data-driven pump-style coloring/naming (merge disparate difficulty string/color systems and simplify Lua)

This commit is contained in:
Chris Danford
2008-03-24 12:00:51 +00:00
parent defedc2c62
commit 2f683bee2f
15 changed files with 190 additions and 62 deletions
+8 -15
View File
@@ -476,21 +476,9 @@ void EditMenu::OnRowValueChanged( EditMenuRow row )
// fall through
case ROW_STEPS:
{
RString s = DifficultyToLocalizedString( GetSelectedDifficulty() );
DifficultyDisplayType ddt = MakeDifficultyDisplayType( GetSelectedDifficulty(), GameManager::GetStepsTypeInfo(GetSelectedStepsType()).m_StepsTypeCategory );
RString s = DifficultyDisplayTypeToLocalizedString( ddt );
// UGLY. "Edit" -> "New Edit"
switch( EDIT_MODE.GetValue() )
{
case EditMode_Home:
s = "New " + s;
break;
case EditMode_Practice:
case EditMode_CourseMods:
case EditMode_Full:
break;
default:
ASSERT(0);
}
m_textValue[ROW_STEPS].SetText( s );
}
if( GetSelectedSteps() )
@@ -533,9 +521,14 @@ void EditMenu::OnRowValueChanged( EditMenuRow row )
{
RString s;
if( GetSelectedSourceDifficulty() == Difficulty_Invalid )
{
s = BLANK;
}
else
s = DifficultyToLocalizedString(GetSelectedSourceDifficulty());
{
DifficultyDisplayType ddt = MakeDifficultyDisplayType( GetSelectedSourceDifficulty(), GameManager::GetStepsTypeInfo(GetSelectedSourceStepsType()).m_StepsTypeCategory );
s = DifficultyDisplayTypeToLocalizedString( ddt );
}
m_textValue[ROW_SOURCE_STEPS].SetText( s );
}
bool bHideMeter = false;