[GrooveRadar] Removed non-working PreDelayOnCommand, PostDelayOnCommand. (Themers: Use Label#OnCommand and Label#OffCommand instead.)

This commit is contained in:
AJ Kelly
2011-02-19 04:43:54 -06:00
parent 1331097d96
commit 610871b50d
4 changed files with 4 additions and 31 deletions
+1
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@@ -19,6 +19,7 @@ sm-ssc v1.2.2 | 201102??
* [GrooveRadar] Changed "Label#OffsetX/Y" metrics to "Label#X/Y". [AJ]
* [GrooveRadar] Fixed RadarFrame from not running commands on RadarFrame base. [AJ]
* [GrooveRadar] Removed RadarFrameTweenOnScreen and RadarFrameTweenOffScreen metrics. (Themers: Use RadarFrameOnCommand and RadarFrameOffCommand instead) [AJ]
* [GrooveRadar] Removed non-working PreDelayOnCommand, PostDelayOnCommand. (Themers: Use Label#OnCommand and Label#OffCommand instead.) [AJ]
20110218
--------
+1 -3
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@@ -514,11 +514,9 @@ DisablePremiumInEventMode=false
# Polar graph that shows difficulty stuff in depth
# how thick the line is
EdgeWidth=2
# ?
LabelOnDelay=0
# How visible the middle is
CenterAlpha=0.25
# what to do with each players part of the graph
# what to do with each player's part of the graph
RadarValueMapP1OnCommand=diffuse,PlayerColor(PLAYER_1)
RadarValueMapP2OnCommand=diffuse,PlayerColor(PLAYER_2)
+2 -25
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@@ -54,31 +54,6 @@ void GrooveRadar::LoadFromNode( const XNode* pNode )
ActorFrame::LoadFromNode( pNode );
}
void GrooveRadar::TweenOnScreen()
{
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
//m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) );
m_sprRadarLabels[c].PlayCommand( "PreDelayOn" );
m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
m_sprRadarLabels[c].PlayCommand( "PostDelayOn" );
}
}
void GrooveRadar::TweenOffScreen()
{
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_sprRadarLabels[c].StopTweening();
// xxx: hardcoded time -aj
m_sprRadarLabels[c].BeginTweening( 0.2f );
/* Make sure we undo glow. We do this at the end of TweenIn, but we might
* tween off before we complete tweening in, and the glow can remain. */
m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
}
}
void GrooveRadar::SetEmpty( PlayerNumber pn )
{
SetFromSteps( pn, NULL );
@@ -152,6 +127,8 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
// xxx: We could either make the values invisible or draw a dot
// (simulating real DDR). TODO: Make that choice up to the themer. -aj
if( !m_bValuesVisible )
return;
-3
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@@ -22,9 +22,6 @@ public:
void SetFromRadarValues( PlayerNumber pn, const RadarValues &rv );
void SetFromSteps( PlayerNumber pn, Steps* pSteps ); // NULL means no Steps
void TweenOnScreen();
void TweenOffScreen();
// Lua
void PushSelf( lua_State *L );