syncing changes from ssc svn, mostly.
[Course.cpp] HasTimedMods() now actually checks for timed mods (technically non-global) instead of being a clone of HasMods() [Player.cpp] add MAX_HOLD_LIFE/[Player] MaxHoldLife metric [ScreenGameplay] looking into places to put loading of replay data, perhaps? [elsewhere] lots of cleanup, and I'm sure there's lots more to be done. add a todo to ProductivityHelpers.
This commit is contained in:
+15
-5
@@ -59,7 +59,6 @@ void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlaye
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m_bShowStepsType.Load(m_sMetricsGroup,"ShowStepsType");
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m_sZeroMeterString.Load(m_sMetricsGroup,"ZeroMeterString");
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m_sprFrame.Load( THEME->GetPathG(m_sMetricsGroup,"frame") );
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m_sprFrame->SetName( "Frame" );
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ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_sprFrame, m_sMetricsGroup );
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@@ -67,7 +66,7 @@ void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlaye
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if( m_bShowTicks )
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{
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RString sChars = "10"; // on, off
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RString sChars = "10"; // on, off (todo: make this metricable -aj)
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m_textTicks.SetName( "Ticks" );
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m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(m_sMetricsGroup,"ticks"), sChars );
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ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, m_sMetricsGroup );
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@@ -84,7 +83,7 @@ void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlaye
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// These commands should have been loaded by SetXYAndOnCommand above.
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ASSERT( m_textMeter.HasCommand("Set") );
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}
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if( m_bShowDescription )
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{
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m_textDescription.SetName( "Description" );
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@@ -92,7 +91,7 @@ void StepsDisplay::Load( const RString &sMetricsGroup, const PlayerState *pPlaye
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ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textDescription, m_sMetricsGroup );
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this->AddChild( &m_textDescription );
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}
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if( m_bShowAutogen )
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{
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m_sprAutogen.Load( THEME->GetPathG(m_sMetricsGroup,"Autogen") );
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@@ -242,13 +241,24 @@ void StepsDisplay::SetInternal( const SetParams ¶ms )
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{
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m_textDescription.SetText( sDisplayDescription );
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}
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if( m_bShowAutogen )
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{
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bool b = params.pSteps && params.pSteps->IsAutogen();
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m_sprAutogen->SetVisible( b );
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}
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if( m_bShowStepsType )
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{
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if( params.st != StepsType_Invalid )
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{
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/*
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RString sStepsType = GAMEMAN->GetStepsTypeInfo(params.st).szName;
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m_sprStepsType.Load( THEME->GetPathG(m_sMetricsGroup,"StepsType "+sStepsType) );
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*/
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}
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}
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this->HandleMessage( msg );
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}
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