data-driven pump-style coloring/naming (merge disparate difficulty string/color systems and simplify Lua)
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@@ -439,9 +439,17 @@ class OptionRowHandlerListSteps : public OptionRowHandlerList
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RString s;
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if( pSteps->GetDifficulty() == Difficulty_Edit )
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{
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s = pSteps->GetDescription();
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}
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else
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s = DifficultyToLocalizedString( pSteps->GetDifficulty() );
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{
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DifficultyDisplayType ddt = MakeDifficultyDisplayType( pSteps->GetDifficulty(), GameManager::GetStepsTypeInfo(pSteps->m_StepsType).m_StepsTypeCategory );
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if( ddt == DifficultyDisplayType_Edit )
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s = pSteps->GetDescription();
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else
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s = DifficultyDisplayTypeToLocalizedString( ddt );
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}
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s += ssprintf( " %d", pSteps->GetMeter() );
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m_Def.m_vsChoices.push_back( s );
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GameCommand mc;
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@@ -553,7 +561,8 @@ public:
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}
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else
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{
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s = DifficultyToLocalizedString( dc );
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DifficultyDisplayType ddt = MakeDifficultyDisplayType( dc, GameManager::GetStepsTypeInfo( GAMESTATE->m_stEdit ).m_StepsTypeCategory );
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s = DifficultyDisplayTypeToLocalizedString( ddt );
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}
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m_Def.m_vsChoices.push_back( s );
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}
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@@ -729,7 +738,8 @@ class OptionRowHandlerListDifficulties: public OptionRowHandlerList
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FOREACH_CONST( Difficulty, CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(), d )
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{
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RString s = DifficultyToLocalizedString( *d );
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DifficultyDisplayType ddt = MakeDifficultyDisplayType( *d, StepsTypeCategory_Single ); // TODO: Fix use of Single
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RString s = DifficultyDisplayTypeToLocalizedString( ddt );
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m_Def.m_vsChoices.push_back( s );
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GameCommand mc;
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