Now the song title displays in gameplay screen for para gametype (metric editable also). TODO: make it squash up for long song titles

This commit is contained in:
Andrew Livy
2002-10-30 00:14:47 +00:00
parent ec202633e9
commit 7958f06c11
4 changed files with 15 additions and 3 deletions
+3
View File
@@ -286,6 +286,9 @@ StageType=0 // 0 for MAX, 1 for Pump, 2 for EZ2
BPMX=999 // don't show by default
BPMY=999
BPMZoom=0.0
StagenameX=999
StagenameY=999
StagenameZoom=0.0
LifeFrameX=320
LifeFrameY=36
LifeFrameExtraY=442
+1 -1
View File
@@ -48,7 +48,7 @@ BPMDisplay::BPMDisplay()
m_textLabel.TurnShadowOff();
m_textLabel.SetXY( 34, 2 );
m_textLabel.SetText( "BPM" );
// if(GAMESTATE->
m_textLabel.SetZoom( 0.7f );
m_textLabel.SetZoomX( 0.5f );
m_textLabel.SetDiffuseTopEdge( NORMAL_COLOR_TOP ); // yellow
+10 -1
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@@ -35,6 +35,9 @@
#define BPM_X THEME->GetMetricF("ScreenGameplay","BPMX")
#define BPM_Y THEME->GetMetricF("ScreenGameplay","BPMY")
#define BPM_ZOOM THEME->GetMetricF("ScreenGameplay","BPMZoom")
#define STAGENAME_X THEME->GetMetricF("ScreenGameplay","StagenameX")
#define STAGENAME_Y THEME->GetMetricF("ScreenGameplay","StagenameY")
#define STAGENAME_ZOOM THEME->GetMetricF("ScreenGameplay","StagenameZoom")
#define LIFE_FRAME_X THEME->GetMetricF("ScreenGameplay","LifeFrameX")
#define LIFE_FRAME_Y( e ) THEME->GetMetricF("ScreenGameplay",ssprintf("LifeFrame%sY",e?"Extra":""))
#define SCORE_FRAME_X THEME->GetMetricF("ScreenGameplay","ScoreFrameX")
@@ -272,6 +275,13 @@ ScreenGameplay::ScreenGameplay()
m_sprScoreFrame.SetXY( SCORE_FRAME_X, SCORE_FRAME_Y(bExtra) );
this->AddChild( &m_sprScoreFrame );
m_StageName.LoadFromFont( THEME->GetPathTo("Fonts","musicwheel text banner") );
m_StageName.TurnShadowOff();
m_StageName.SetXY( STAGENAME_X, STAGENAME_Y );
m_StageName.SetZoom( STAGENAME_ZOOM );
m_StageName.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
this->AddChild( &m_StageName );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(PlayerNumber(p)) )
@@ -385,7 +395,6 @@ ScreenGameplay::ScreenGameplay()
m_Fade.SetOpened();
this->AddChild( &m_Fade );
m_textSurviveTime.LoadFromFont( THEME->GetPathTo("Fonts","survive time") );
m_textSurviveTime.TurnShadowOff();
m_textSurviveTime.SetXY( SURVIVE_TIME_X, SURVIVE_TIME_Y );
+1 -1
View File
@@ -111,7 +111,7 @@ private:
MotionBlurSprite m_sprTryExtraStage;
BitmapText m_textSurviveTime; // only shown in extra stage
BitmapText m_StageName;
Player m_Player[NUM_PLAYERS];