From 89f80eb2e5f31037d8fe806733b6802ec2c55246 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 30 Oct 2005 18:31:18 +0000 Subject: [PATCH] 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 ...) --- stepmania/src/MusicWheel.cpp | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/stepmania/src/MusicWheel.cpp b/stepmania/src/MusicWheel.cpp index ebc1a6a4b9..8ce13284b5 100644 --- a/stepmania/src/MusicWheel.cpp +++ b/stepmania/src/MusicWheel.cpp @@ -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 &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 ) {