ScreenGameplay now has bpm on it for para support (hidden for all gametypes but para via metrics)

This commit is contained in:
Andrew Livy
2002-10-29 01:26:10 +00:00
parent 1bae0bc6df
commit 24cb053e35
7 changed files with 46 additions and 16 deletions
+19 -1
View File
@@ -32,6 +32,9 @@
// Defines
//
#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
@@ -146,7 +149,6 @@ ScreenGameplay::ScreenGameplay()
}
m_bChangedOffsetOrBPM = (GAMESTATE->m_SongOptions.m_AutoAdjust == SongOptions::ADJUST_ON);
@@ -221,6 +223,16 @@ ScreenGameplay::ScreenGameplay()
m_textStageNumber.SetText( GAMESTATE->GetStageText() );
m_textStageNumber.SetDiffuse( GAMESTATE->GetStageColor() );
Song* pSong;
pSong = GAMESTATE->m_pCurSong;
m_BPMDisplay.SetXY( BPM_X, BPM_Y );
m_BPMDisplay.SetZoom( BPM_ZOOM );
this->AddChild( &m_BPMDisplay );
float fMinBPM, fMaxBPM;
pSong->GetMinMaxBPM( fMinBPM, fMaxBPM );
m_BPMDisplay.SetBPMRange( fMinBPM, fMaxBPM );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathTo("Fonts","Header2") );
@@ -645,6 +657,12 @@ bool ScreenGameplay::PlayTicks() const
return bAnyoneHasANote;
}
/***********************************
UPDATE
(had to add this I was LOST in this code
hehe - Andy)
************************************/
void ScreenGameplay::Update( float fDeltaTime )
{
//LOG->Trace( "ScreenGameplay::Update(%f)", fDeltaTime );