Lifebar colors for ez2dancer inplace

This commit is contained in:
Andrew Livy
2002-07-12 17:46:15 +00:00
parent 31cb5e8260
commit 47bd0d1532
7 changed files with 92 additions and 10 deletions
+44 -2
View File
@@ -80,7 +80,12 @@ void ScreenSelectGame::ExportOptions()
case GAME_DANCE:
GAMEMAN->m_CurStyle = STYLE_DANCE_SINGLE;
GAMEMAN->m_CurGame = GAME_DANCE;
ANNOUNCER->SwitchAnnouncer( "default" );
ANNOUNCER->SwitchAnnouncer( "default" );
// Does anyone wanna code something fancy that 'remembers' each
// announcer preference per game type?, I think it would be better than
// resetting the annoncer to a default each time?
//
// - Andy.
break;
case GAME_PUMP:
GAMEMAN->m_CurStyle = STYLE_PUMP_SINGLE;
@@ -99,7 +104,44 @@ void ScreenSelectGame::ExportOptions()
CStringArray asGameNames;
GAMEMAN->GetGameNames( asGameNames );
CString sGameName = asGameNames[game];
THEME->SwitchTheme( sGameName );
THEME->SwitchTheme( sGameName );
// THE NEXT FEW LINES OF CODE:
// Figure out all the valid skin names for the game and....
// Chooses the first one and loads it in
// This is needed because otherwise ALL gametypes will be looking
// for a MAX skin. Ez2dancer MAX? Pump It Up MAX? Not likely.
// This was stolen from ScreenAppearance Options, if you can do a cleaner
// version PLEASE DO!!!
//
// - Andy.
CStringArray arraySkinNames;
GAMEMAN->GetSkinNames( arraySkinNames );
m_OptionLineData[0].iNumOptions = arraySkinNames.GetSize();
for(int i=0; i<arraySkinNames.GetSize(); i++ )
strcpy( m_OptionLineData[0].szOptionsText[i], arraySkinNames[i] );
m_iSelectedOption[0][0] = -1;
for( i=0; i<m_OptionLineData[0].iNumOptions; i++ )
{
if( stricmp(m_OptionLineData[0].szOptionsText[i], GAMEMAN->m_sCurrentSkin)==0 )
{
m_iSelectedOption[0][0] = i;
break;
}
}
if( m_iSelectedOption[0][0] == -1 )
m_iSelectedOption[0][0] = 0;
int iSelectedSkin = m_iSelectedOption[0][0];
CString sNewSkin = m_OptionLineData[0].szOptionsText[iSelectedSkin];
PREFSMAN->m_sNoteSkin = sNewSkin;
GAMEMAN->m_sCurrentSkin = sNewSkin;
}
void ScreenSelectGame::GoToPrevState()