fix lyrics (command names are now case sensitive), and cleanup lyrics names
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@@ -1,4 +1,4 @@
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function Actor:lyriccommand(side)
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function Actor:LyricCommand(side)
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self:settext( Var "LyricText" );
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self:stoptweening();
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@@ -744,11 +744,11 @@ StepsDisplayP2OnCommand=
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StepsDisplayP2OffCommand=linear,0.5;addx,200
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StepsDisplayP2SetReverseCommand=y,SCREEN_CENTER_Y-196;addy,-100;linear,1;addy,100
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StepsDisplayP2SetNoReverseCommand=y,SCREEN_CENTER_Y+174;addy,100;linear,1;addy,-100
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LyricsSetNoReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y+160
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LyricsSetReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-140
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LyricDisplaySetNoReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y+160
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LyricDisplaySetReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-140
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# This is used if one player is in reverse and the other isn't.
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LyricsSetOneReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-205
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LyricsDefaultColor=color("0,1,0,1")
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LyricDisplaySetOneReverseCommand=x,SCREEN_CENTER_X+0;y,SCREEN_CENTER_Y-205
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LyricDisplayDefaultColor=color("0,1,0,1")
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ActiveAttackListP1X=
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ActiveAttackListP1Y=
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@@ -1600,6 +1600,7 @@ Fallback="Screen"
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[ScreenSyncOverlay]
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Class="ScreenSyncOverlay"
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Fallback="Screen"
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StatusOnCommand=x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+150;shadowlength,2;
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SyncInfoOnCommand=x,SCREEN_CENTER_X+160;y,SCREEN_CENTER_Y;
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[ScreenStatsOverlay]
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@@ -8,7 +8,8 @@
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#include <map>
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#define LYRICS_DEFAULT_COLOR THEME->GetMetricC("ScreenGameplay","LyricsDefaultColor")
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// TODO: Use marker for default color instead of a specific color that may accidetnally get written back into a lyrics file.
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#define LYRICS_DEFAULT_COLOR THEME->GetMetricC("ScreenGameplay","LyricDisplayDefaultColor")
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static int CompareLyricSegments(const LyricSegment &seg1, const LyricSegment &seg2)
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{
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@@ -657,7 +657,7 @@ void ScreenGameplay::Init()
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if( g_bShowLyrics )
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{
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m_LyricDisplay.SetName( "Lyrics" );
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m_LyricDisplay.SetName( "LyricDisplay" );
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LOAD_ALL_COMMANDS( m_LyricDisplay );
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this->AddChild( &m_LyricDisplay );
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}
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