EditDescription -> Description, set Description to either EditDescription or the localized difficulty string, add AutoGen icon, use DifficultyDisplay in Gameplay

This commit is contained in:
Chris Danford
2008-03-24 04:38:14 +00:00
parent 779b23e565
commit 36c553b0a3
4 changed files with 43 additions and 36 deletions
+17 -15
View File
@@ -49,7 +49,6 @@
#include "Game.h"
#include "ActiveAttackList.h"
#include "Player.h"
#include "DifficultyIcon.h"
#include "DifficultyDisplay.h"
#include "XmlFile.h"
#include "Background.h"
@@ -116,7 +115,7 @@ PlayerInfo::PlayerInfo()
m_pActiveAttackList = NULL;
m_pPlayer = NULL;
m_pInventory = NULL;
m_pDifficultyIcon = NULL;
m_pDifficultyDisplay = NULL;
}
void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int iAddToDifficulty )
@@ -185,7 +184,7 @@ void PlayerInfo::Load( PlayerNumber pn, MultiPlayer mp, bool bShowNoteField, int
m_pActiveAttackList = NULL;
m_pPlayer = new Player( m_NoteData, bShowNoteField );
m_pInventory = NULL;
m_pDifficultyIcon = NULL;
m_pDifficultyDisplay = NULL;
if( IsMultiPlayer() )
{
@@ -221,7 +220,7 @@ PlayerInfo::~PlayerInfo()
SAFE_DELETE( m_pActiveAttackList );
SAFE_DELETE( m_pPlayer );
SAFE_DELETE( m_pInventory );
SAFE_DELETE( m_pDifficultyIcon );
SAFE_DELETE( m_pDifficultyDisplay );
}
void PlayerInfo::ShowOniGameOver()
@@ -624,12 +623,15 @@ void ScreenGameplay::Init()
//
// Difficulty icon and meter
//
ASSERT( pi->m_pDifficultyIcon == NULL );
pi->m_pDifficultyIcon = new DifficultyIcon;
pi->m_pDifficultyIcon->Load( THEME->GetPathG(m_sName,ssprintf("difficulty icons %dx%d",NUM_PLAYERS,NUM_Difficulty)) );
pi->m_pDifficultyIcon->SetName( ssprintf("Difficulty%s",pi->GetName().c_str()) );
LOAD_ALL_COMMANDS( pi->m_pDifficultyIcon );
this->AddChild( pi->m_pDifficultyIcon );
ASSERT( pi->m_pDifficultyDisplay == NULL );
pi->m_pDifficultyDisplay = new DifficultyDisplay;
pi->m_pDifficultyDisplay->Load("DifficultyDisplayGameplay");
pi->m_pDifficultyDisplay->SetName( ssprintf("DifficultyDisplay%s",pi->GetName().c_str()) );
PlayerNumber pn = pi->GetStepsAndTrailIndex();
if( pn != PlayerNumber_Invalid )
pi->m_pDifficultyDisplay->PlayCommand( "Set" + pi->GetName() );
LOAD_ALL_COMMANDS( pi->m_pDifficultyDisplay );
this->AddChild( pi->m_pDifficultyDisplay );
// switch( GAMESTATE->m_PlayMode )
// {
@@ -1074,8 +1076,8 @@ void ScreenGameplay::LoadNextSong()
if( GAMESTATE->m_SongOptions.GetCurrent().m_LifeType==SongOptions::LIFE_BAR && pi->m_pLifeMeter )
pi->m_pLifeMeter->UpdateNonstopLifebar();
if( pi->m_pDifficultyIcon )
pi->m_pDifficultyIcon->SetFromSteps( pi->GetStepsAndTrailIndex(), pSteps );
if( pi->m_pDifficultyDisplay )
pi->m_pDifficultyDisplay->SetFromSteps( pSteps );
/* The actual note data for scoring is the base class of Player. This includes
* transforms, like Wide. Otherwise, the scoring will operate on the wrong data. */
@@ -1122,8 +1124,8 @@ void ScreenGameplay::LoadNextSong()
{
bool bReverse = pi->GetPlayerState()->m_PlayerOptions.GetCurrent().m_fScrolls[PlayerOptions::SCROLL_REVERSE] == 1;
if( pi->m_pDifficultyIcon )
pi->m_pDifficultyIcon->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
if( pi->m_pDifficultyDisplay )
pi->m_pDifficultyDisplay->PlayCommand( bReverse? "SetReverse":"SetNoReverse" );
}
m_LyricDisplay.PlayCommand( bAllReverse? "SetReverse": bAtLeastOneReverse? "SetOneReverse": "SetNoReverse" );
@@ -1283,7 +1285,7 @@ void ScreenGameplay::LoadLights()
/* fall through */
}
NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GameManager::StepsTypeToNumTracks(STEPS_TYPE_LIGHTS_CABINET) );
NoteDataUtil::LoadTransformedLights( TapNoteData1, m_CabinetLightsNoteData, GAMEMAN->GetStepsTypeInfo(STEPS_TYPE_LIGHTS_CABINET).iNumTracks );
}
void ScreenGameplay::StartPlayingSong( float fMinTimeToNotes, float fMinTimeToMusic )