diff --git a/src/BitmapText.cpp b/src/BitmapText.cpp index 6ac13527ee..9878f24619 100644 --- a/src/BitmapText.cpp +++ b/src/BitmapText.cpp @@ -96,7 +96,7 @@ BitmapText & BitmapText::operator=(const BitmapText &cpy) if( m_pFont ) FONT->UnloadFont( m_pFont ); - + if( cpy.m_pFont != NULL ) m_pFont = FONT->CopyFont( cpy.m_pFont ); else @@ -198,7 +198,7 @@ void BitmapText::BuildChars() m_aVertices.clear(); m_vpFontPageTextures.clear(); - + if( m_wTextLines.empty() ) return; @@ -244,8 +244,8 @@ void BitmapText::BuildChars() iX += g.m_iHadvance; // set texture coordinates - v[0].t = RageVector2( g.m_TexRect.left, g.m_TexRect.top ); - v[1].t = RageVector2( g.m_TexRect.left, g.m_TexRect.bottom ); + v[0].t = RageVector2( g.m_TexRect.left, g.m_TexRect.top ); + v[1].t = RageVector2( g.m_TexRect.left, g.m_TexRect.bottom ); v[2].t = RageVector2( g.m_TexRect.right, g.m_TexRect.bottom ); v[3].t = RageVector2( g.m_TexRect.right, g.m_TexRect.top ); @@ -292,8 +292,8 @@ void BitmapText::DrawChars( bool bUseStrokeTexture ) FadeSize.right = (1.0f-LeftPercent) * fHorizRemaining; } - /* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade all the way to - * 0 if the crop is beyond the outer edge.) */ + /* We fade from 0 to LeftColor, then from RightColor to 0. (We won't fade + * all the way to 0 if the crop is beyond the outer edge.) */ const float fRightAlpha = SCALE( FadeSize.right, FadeDist.right, 0, 1, 0 ); const float fLeftAlpha = SCALE( FadeSize.left, FadeDist.left, 0, 1, 0 ); @@ -314,7 +314,7 @@ void BitmapText::DrawChars( bool bUseStrokeTexture ) float fAlpha = 1.0f; if( FadeSize.left > 0.001f ) { - /* Add .5, so we fade wrt. the center of the vert, not the left side. */ + // Add .5, so we fade wrt. the center of the vert, not the left side. float fPercent = SCALE( start+0.5f, fLeftFadeStartGlyph, fLeftFadeStopGlyph, 0.0f, 1.0f ); fPercent = clamp( fPercent, 0.0f, 1.0f ); fAlpha *= fPercent * fLeftAlpha; @@ -403,7 +403,7 @@ void BitmapText::SetTextInternal() // This does not work in all languages: /* "...I can add Japanese wrapping, at least. We could handle hyphens - * and soft hyphens and pretty easily, too. -glenn */ + * and soft hyphens and pretty easily, too." -glenn */ // TODO: Move this wrapping logic into Font vector asLines; split( m_sText, "\n", asLines, false ); @@ -709,7 +709,7 @@ void BitmapText::DrawPrimitives() } } -/* Rebuild when these change. */ +// Rebuild when these change. void BitmapText::SetHorizAlign( float f ) { float fHorizAlign = m_fHorizAlign; @@ -798,7 +798,7 @@ void BitmapText::Attribute::FromStack( lua_State *L, int iPos ) // Get the glow color. lua_getfield( L, iTab, "Glow" ); glow.FromStack( L, -1 ); - + lua_settop( L, iTab - 1 ); } @@ -840,7 +840,7 @@ public: { size_t iPos = IArg(1); BitmapText::Attribute attr = p->GetDefaultAttribute(); - + attr.FromStack( L, 2 ); p->AddAttribute( iPos, attr ); return 0; diff --git a/src/WheelNotifyIcon.cpp b/src/WheelNotifyIcon.cpp index 9b135b6f51..73b8cde395 100644 --- a/src/WheelNotifyIcon.cpp +++ b/src/WheelNotifyIcon.cpp @@ -16,6 +16,7 @@ static ThemeMetric SHOW_TRAINING ("WheelNotifyIcon","ShowTraining"); WheelNotifyIcon::WheelNotifyIcon() { + // Load( THEME->GetPathG("MusicWheelItem","WheelNotifyIcon") ); Load( THEME->GetPathG("WheelNotifyIcon","icons 4x2") ); StopAnimating(); } @@ -38,7 +39,7 @@ void WheelNotifyIcon::SetFlags( Flags flags ) switch( flags.iStagesForSong ) { - case 1: break; + case 1: break; case 2: m_vIconsToShow.push_back( long_ver ); break; case 3: m_vIconsToShow.push_back( marathon ); break; default: FAIL_M( ssprintf("flags.iStagesForSong = %d", flags.iStagesForSong) ); @@ -56,9 +57,12 @@ void WheelNotifyIcon::SetFlags( Flags flags ) m_vIconsToShow.push_back( empty ); } - m_vIconsToShow.resize( min(m_vIconsToShow.size(),2u) ); // crop to most important 2 + // Broadcast Set message so items can react. (futures) -aj + //Message msg("Set"); + //this->HandleMessage( msg ); + /* Make sure the right icon is selected, since we might be drawn before * we get another update. */ Update(0); @@ -75,6 +79,9 @@ void WheelNotifyIcon::Update( float fDeltaTime ) { if( m_vIconsToShow.size() > 0 ) { + /* We should probably end up parsing the vector and then dynamically + * insert flag icons based on "priority". Easy to do, hopefully + - Midiman */ const float fSecondFraction = fmodf( RageTimer::GetTimeSinceStartFast(), 1 ); const int index = (int)(fSecondFraction*m_vIconsToShow.size()); Sprite::SetState( m_vIconsToShow[index] );