Finally get rid of PLAYER_COLOR. ColorP1Command and ColorP2Command no longer exist. The last thing that was being diffused with player color in the code was something in the Oni score display. I have also removed the commented code in ScreenSelectMusic.cpp (the score is hidden in _fallback anyways). Since I'm sure you can diffuse ScoreDisplayOni Numbers, but I can't seem to find any references to them in the metrics.
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@@ -49,10 +49,6 @@ InitialScreen="ScreenInit"
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OverlayScreens="ScreenSystemLayer,ScreenSyncOverlay,ScreenStatsOverlay,ScreenDebugOverlay"
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# Legacy metric: Percentage Scoring shows this many decimals ( 00.00% ).
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PercentScoreDecimalPlaces=2
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# What should certain player-only elements do. we usually just color them to
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# show who's stuff is who's. you'd best leave this alone too.
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ColorP1Command=diffuse,PlayerColor(PLAYER_1)
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ColorP2Command=diffuse,PlayerColor(PLAYER_2)
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# 02 #
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[LightsManager]
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@@ -8,12 +8,8 @@
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#include "ProductInfo.h"
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#include "LuaManager.h"
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static RString PLAYER_COLOR_NAME( size_t p ) { return ssprintf("ColorP%dCommand",int(p+1)); }
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ThemeMetric<RString> CommonMetrics::FIRST_ATTRACT_SCREEN ("Common","FirstAttractScreen");
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ThemeMetric<RString> CommonMetrics::DEFAULT_MODIFIERS ("Common","DefaultModifiers" );
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ThemeMetric1D<apActorCommands> CommonMetrics::PLAYER_COLOR ("Common",PLAYER_COLOR_NAME,NUM_PLAYERS);
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LocalizedString CommonMetrics::WINDOW_TITLE ("Common","WindowTitle");
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ThemeMetric<int> CommonMetrics::MAX_COURSE_ENTRIES_BEFORE_VARIOUS("Common","MaxCourseEntriesBeforeShowVarious");
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ThemeMetric<float> CommonMetrics::TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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+4
-10
@@ -9,10 +9,7 @@
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#include "GameConstantsAndTypes.h"
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#include "LocalizedString.h"
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//
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// Types
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//
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class ThemeMetricDifficultiesToShow : public ThemeMetric<RString>
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{
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public:
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@@ -45,22 +42,19 @@ private:
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};
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//
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// Metrics
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//
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namespace CommonMetrics
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{
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extern ThemeMetric<RString> FIRST_ATTRACT_SCREEN;
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extern ThemeMetric<RString> DEFAULT_MODIFIERS;
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extern ThemeMetric1D<apActorCommands> PLAYER_COLOR; // TODO: Remove this and do all coloring in Lua
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extern LocalizedString WINDOW_TITLE;
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extern LocalizedString WINDOW_TITLE;
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extern ThemeMetric<int> MAX_COURSE_ENTRIES_BEFORE_VARIOUS;
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extern ThemeMetric<float> TICK_EARLY_SECONDS;
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extern ThemeMetric<float> TICK_EARLY_SECONDS;
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extern ThemeMetric<RString> DEFAULT_NOTESKIN_NAME;
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extern ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW;
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extern ThemeMetricDifficultiesToShow DIFFICULTIES_TO_SHOW;
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extern ThemeMetricCourseDifficultiesToShow COURSE_DIFFICULTIES_TO_SHOW;
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extern ThemeMetricStepsTypesToShow STEPS_TYPES_TO_SHOW;
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extern ThemeMetric<bool> AUTO_SET_STYLE;
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extern ThemeMetric<bool> AUTO_SET_STYLE;
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extern ThemeMetric<int> PERCENT_SCORE_DECIMAL_PLACES;
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RString LocalizeOptionItem( const RString &s, bool bOptional );
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@@ -27,11 +27,6 @@ ScoreDisplayOni::ScoreDisplayOni()
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void ScoreDisplayOni::Init( const PlayerState* pPlayerState, const PlayerStageStats* pPlayerStageStats )
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{
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ScoreDisplay::Init( pPlayerState, pPlayerStageStats );
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = pPlayerState->m_PlayerNumber;
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m_text.RunCommands( CommonMetrics::PLAYER_COLOR.GetValue(pn) );
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}
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@@ -192,8 +192,6 @@ void ScreenSelectMusic::Init()
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m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
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m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
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//m_textHighScore[p].SetShadowLength( 0 );
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//m_textHighScore[p].RunCommands( CommonMetrics::PLAYER_COLOR.GetValue(p) );
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LOAD_ALL_COMMANDS_AND_SET_XY( m_textHighScore[p] );
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this->AddChild( &m_textHighScore[p] );
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}
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