Now the song title displays in gameplay screen for para gametype (metric editable also). TODO: make it squash up for long song titles
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@@ -286,6 +286,9 @@ StageType=0 // 0 for MAX, 1 for Pump, 2 for EZ2
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BPMX=999 // don't show by default
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BPMY=999
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BPMZoom=0.0
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StagenameX=999
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StagenameY=999
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StagenameZoom=0.0
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LifeFrameX=320
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LifeFrameY=36
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LifeFrameExtraY=442
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@@ -48,7 +48,7 @@ BPMDisplay::BPMDisplay()
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m_textLabel.TurnShadowOff();
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m_textLabel.SetXY( 34, 2 );
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m_textLabel.SetText( "BPM" );
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// if(GAMESTATE->
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m_textLabel.SetZoom( 0.7f );
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m_textLabel.SetZoomX( 0.5f );
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m_textLabel.SetDiffuseTopEdge( NORMAL_COLOR_TOP ); // yellow
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@@ -35,6 +35,9 @@
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#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
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#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
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#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
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#define STAGENAME_X THEME->GetMetricF("ScreenGameplay","StagenameX")
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#define STAGENAME_Y THEME->GetMetricF("ScreenGameplay","StagenameY")
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#define STAGENAME_ZOOM THEME->GetMetricF("ScreenGameplay","StagenameZoom")
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#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
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#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
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#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
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@@ -272,6 +275,13 @@ ScreenGameplay::ScreenGameplay()
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m_sprScoreFrame.SetXY( SCORE_FRAME_X, SCORE_FRAME_Y(bExtra) );
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this->AddChild( &m_sprScoreFrame );
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m_StageName.LoadFromFont( THEME->GetPathTo("Fonts","musicwheel text banner") );
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m_StageName.TurnShadowOff();
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m_StageName.SetXY( STAGENAME_X, STAGENAME_Y );
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m_StageName.SetZoom( STAGENAME_ZOOM );
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m_StageName.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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this->AddChild( &m_StageName );
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
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@@ -385,7 +395,6 @@ ScreenGameplay::ScreenGameplay()
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m_Fade.SetOpened();
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this->AddChild( &m_Fade );
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m_textSurviveTime.LoadFromFont( THEME->GetPathTo("Fonts","survive time") );
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m_textSurviveTime.TurnShadowOff();
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m_textSurviveTime.SetXY( SURVIVE_TIME_X, SURVIVE_TIME_Y );
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@@ -111,7 +111,7 @@ private:
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MotionBlurSprite m_sprTryExtraStage;
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BitmapText m_textSurviveTime; // only shown in extra stage
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BitmapText m_StageName;
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Player m_Player[NUM_PLAYERS];
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