run a command to set color (etc) instead of hardcoded effects

This commit is contained in:
Glenn Maynard
2005-08-31 02:14:59 +00:00
parent 6e9c18e74f
commit 48b75b0581
3 changed files with 19 additions and 12 deletions
+9 -8
View File
@@ -11,6 +11,7 @@
#include "ActorUtil.h"
#include "Style.h"
#include "XmlFile.h"
#include "LuaBinding.h"
REGISTER_ACTOR_CLASS( DifficultyMeter );
@@ -51,7 +52,6 @@ void DifficultyMeter::Load( const CString &sType )
* DifficultyMeters on screen at once, with different names. */
m_iNumFeetInMeter.Load(sType,"NumFeetInMeter");
m_iMaxFeetInMeter.Load(sType,"MaxFeetInMeter");
m_iGlowIfMeterGreaterThan.Load(sType,"GlowIfMeterGreaterThan");
m_bShowFeet.Load(sType,"ShowFeet");
m_bShowDifficulty.Load(sType,"ShowDifficulty");
m_bShowMeter.Load(sType,"ShowMeter");
@@ -204,14 +204,15 @@ void DifficultyMeter::SetInternal( int iMeter, Difficulty dc, const CString &sDi
int iNumOff = max( 0, m_iNumFeetInMeter-iNumOn );
sNewText.insert( sNewText.end(), iNumOff, off );
m_textFeet.SetText( sNewText );
if( m_bAutoColorFeet )
m_textFeet.SetDiffuse( SONGMAN->GetDifficultyColor(dc) );
Lua *L = LUA->Get();
LuaHelpers::Push( dc, L );
m_textFeet.m_pLuaInstance->Set( L, "Difficulty" );
LuaHelpers::Push( iMeter, L );
m_textFeet.m_pLuaInstance->Set( L, "Meter" );
LUA->Release(L);
m_textFeet.PlayCommand( "DifficultyChanged" );
if( iMeter > m_iGlowIfMeterGreaterThan )
m_textFeet.SetEffectGlowShift();
else
m_textFeet.StopEffect();
m_textFeet.SetText( sNewText );
}
if( m_bShowMeter )