[ScreenSelectMusic] Made score frame into an AutoActor, changed the filename from "score frame p1" to "ScoreFrame P1" for consistency with other elements.

This commit is contained in:
AJ Kelly
2011-04-13 03:41:09 -05:00
parent 6c52b8479f
commit a14d760e0c
3 changed files with 10 additions and 5 deletions
+5
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@@ -16,6 +16,11 @@ It depends on who you ask.
It could be v1.2.5, it could be v1.3.0, it could even be StepMania 5.
We will wait and see.
20110413
--------
* [ScreenSelectMusic] Made score frame into an AutoActor, changed the filename
from "score frame p1" to "ScoreFrame P1" for consistency with other elements. [AJ]
20110405
--------
* [ScreenEdit] Allow modifying the #DISPLAYBPM traits in the editor. Look in
+4 -4
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@@ -199,10 +199,10 @@ void ScreenSelectMusic::Init()
FOREACH_ENUM( PlayerNumber, p )
{
m_sprHighScoreFrame[p].SetName( ssprintf("ScoreFrameP%d",p+1) );
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("score frame p%d",p+1)) );
m_sprHighScoreFrame[p].Load( THEME->GetPathG(m_sName,ssprintf("ScoreFrame P%d",p+1)) );
m_sprHighScoreFrame[p]->SetName( ssprintf("ScoreFrameP%d",p+1) );
LOAD_ALL_COMMANDS_AND_SET_XY( m_sprHighScoreFrame[p] );
this->AddChild( &m_sprHighScoreFrame[p] );
this->AddChild( m_sprHighScoreFrame[p] );
m_textHighScore[p].SetName( ssprintf("ScoreP%d",p+1) );
m_textHighScore[p].LoadFromFont( THEME->GetPathF(m_sName,"score") );
@@ -247,7 +247,7 @@ void ScreenSelectMusic::BeginScreen()
{
if( GAMESTATE->IsHumanPlayer(pn) )
continue;
m_sprHighScoreFrame[pn].SetVisible( false );
m_sprHighScoreFrame[pn]->SetVisible( false );
m_textHighScore[pn].SetVisible( false );
}
+1 -1
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@@ -123,7 +123,7 @@ protected:
FadingBanner m_Banner;
Sprite m_sprCDTitleFront, m_sprCDTitleBack;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
AutoActor m_sprHighScoreFrame[NUM_PLAYERS];
BitmapText m_textHighScore[NUM_PLAYERS];
MusicWheel m_MusicWheel;
OptionsList m_OptionsList[NUM_PLAYERS];