just some small coment+cleanup

This commit is contained in:
AJ Kelly
2010-12-19 13:37:45 -06:00
parent a8de96107f
commit e15e38a1a7
3 changed files with 7 additions and 8 deletions
+1
View File
@@ -78,6 +78,7 @@ void StepsDisplayList::LoadFromNode( const XNode* pNode )
for( unsigned m = 0; m < m_Lines.size(); ++m ) for( unsigned m = 0; m < m_Lines.size(); ++m )
{ {
// todo: Row1, Row2? also m_sName+"Row" -aj
m_Lines[m].m_Meter.SetName( "Row" ); m_Lines[m].m_Meter.SetName( "Row" );
m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL ); m_Lines[m].m_Meter.Load( "StepsDisplayListRow", NULL );
this->AddChild( &m_Lines[m].m_Meter ); this->AddChild( &m_Lines[m].m_Meter );
+1 -1
View File
@@ -1965,7 +1965,7 @@ bool GameState::ChangePreferredDifficulty( PlayerNumber pn, int dir )
} }
/* The user may be set to prefer a difficulty that isn't always shown; typically, /* The user may be set to prefer a difficulty that isn't always shown; typically,
* Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */ * Difficulty_Edit. Return the closest shown difficulty <= m_PreferredDifficulty. */
Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const Difficulty GameState::GetClosestShownDifficulty( PlayerNumber pn ) const
{ {
const vector<Difficulty> &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue(); const vector<Difficulty> &v = CommonMetrics::DIFFICULTIES_TO_SHOW.GetValue();
+4 -6
View File
@@ -63,7 +63,7 @@ void GrooveRadar::TweenOnScreen()
{ {
m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) ); m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) );
m_sprRadarLabels[c].PlayCommand( "PreDelayOn" ); m_sprRadarLabels[c].PlayCommand( "PreDelayOn" );
m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
m_sprRadarLabels[c].PlayCommand( "PostDelayOn" ); m_sprRadarLabels[c].PlayCommand( "PostDelayOn" );
} }
@@ -83,9 +83,8 @@ void GrooveRadar::TweenOffScreen()
{ {
m_sprRadarLabels[c].StopTweening(); m_sprRadarLabels[c].StopTweening();
m_sprRadarLabels[c].BeginTweening( 0.2f ); m_sprRadarLabels[c].BeginTweening( 0.2f );
/* Make sure we undo glow. We do this at the end of TweenIn, /* Make sure we undo glow. We do this at the end of TweenIn, but we might
* but we might tween off before we complete tweening in, and * tween off before we complete tweening in, and the glow can remain. */
* the glow can remain. */
m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) ); m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) ); m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
} }
@@ -108,7 +107,7 @@ void GrooveRadar::SetFromRadarValues( PlayerNumber pn, const RadarValues &rv )
m_GrooveRadarValueMap[pn].SetFromSteps( rv ); m_GrooveRadarValueMap[pn].SetFromSteps( rv );
} }
void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song
{ {
if( pSteps == NULL ) if( pSteps == NULL )
{ {
@@ -120,7 +119,6 @@ void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means n
m_GrooveRadarValueMap[pn].SetFromSteps( rv ); m_GrooveRadarValueMap[pn].SetFromSteps( rv );
} }
GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap() GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
{ {
m_bValuesVisible = false; m_bValuesVisible = false;