ShowDifficultyMeters

(note: this approach is not recommended for new code.  It's better to
control this stuff with Lua.  This is just an interim before this stuff is
moved over to Lua, since I don't want to spend time converting it
right now.)
This commit is contained in:
Glenn Maynard
2007-02-27 01:25:38 +00:00
parent ea27bbf7a9
commit 5367feb73f
+13 -9
View File
@@ -56,6 +56,7 @@ XToString( StatLine );
// metrics that are specific to classes derived from ScreenEvaluation
#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
#define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea")
#define SHOW_DIFFICULTY_METERS THEME->GetMetricB(m_sName,"ShowDifficultyMeters")
#define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea")
#define SHOW_BONUS_AREA THEME->GetMetricB(m_sName,"ShowBonusArea")
#define SHOW_SURVIVED_AREA THEME->GetMetricB(m_sName,"ShowSurvivedArea")
@@ -323,15 +324,18 @@ void ScreenEvaluation::Init()
SET_XY( m_DifficultyIcon[p] );
this->AddChild( &m_DifficultyIcon[p] );
m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d",p+1) );
m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
if( GAMESTATE->IsCourseMode() )
m_DifficultyMeter[p].SetFromTrail( GAMESTATE->m_pCurTrail[p] );
else
m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
ActorUtil::LoadAllCommands( m_DifficultyMeter[p], m_sName );
SET_XY( m_DifficultyMeter[p] );
this->AddChild( &m_DifficultyMeter[p] );
if( SHOW_DIFFICULTY_METERS )
{
m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d",p+1) );
m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
if( GAMESTATE->IsCourseMode() )
m_DifficultyMeter[p].SetFromTrail( GAMESTATE->m_pCurTrail[p] );
else
m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
ActorUtil::LoadAllCommands( m_DifficultyMeter[p], m_sName );
SET_XY( m_DifficultyMeter[p] );
this->AddChild( &m_DifficultyMeter[p] );
}
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") );
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );