CourseDifficulty: don't break if the number of course difficulties changes,
and allow animated sprites
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@@ -225,10 +225,11 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
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{
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{
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// for all_courses:
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// for all_courses:
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for( int d=0; d<NUM_COURSE_DIFFICULTIES; d++ )
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FOREACH_CourseDifficulty(d)
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{
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{
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m_sprCourseDifficulty[d].SetName( ssprintf("CourseDifficulty%d",d) );
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CString cd = CourseDifficultyToString(d);
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m_sprCourseDifficulty[d].Load( THEME->GetPathToG(ssprintf("ScreenRanking course difficulty 1x%d",NUM_COURSE_DIFFICULTIES)) );
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m_sprCourseDifficulty[d].SetName( ssprintf("CourseDifficulty%s",cd.c_str()) );
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m_sprCourseDifficulty[d].Load( THEME->GetPathToG(ssprintf("ScreenRanking course difficulty %s",cd.c_str())) );
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m_sprCourseDifficulty[d].SetHidden( true );
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m_sprCourseDifficulty[d].SetHidden( true );
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this->AddChild( &m_sprCourseDifficulty[d] );
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this->AddChild( &m_sprCourseDifficulty[d] );
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}
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}
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@@ -626,8 +627,6 @@ float ScreenRanking::SetPage( PageToShow pts )
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if( bShowCourseDifficulty )
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if( bShowCourseDifficulty )
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{
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{
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m_sprCourseDifficulty[d].Reset();
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m_sprCourseDifficulty[d].Reset();
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m_sprCourseDifficulty[d].StopAnimating();
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m_sprCourseDifficulty[d].SetState( d );
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m_sprCourseDifficulty[d].SetXY( COURSE_DIFFICULTY_X(d), COURSE_DIFFICULTY_Y );
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m_sprCourseDifficulty[d].SetXY( COURSE_DIFFICULTY_X(d), COURSE_DIFFICULTY_Y );
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ON_COMMAND( m_sprCourseDifficulty[d] );
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ON_COMMAND( m_sprCourseDifficulty[d] );
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}
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}
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