From a4b8c932f5cf7171f2d0bc154eebdb594bae8926 Mon Sep 17 00:00:00 2001 From: Chris Danford Date: Mon, 18 Aug 2008 02:10:24 +0000 Subject: [PATCH] use RollingNumbers for judgment numbers --- stepmania/src/ScreenEvaluation.cpp | 5 ++--- stepmania/src/ScreenEvaluation.h | 2 +- 2 files changed, 3 insertions(+), 4 deletions(-) diff --git a/stepmania/src/ScreenEvaluation.cpp b/stepmania/src/ScreenEvaluation.cpp index 951226e6d3..ee4d450149 100644 --- a/stepmania/src/ScreenEvaluation.cpp +++ b/stepmania/src/ScreenEvaluation.cpp @@ -502,6 +502,7 @@ void ScreenEvaluation::Init() { m_textJudgmentLineNumber[l][p].LoadFromFont( THEME->GetPathF(m_sName, "JudgmentLineNumber") ); m_textJudgmentLineNumber[l][p].SetName( JudgmentLineToString(l)+ssprintf("NumberP%d",p+1) ); + m_textJudgmentLineNumber[l][p].Load( "RollingNumbersJudgment" ); ActorUtil::LoadAllCommands( m_textJudgmentLineNumber[l][p], m_sName ); SET_XY( m_textJudgmentLineNumber[l][p] ); this->AddChild( &m_textJudgmentLineNumber[l][p] ); @@ -520,9 +521,7 @@ void ScreenEvaluation::Init() DEFAULT_FAIL( l ); } - // UGLY... generalize this - int iNumDigits = (l==JudgmentLine_MaxCombo) ? MAX_COMBO_NUM_DIGITS : 4; - m_textJudgmentLineNumber[l][p].SetText( ssprintf("%*d",iNumDigits,iValue) ); + m_textJudgmentLineNumber[l][p].SetTargetNumber( iValue ); } } } diff --git a/stepmania/src/ScreenEvaluation.h b/stepmania/src/ScreenEvaluation.h index 4d61157657..d782fee134 100644 --- a/stepmania/src/ScreenEvaluation.h +++ b/stepmania/src/ScreenEvaluation.h @@ -93,7 +93,7 @@ protected: // judgment area AutoActor m_sprSharedJudgmentLineLabels[NUM_JudgmentLine]; - BitmapText m_textJudgmentLineNumber[NUM_JudgmentLine][NUM_PLAYERS]; + RollingNumbers m_textJudgmentLineNumber[NUM_JudgmentLine][NUM_PLAYERS]; // stats area AutoActor m_sprDetailFrame[NUM_PLAYERS];