Don't put fonts in Graphics, even ones that don't look like them; it's brittle

(too easy to miss when changing font rules).
This commit is contained in:
Glenn Maynard
2005-09-03 04:12:16 +00:00
parent 12426c547c
commit 5cd3d22759
2 changed files with 2 additions and 3 deletions
+1 -1
View File
@@ -52,7 +52,7 @@ void CourseEntryDisplay::Load()
continue; // skip
m_textFoot[pn].SetName( SEPARATE_COURSE_METERS? ssprintf("FootP%i", pn+1):CString("Foot") );
m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathG("CourseEntryDisplay","difficulty 2x1"),"10" );
m_textFoot[pn].LoadFromTextureAndChars( THEME->GetPathF("CourseEntryDisplay","difficulty"),"10" );
SET_XY_AND_ON_COMMAND( &m_textFoot[pn] );
this->AddChild( &m_textFoot[pn] );
+1 -2
View File
@@ -73,8 +73,7 @@ void DifficultyMeter::Load( const CString &sType )
{
Feet = "0X";
}
int iNumFrames = m_bAutoColorFeet ? 2 : NUM_DIFFICULTIES+1;
m_textFeet.LoadFromTextureAndChars( THEME->GetPathG(sType,ssprintf("bar %dx1",iNumFrames)), Feet );
m_textFeet.LoadFromTextureAndChars( THEME->GetPathF(sType,"bar"), Feet );
ActorUtil::SetXYAndOnCommand( m_textFeet, sType );
this->AddChild( &m_textFeet );
}