use DifficultyMeter everywhere for consistent difficulty text

This commit is contained in:
Chris Danford
2005-04-11 15:43:16 +00:00
parent 04eb5056f3
commit bbeaa77027
2 changed files with 22 additions and 8 deletions
+19 -7
View File
@@ -381,13 +381,23 @@ void ScreenNameEntryTraditional::Init()
this->AddChild( &display.m_Grade );
}
display.m_DifficultyIcon.Load( THEME->GetPathG(m_sName,"DifficultyIcon") );
if( GAMESTATE->IsCourseMode() )
display.m_sprDifficulty.Load( THEME->GetPathG(m_sName,"CourseDifficulty "+CourseDifficultyToString(pTrail->m_CourseDifficulty)) );
display.m_DifficultyIcon.SetFromTrail( p, pTrail );
else
display.m_sprDifficulty.Load( THEME->GetPathG(m_sName,"Difficulty "+DifficultyToString(pSteps->GetDifficulty())) );
display.m_sprDifficulty->SetName( ssprintf("DifficultyP%i",p+1) );
SET_ON( *(Actor*)display.m_sprDifficulty );
this->AddChild( display.m_sprDifficulty );
display.m_DifficultyIcon.SetFromSteps( p, pSteps );
display.m_DifficultyIcon.SetName( ssprintf("DifficultyIconP%i",p+1) );
SET_ON( display.m_DifficultyIcon );
this->AddChild( &display.m_DifficultyIcon );
display.m_DifficultyMeter.Load( m_sName+ssprintf(" DifficultyMeterP%d",p+1) );
if( GAMESTATE->IsCourseMode() )
display.m_DifficultyMeter.SetFromTrail( pTrail );
else
display.m_DifficultyMeter.SetFromSteps( pSteps );
display.m_DifficultyMeter.SetName( ssprintf("DifficultyMeterP%i",p+1) );
SET_ON( display.m_DifficultyMeter );
this->AddChild( &display.m_DifficultyMeter );
display.m_textScore.Load( p, &ss.m_player[p], "ScreenNameEntryTraditional Percent", false );
display.m_textScore.SetName( ssprintf("ScoreP%i",p+1) );
@@ -520,8 +530,10 @@ void ScreenNameEntryTraditional::ChangeDisplayedFeat()
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Wheel, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_Grade, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_Grade, "Unhide" );
COMMAND_OPTIONAL( *(Actor*)m_FeatDisplay[pn][OldFeat].m_sprDifficulty, "Hide" );
COMMAND_OPTIONAL( *(Actor*)m_FeatDisplay[pn][NewFeat].m_sprDifficulty, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_DifficultyIcon, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_DifficultyIcon, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_DifficultyMeter, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_DifficultyMeter, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_sprBanner, "Hide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][NewFeat].m_sprBanner, "Unhide" );
COMMAND_OPTIONAL( m_FeatDisplay[pn][OldFeat].m_textScore, "Hide" );