clean up INITIAL_BACKGROUND_BRIGHTNESS

This commit is contained in:
Glenn Maynard
2005-02-26 06:09:14 +00:00
parent 4c2ffa90ef
commit 8ca885d8bd
2 changed files with 3 additions and 10 deletions
+1 -6
View File
@@ -1035,12 +1035,7 @@ StaticBGY=SCREEN_CENTER_Y+0
StaticBGX=SCREEN_CENTER_X+0
PrevScreen=@SongSelectionScreen()
NextScreen=@GetGameplayNextScreen()
InitialBackgroundBrightnessRegular=1
InitialBackgroundBrightnessNonstop=1
InitialBackgroundBrightnessOni=1
InitialBackgroundBrightnessEndless=1
InitialBackgroundBrightnessBattle=1
InitialBackgroundBrightnessRave=1
InitialBackgroundBrightness=1
BPMDisplayX=-1000
BPMDisplayY=-1000
BPMDisplayOnCommand=zoom,0
+2 -4
View File
@@ -57,10 +57,8 @@
#define EVAL_ON_FAIL THEME->GetMetricB(m_sName,"ShowEvaluationOnFail")
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB(m_sName,"ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF(m_sName,"SongPositionMeterWidth")
/* XXX: This is ugly; most people don't need to override this per-mode. This will
* go away eventually, once metrics can redirect to Lua calls. */
#define INITIAL_BACKGROUND_BRIGHTNESS( play_mode ) THEME->GetMetricF(m_sName,"InitialBackgroundBrightness"+Capitalize(PlayModeToString(play_mode)))
#define PLAYER_X( p, styleType ) THEME->GetMetricF(m_sName,ssprintf("PlayerP%d%sX",p+1,StyleTypeToString(styleType).c_str()))
static ThemeMetric<float> INITIAL_BACKGROUND_BRIGHTNESS ("ScreenGameplay","InitialBackgroundBrightness");
static ThemeMetric<float> SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
static ThemeMetric<float> TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
@@ -1062,7 +1060,7 @@ void ScreenGameplay::LoadNextSong()
* black), or it might be 1, if the stage screen has the song BG and we're
* coming from it (like Pump). This used to be done in SM_PlayReady, but
* that means it's impossible to snap to the new brightness immediately. */
m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS );
m_Background.FadeToActualBrightness();
}
}