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.)
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@@ -56,6 +56,7 @@ XToString( StatLine );
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// metrics that are specific to classes derived from ScreenEvaluation
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#define SHOW_BANNER_AREA THEME->GetMetricB(m_sName,"ShowBannerArea")
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#define SHOW_GRADE_AREA THEME->GetMetricB(m_sName,"ShowGradeArea")
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#define SHOW_DIFFICULTY_METERS THEME->GetMetricB(m_sName,"ShowDifficultyMeters")
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#define SHOW_POINTS_AREA THEME->GetMetricB(m_sName,"ShowPointsArea")
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#define SHOW_BONUS_AREA THEME->GetMetricB(m_sName,"ShowBonusArea")
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#define SHOW_SURVIVED_AREA THEME->GetMetricB(m_sName,"ShowSurvivedArea")
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@@ -323,15 +324,18 @@ void ScreenEvaluation::Init()
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SET_XY( m_DifficultyIcon[p] );
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this->AddChild( &m_DifficultyIcon[p] );
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m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
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if( GAMESTATE->IsCourseMode() )
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m_DifficultyMeter[p].SetFromTrail( GAMESTATE->m_pCurTrail[p] );
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else
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m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
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ActorUtil::LoadAllCommands( m_DifficultyMeter[p], m_sName );
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SET_XY( m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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if( SHOW_DIFFICULTY_METERS )
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{
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m_DifficultyMeter[p].SetName( ssprintf("DifficultyMeterP%d",p+1) );
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m_DifficultyMeter[p].Load( ssprintf("ScreenEvaluation DifficultyMeterP%d",p+1) );
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if( GAMESTATE->IsCourseMode() )
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m_DifficultyMeter[p].SetFromTrail( GAMESTATE->m_pCurTrail[p] );
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else
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m_DifficultyMeter[p].SetFromSteps( GAMESTATE->m_pCurSteps[p] );
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ActorUtil::LoadAllCommands( m_DifficultyMeter[p], m_sName );
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SET_XY( m_DifficultyMeter[p] );
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this->AddChild( &m_DifficultyMeter[p] );
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}
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m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") );
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m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
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