have ComboGraph obey screen fallback logic

This commit is contained in:
Chris Danford
2005-02-15 21:47:30 +00:00
parent 6d14988b8a
commit 3ccb1f7e01
3 changed files with 5 additions and 5 deletions
+3 -3
View File
@@ -9,7 +9,7 @@
const int MinComboSizeToShow = 5;
void ComboGraph::Load( CString Path, const StageStats &s, PlayerNumber pn )
void ComboGraph::Load( const CString& sScreen, const CString& sElement, const StageStats &s, PlayerNumber pn )
{
ASSERT( m_SubActors.size() == 0 );
@@ -30,7 +30,7 @@ void ComboGraph::Load( CString Path, const StageStats &s, PlayerNumber pn )
LOG->Trace("combo %i is %f+%f", i, combo.fStartSecond, combo.fSizeSeconds);
Sprite *sprite = new Sprite;
sprite->SetName( "ComboBar" );
sprite->Load( THEME->GetPathG( Path, IsMax? "max":"normal" ) );
sprite->Load( THEME->GetPathG( sScreen, sElement + (IsMax? " max":" normal") ) );
const float start = SCALE( combo.fStartSecond, s.m_player[pn].fFirstSecond, s.m_player[pn].fLastSecond, 0.0f, 1.0f );
const float size = SCALE( combo.fSizeSeconds, 0, s.m_player[pn].fLastSecond-s.m_player[pn].fFirstSecond, 0.0f, 1.0f );
@@ -63,7 +63,7 @@ void ComboGraph::Load( CString Path, const StageStats &s, PlayerNumber pn )
BitmapText *text = new BitmapText;
text->SetName( "ComboMaxNumber" );
text->LoadFromFont( THEME->GetPathToF(Path) );
text->LoadFromFont( THEME->GetPathF(sScreen,sElement) );
const float start = SCALE( combo.fStartSecond, s.m_player[pn].fFirstSecond, s.m_player[pn].fLastSecond, 0.0f, 1.0f );
const float size = SCALE( combo.fSizeSeconds, 0, s.m_player[pn].fLastSecond-s.m_player[pn].fFirstSecond, 0.0f, 1.0f );
+1 -1
View File
@@ -9,7 +9,7 @@ class ComboGraph: public ActorFrame
{
public:
~ComboGraph() { Unload(); }
void Load( CString Path, const StageStats &s, PlayerNumber pn );
void Load( const CString& sScreen, const CString& sElement, const StageStats &s, PlayerNumber pn );
void Unload();
void TweenOffScreen();
+1 -1
View File
@@ -451,7 +451,7 @@ void ScreenEvaluation::Init()
FOREACH_EnabledPlayer( p )
{
m_Combo[p].SetName( m_sName, ssprintf("ComboP%i",p+1) );
m_Combo[p].Load( ssprintf(m_sName+" combo p%i", p+1), stageStats, p );
m_Combo[p].Load( m_sName, ssprintf("combo p%i",p+1), stageStats, p );
SET_XY_AND_ON_COMMAND( m_Combo[p] );
this->AddChild( &m_Combo[p] );