprNameFrame[p].SetName( ssprintf("EntryFrameP%i",p+1) );
m_sprNameFrame[p].Load( THEME->GetPathG("ScreenNameEntryTraditional",ssprintf("name frame p%i",p+1)) );
m_sprNameFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("name frame p%i",p+1)) );
SET_XY_AND_ON_COMMAND( m_sprNameFrame[p] );
this->AddChild( &m_sprNameFrame[p] );
@@ -218,7 +218,7 @@ void ScreenNameEntryTraditional::Init()
this->AddChild( &m_Keyboard[p] );
/* Add letters to m_Keyboard. */
const CString fontpath = THEME->GetPathF("ScreenNameEntryTraditional","letters");
const CString fontpath = THEME->GetPathF(m_sName,"letters");
const wstring Chars = CStringToWstring(KEYBOARD_LETTERS);
for( unsigned ch = 0; ch < Chars.size(); ++ch )
{
@@ -264,11 +264,11 @@ void ScreenNameEntryTraditional::Init()
}
m_sprCursor[p].SetName( ssprintf("CursorP%i",p+1) );
m_sprCursor[p].Load( THEME->GetPathG("ScreenNameEntryTraditional",ssprintf("cursor p%i",p+1)) );
m_sprCursor[p].Load( THEME->GetPathG(m_sName,ssprintf("cursor p%i",p+1)) );
m_Keyboard[p].AddChild( &m_sprCursor[p] );
m_textSelection[p].SetName( ssprintf("SelectionP%i",p+1) );
m_textSelection[p].LoadFromFont( THEME->GetPathF("ScreenNameEntryTraditional","entry") );
m_textSelection[p].LoadFromFont( THEME->GetPathF(m_sName,"entry") );
SET_XY_AND_ON_COMMAND( m_textSelection[p] );
this->AddChild( &m_textSelection[p] );
@@ -308,9 +308,9 @@ void ScreenNameEntryTraditional::Init()
if( m_FeatDisplay[p].size()>1 ) \
{ \
COMMAND( actor, "On" ); \
actor.FinishTweening(); \
(actor).FinishTweening(); \
COMMAND( actor, "Hide" ); \
actor.FinishTweening(); \
(actor).FinishTweening(); \
}
m_FeatDisplay[p].reserve( STATSMAN->m_vPlayedStageStats.size() );
@@ -375,20 +375,19 @@ void ScreenNameEntryTraditional::Init()
if( grade != GRADE_NO_DATA )
{
display.m_Grade.SetName( ssprintf("GradeP%i",p+1) );
display.m_Grade.Load( THEME->GetPathG("ScreenNameEntryTraditional","grades") );
display.m_Grade.Load( THEME->GetPathG(m_sName,"grades") );
display.m_Grade.SetGrade( p, grade );
SET_ON( display.m_Grade );
this->AddChild( &display.m_Grade );
}
display.m_Difficulty.SetName( ssprintf("DifficultyP%i",p+1) );
display.m_Difficulty.Load( THEME->GetPathG("ScreenNameEntryTraditional","difficulty icons") );
if( GAMESTATE->IsCourseMode() )
display.m_Difficulty.SetFromTrail( p, pTrail );
display.m_sprDifficulty.Load( THEME->GetPathG(m_sName,"difficulty "+CourseDifficultyToString(pTrail->m_CourseDifficulty)) );
else
display.m_Difficulty.SetFromSteps( p, pSteps );
SET_ON( display.m_Difficulty );
this->AddChild( &display.m_Difficulty );
display.m_sprDifficulty.Load( THEME->GetPathG(m_sName,"difficulty "+DifficultyToString(pSteps->GetDifficulty())) );
display.m_sprDifficulty->SetName( ssprintf("DifficultyP%i",p+1) );
SET_ON( *(Actor*)display.m_sprDifficulty );
this->AddChild( display.m_sprDifficulty );
display.m_textScore.Load( p, &ss.m_player[p], "ScreenNameEntryTraditional Percent", false );
display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
@@ -398,7 +397,7 @@ void ScreenNameEntryTraditional::Init()
// if( feat.Feat != "" )
// {
// display.m_textCategory.SetName( ssprintf("CategoryP%i", p+1) );
// display.m_textCategory.LoadFromFont( THEME->GetPathF("ScreenNameEntryTraditional", "category") );
// display.m_textCategory.LoadFromFont( THEME->GetPathF(m_sName, "category") );
// display.m_textCategory.SetText( feat.Feat );
// SET_ON( display.m_textCategory );
// this->AddChild( &display.m_textCategory );
@@ -407,7 +406,7 @@ void ScreenNameEntryTraditional::Init()
/* We always show the banner frame (if any), because fading from a graphic to
* itself is ugly. */
display.m_sprBannerFrame.SetName( ssprintf("BannerFrameP%i",p+1) );
display.m_sprBannerFrame.Load( THEME->GetPathG("ScreenNameEntryTraditional",ssprintf("banner frame p%i",p+1)) );
display.m_sprBannerFrame.Load( THEME->GetPathG(m_sName,ssprintf("banner frame p%i",p+1)) );
SET_XY_AND_ON_COMMAND( display.m_sprBannerFrame );
this->AddChild( &display.m_sprBannerFrame );
}
@@ -416,11 +415,11 @@ void ScreenNameEntryTraditional::Init()
this->PostScreenMessage( SM_ChangeDisplayedFeat, FEAT_INTERVAL );
m_soundKey.Load( THEME->GetPathS("ScreenNameEntryTraditional","key") );
m_soundChange.Load( THEME->GetPathS("ScreenNameEntryTraditional","change",true) );
m_soundInvalid.Load( THEME->GetPathS("ScreenNameEntryTraditional","invalid",true) );
m_soundKey.Load( THEME->GetPathS(m_sName,"key") );
m_soundChange.Load( THEME->GetPathS(m_sName,"change",true) );
m_soundInvalid.Load( THEME->GetPathS(m_sName,"invalid",true) );
SOUND->PlayMusic( THEME->GetPathS("ScreenNameEntryTraditional","music") );
SOUND->PlayMusic( THEME->GetPathS(m_sName,"music") );
this->SortByDrawOrder();
}
@@ -523,8 +522,8 @@ void ScreenNameEntryTraditional::ChangeDisplayedFeat()
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Wheel, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Grade, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Grade, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Difficulty, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Difficulty, "Unhide" );
COMMAND_OPTIONAL( *(Actor*)m_FeatDisplay[pn][OldFeat].m_sprDifficulty, "Hide" );
COMMAND_OPTIONAL( *(Actor*)m_FeatDisplay[pn][NewFeat].m_sprDifficulty, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_sprBanner, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_sprBanner, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textScore, "Hide" );
+1 -1
View File
@@ -83,7 +83,7 @@ private:
{
HighScoreWheel m_Wheel;
GradeDisplay m_Grade;
DifficultyIcon m_Difficulty;
AutoActor m_sprDifficulty;
BitmapText m_textCategory;
PercentageDisplay m_textScore;
Banner m_sprBanner;