more easily themable sort text

(Not sure whether to use the choice name or the GameCommand m_sName.
The GameCommand name is used to identify asset names.  However, we
already have a Choice name here, and it's weird having two names: the
GC name just seems like a confusing extra layer of indirection.  Hmm ...)
This commit is contained in:
Glenn Maynard
2005-10-30 18:31:18 +00:00
parent 65a16ed427
commit 89f80eb2e5
+2 -1
View File
@@ -23,6 +23,7 @@
#include "PlayerState.h"
#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
#define WHEEL_TEXT(s) THEME->GetMetric( "MusicWheel", ssprintf("%sText",s.c_str()) );
static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
@@ -420,7 +421,7 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
{
WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR );
wid.m_Action.Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
wid.m_sLabel = wid.m_Action.m_sName;
wid.m_sLabel = WHEEL_TEXT(vsNames[i]);
switch( so )
{