have Numbers fall back to Fonts (in perparation for removing the Numbers dir altogether)
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@@ -38,7 +38,7 @@ BPMDisplay::BPMDisplay()
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void BPMDisplay::Load()
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{
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m_textBPM.SetName( "Text" );
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m_textBPM.LoadFromNumbers( THEME->GetPathToN(m_sName) );
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m_textBPM.LoadFromFont( THEME->GetPathToN(m_sName) );
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SET_XY_AND_ON_COMMAND( m_textBPM );
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m_textBPM.SetDiffuse( NORMAL_COLOR );
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this->AddChild( &m_textBPM );
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@@ -86,14 +86,20 @@ BitmapText::~BitmapText()
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bool BitmapText::LoadFromFont( CString sFontFilePath )
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{
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CHECKPOINT_M( ssprintf("BitmapText::LoadFromFontName(%s)", sFontFilePath.c_str()) );
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CHECKPOINT_M( ssprintf("BitmapText::LoadFromFont(%s)", sFontFilePath.c_str()) );
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// if we're called with a non-ini file, then we're trying to load a 5x3 numbers graphic
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bool bIsNumbers = GetExtension(sFontFilePath).CompareNoCase("ini")!=0;
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if( bIsNumbers )
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{
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return LoadFromTextureAndChars( sFontFilePath, "0123456789%. :x" );
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}
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if( m_pFont ) {
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FONT->UnloadFont( m_pFont );
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m_pFont = NULL;
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}
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// load font
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m_pFont = FONT->LoadFont( sFontFilePath );
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BuildChars();
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@@ -24,7 +24,6 @@ public:
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bool LoadFromFont( CString sFontName );
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bool LoadFromNumbers( CString sTexturePath ) { return LoadFromTextureAndChars(sTexturePath,"0123456789%. :x"); };
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bool LoadFromTextureAndChars( CString sTexturePath, CString sChars );
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void SetText( CString sText, CString sAlternateText = "", int iWrapWidthPixels = -1 );
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void SetMaxWidth( float MaxWidth );
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@@ -67,7 +67,7 @@ Combo::Combo()
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m_sprCombo.SetDiffuse( RageColor(1,1,1,0) ); // invisible
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this->AddChild( &m_sprCombo );
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m_textComboNumber.LoadFromNumbers( THEME->GetPathToN("Combo") );
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m_textComboNumber.LoadFromFont( THEME->GetPathToN("Combo") );
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m_textComboNumber.SetShadowLength( 4 );
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m_textComboNumber.SetXY( NUMBER_X, NUMBER_Y );
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m_textComboNumber.SetHorizAlign( (Actor::HorizAlign)(int)NUMBER_HORIZ_ALIGN );
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@@ -90,7 +90,7 @@ void DifficultyMeter::Load()
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if( SHOW_METER )
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{
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m_textMeter.SetName( "Meter" );
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m_textMeter.LoadFromNumbers( THEME->GetPathToN( ssprintf("%s meter", m_sName.c_str())) );
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m_textMeter.LoadFromFont( THEME->GetPathToN( ssprintf("%s meter", m_sName.c_str())) );
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SET_XY_AND_ON_COMMAND( m_textMeter );
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this->AddChild( &m_textMeter );
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}
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@@ -51,7 +51,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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if( bPlayerEnabled )
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this->AddChild( &m_sprBattery );
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m_textNumLives.LoadFromNumbers( THEME->GetPathToN("LifeMeterBattery lives") );
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m_textNumLives.LoadFromFont( THEME->GetPathToN("LifeMeterBattery lives") );
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m_textNumLives.SetDiffuse( RageColor(1,1,1,1) );
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m_textNumLives.SetShadowLength( 0 );
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if( bPlayerEnabled )
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@@ -34,8 +34,8 @@ MenuTimer::MenuTimer()
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m_fStallSecondsLeft = MAX_STALL_SECONDS;
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m_bPaused = false;
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m_textDigit1.LoadFromNumbers( THEME->GetPathToN("MenuTimer") );
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m_textDigit2.LoadFromNumbers( THEME->GetPathToN("MenuTimer") );
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m_textDigit1.LoadFromFont( THEME->GetPathToN("MenuTimer") );
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m_textDigit2.LoadFromFont( THEME->GetPathToN("MenuTimer") );
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const float fCharWidth = (float) m_textDigit1.m_pFont->GetLineWidthInSourcePixels(L"0");
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m_textDigit1.SetX( -fCharWidth/2 );
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@@ -31,14 +31,14 @@ void PercentageDisplay::Load( PlayerNumber pn, StageStats* pSource, bool bAutoRe
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else
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m_textPercent.SetName( ssprintf("PercentP%i", pn+1) );
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m_textPercent.LoadFromNumbers( THEME->GetPathN(m_sName,"text") );
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m_textPercent.LoadFromFont( THEME->GetPathN(m_sName,"text") );
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SET_XY_AND_ON_COMMAND( m_textPercent );
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this->AddChild( &m_textPercent );
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if( !PREFSMAN->m_bDancePointsForOni && PERCENT_USE_REMAINDER )
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{
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m_textPercentRemainder.SetName( ssprintf("PercentRemainderP%d",pn+1) );
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m_textPercentRemainder.LoadFromNumbers( THEME->GetPathToN(m_sName + " remainder") );
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m_textPercentRemainder.LoadFromFont( THEME->GetPathToN(m_sName + " remainder") );
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SET_XY_AND_ON_COMMAND( m_textPercentRemainder );
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m_textPercentRemainder.SetText( "456" );
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this->AddChild( &m_textPercentRemainder );
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@@ -13,7 +13,7 @@ static CachedThemeMetric HIT_MINE_COMMAND ("ProTimingDisplay","HitMineCommand");
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ProTimingDisplay::ProTimingDisplay()
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{
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m_Judgment.LoadFromNumbers( THEME->GetPathToN("ProTimingDisplay Judgment") );
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m_Judgment.LoadFromFont( THEME->GetPathToN("ProTimingDisplay Judgment") );
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m_Judgment.SetName( "Judgment" );
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this->AddChild( &m_Judgment );
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@@ -30,7 +30,7 @@ ScoreDisplayNormal::ScoreDisplayNormal()
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this->AddChild( &m_sprFrame );
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// init the text
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m_text.LoadFromNumbers( THEME->GetPathToN("ScoreDisplayNormal") );
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m_text.LoadFromFont( THEME->GetPathToN("ScoreDisplayNormal") );
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m_text.SetShadowLength( 0 );
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m_iScore = 0;
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@@ -28,7 +28,7 @@ ScoreDisplayOni::ScoreDisplayOni()
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this->AddChild( &m_sprFrame );
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// init the text
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m_text.LoadFromNumbers( THEME->GetPathToN("ScoreDisplayOni") );
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m_text.LoadFromFont( THEME->GetPathToN("ScoreDisplayOni") );
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m_text.SetShadowLength( 0 );
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this->AddChild( &m_text );
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}
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@@ -39,7 +39,7 @@ ScoreDisplayRave::ScoreDisplayRave()
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this->AddChild( &m_sprFrameOverlay );
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m_textLevel.LoadFromNumbers( THEME->GetPathToN("ScoreDisplayRave level") );
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m_textLevel.LoadFromFont( THEME->GetPathToN("ScoreDisplayRave level") );
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m_textLevel.SetText( "1" );
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m_textLevel.SetShadowLength( 0 );
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this->AddChild( &m_textLevel );
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@@ -536,7 +536,7 @@ void ScreenEvaluation::Init()
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SET_XY_AND_ON_COMMAND( m_sprSurvivedFrame[p] );
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this->AddChild( m_sprSurvivedFrame[p] );
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m_textSurvivedNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation stage") );
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m_textSurvivedNumber[p].LoadFromFont( THEME->GetPathToN("ScreenEvaluation stage") );
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m_textSurvivedNumber[p].SetShadowLength( 0 );
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// curewater: edited the "# stages cleared" text so it deducts one if you failed.
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// Should be accurate, but I'm not sure if its "standard" that (bool)true = 1. (assumption)
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@@ -589,7 +589,7 @@ void ScreenEvaluation::Init()
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FOREACH_EnabledPlayer( p )
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{
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m_textJudgeNumbers[l][p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation judge") );
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m_textJudgeNumbers[l][p].LoadFromFont( THEME->GetPathToN("ScreenEvaluation judge") );
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m_textJudgeNumbers[l][p].SetShadowLength( 0 );
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m_textJudgeNumbers[l][p].SetDiffuse( PlayerToColor(p) );
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m_textJudgeNumbers[l][p].SetName( ssprintf("%sNumberP%d",JUDGE_STRING[l],p+1) );
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@@ -667,7 +667,7 @@ void ScreenEvaluation::Init()
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FOREACH_EnabledPlayer( p )
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{
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m_textScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation score") );
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m_textScore[p].LoadFromFont( THEME->GetPathToN("ScreenEvaluation score") );
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m_textScore[p].SetShadowLength( 0 );
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m_textScore[p].SetDiffuse( PlayerToColor(p) );
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m_textScore[p].SetName( ssprintf("ScoreNumberP%d",p+1) );
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@@ -692,7 +692,7 @@ void ScreenEvaluation::Init()
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//iTotalScore += stageStats.iScore[p];
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m_textTotalScore[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation totalscore") );
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m_textTotalScore[p].LoadFromFont( THEME->GetPathToN("ScreenEvaluation totalscore") );
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m_textTotalScore[p].SetShadowLength( 0 );
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m_textTotalScore[p].SetDiffuse( PlayerToColor(p) );
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m_textTotalScore[p].SetName( ssprintf("TotalScoreNumberP%d",p+1) );
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@@ -715,7 +715,7 @@ void ScreenEvaluation::Init()
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FOREACH_EnabledPlayer( p )
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{
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m_textTime[p].LoadFromNumbers( THEME->GetPathToN("ScreenEvaluation time") );
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m_textTime[p].LoadFromFont( THEME->GetPathToN("ScreenEvaluation time") );
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m_textTime[p].SetShadowLength( 0 );
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m_textTime[p].SetDiffuse( PlayerToColor(p) );
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m_textTime[p].SetName( ssprintf("TimeNumberP%d",p+1) );
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@@ -457,7 +457,7 @@ void ScreenGameplay::Init()
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this->AddChild( &m_meterSongPosition );
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m_MaxCombo.LoadFromNumbers( THEME->GetPathToN("ScreenGameplay max combo") );
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m_MaxCombo.LoadFromFont( THEME->GetPathToN("ScreenGameplay max combo") );
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m_MaxCombo.SetName( "MaxCombo" );
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SET_XY( m_MaxCombo );
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m_MaxCombo.SetText( ssprintf("%d", g_CurStageStats.iMaxCombo[GAMESTATE->m_MasterPlayerNumber]) ); // TODO: Make this work for both players
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@@ -524,7 +524,7 @@ void ScreenGameplay::Init()
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FOREACH_EnabledPlayer(p)
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{
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m_textCourseSongNumber[p].LoadFromNumbers( THEME->GetPathToN("ScreenGameplay song num") );
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m_textCourseSongNumber[p].LoadFromFont( THEME->GetPathToN("ScreenGameplay song num") );
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m_textCourseSongNumber[p].SetShadowLength( 0 );
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m_textCourseSongNumber[p].SetName( ssprintf("SongNumberP%d%s",p+1,bExtra?"Extra":"") );
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SET_XY( m_textCourseSongNumber[p] );
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@@ -83,12 +83,12 @@ ScreenSelectCourse::ScreenSelectCourse( CString sClassName ) : ScreenWithMenuEle
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m_sprBannerFrame.SetXY( BANNER_FRAME_X, BANNER_FRAME_Y );
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this->AddChild( &m_sprBannerFrame );
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m_textNumSongs.LoadFromNumbers( THEME->GetPathToN("ScreenSelectCourse num songs") );
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m_textNumSongs.LoadFromFont( THEME->GetPathToN("ScreenSelectCourse num songs") );
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m_textNumSongs.SetShadowLength( 0 );
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m_textNumSongs.SetXY( STAGES_X, STAGES_Y );
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this->AddChild( &m_textNumSongs );
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m_textTime.LoadFromNumbers( THEME->GetPathToN("ScreenSelectCourse total time") );
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m_textTime.LoadFromFont( THEME->GetPathToN("ScreenSelectCourse total time") );
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m_textTime.SetShadowLength( 0 );
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m_textTime.SetXY( TIME_X, TIME_Y );
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this->AddChild( &m_textTime );
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@@ -118,7 +118,7 @@ ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuEleme
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this->AddChild( &m_sprFrame );
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m_textNumber.SetName( "Number" );
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m_textNumber.LoadFromNumbers( THEME->GetPathToN("ScreenSelectGroup num songs") );
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m_textNumber.LoadFromFont( THEME->GetPathToN("ScreenSelectGroup num songs") );
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this->AddChild( &m_textNumber );
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m_sprContents.SetName( "Contents" );
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@@ -206,12 +206,12 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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this->AddChild( &m_textSongOptions );
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m_textNumSongs.SetName( "NumSongs" );
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m_textNumSongs.LoadFromNumbers( THEME->GetPathN(m_sName,"num songs") );
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m_textNumSongs.LoadFromFont( THEME->GetPathN(m_sName,"num songs") );
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SET_XY( m_textNumSongs );
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this->AddChild( &m_textNumSongs );
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m_textTotalTime.SetName( "TotalTime" );
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m_textTotalTime.LoadFromNumbers( THEME->GetPathN(m_sName,"total time") );
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m_textTotalTime.LoadFromFont( THEME->GetPathN(m_sName,"total time") );
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SET_XY( m_textTotalTime );
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this->AddChild( &m_textTotalTime );
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@@ -290,7 +290,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
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this->AddChild( &m_sprHighScoreFrame[p] );
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromNumbers( THEME->GetPathN(m_sName,"score") );
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m_textHighScore[p].LoadFromFont( THEME->GetPathN(m_sName,"score") );
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m_textHighScore[p].SetShadowLength( 0 );
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m_textHighScore[p].SetDiffuse( PlayerToColor(p) );
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SET_XY( m_textHighScore[p] );
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@@ -303,6 +303,9 @@ try_element_again:
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if( asElementPaths.size() == 0 )
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{
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// HACK: have Numbers fall back to fonts. Eventually Numbers will be removed.
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if( category == Numbers )
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return GetPathToRaw( sThemeName, Fonts, sClassName, sElement ) ;
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return ""; // This isn't fatal.
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}
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