remove texts. If you want to do this, do it in the overlay or underlay layers.

Text=@GAMESTATE:GetCurrentSong():GetDisplayFullTitle()
This commit is contained in:
Glenn Maynard
2005-06-19 22:29:25 +00:00
parent d9ed603f18
commit 4a10567362
2 changed files with 0 additions and 26 deletions
-24
View File
@@ -73,28 +73,6 @@ void ScreenStage::Init()
this->AddChild( &m_sprCharacterIcon[p] );
}
m_SongTitle.SetName( "SongTitle");
m_Artist.SetName( "Artist" );
m_SongTitle.LoadFromFont( THEME->GetPathF(m_sName,"Title") );
m_Artist.LoadFromFont( THEME->GetPathF(m_sName,"Artist") );
this->AddChild( &m_SongTitle );
this->AddChild( &m_Artist );
if(GAMESTATE->m_pCurSong != NULL)
{
m_SongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
m_Artist.SetText( GAMESTATE->m_pCurSong->m_sArtist );
}
else
{
m_SongTitle.SetText( "" );
m_Artist.SetText( "" );
}
SET_XY_AND_ON_COMMAND( m_Artist );
SET_XY_AND_ON_COMMAND( m_SongTitle );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+StageToString(GAMESTATE->GetCurrentStage())) );
this->SortByDrawOrder();
@@ -117,8 +95,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
m_Out.StartTransitioning();
FOREACH_PlayerNumber( p )
OFF_COMMAND( m_sprCharacterIcon[p] );
OFF_COMMAND( m_SongTitle );
OFF_COMMAND( m_Artist );
this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
}
else if( SM == SM_GoToNextScreen )