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
+4 -1
View File
@@ -2885,7 +2885,10 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
g_StepsInformation.rows[difficulty].choices.clear();
FOREACH_ENUM( Difficulty, dc )
g_StepsInformation.rows[difficulty].choices.push_back( "|" + DifficultyToLocalizedString(pSteps->GetDifficulty()) );
{
DifficultyDisplayType ddt = MakeDifficultyDisplayType( dc, GameManager::GetStepsTypeInfo( pSteps->m_StepsType ).m_StepsTypeCategory );
g_StepsInformation.rows[difficulty].choices.push_back( "|" + DifficultyDisplayTypeToString(ddt) );
}
g_StepsInformation.rows[difficulty].iDefaultChoice = pSteps->GetDifficulty();
g_StepsInformation.rows[difficulty].bEnabled = (EDIT_MODE.GetValue() >= EditMode_Full);
g_StepsInformation.rows[meter].iDefaultChoice = clamp( pSteps->GetMeter()-1, 0, MAX_METER+1 );