Add names to life meter/meter display items

I would've added commands but I'm not sure where they get run from (or
if they get run at all), so that's a job for later.

(Sourced from shakesoda/stepmania.)
This commit is contained in:
AJ Kelly
2013-10-10 00:11:12 -05:00
parent 303616a241
commit e329e91602
4 changed files with 21 additions and 1 deletions
+6
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@@ -8,6 +8,12 @@ ________________________________________________________________________________
StepMania current development
--------------------------------------------------------------------------------
2013/10/09
----------
* [CombinedLifeMeterTug] Added names and commands to Separator and Frame items.
[SSC]
* [MeterDisplay] Added names to Stream and Tip items. [SSC]
2013/10/06
----------
* [ScreenOptions] Allow for the use of per-screen Start sounds instead of a forced
+6
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@@ -377,6 +377,12 @@ CancelAll=""
[CombinedLifeMeterTug]
# We don't use it.
MeterWidth=0.0
#-----#
SeparatorOnCommand=
SeparatorOffCommand=
#-----#
FrameOnCommand=
FrameOffCommand=
[Combo]
# System Direction
+5 -1
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@@ -4,7 +4,7 @@
#include "GameState.h"
#include "PrefsManager.h"
#include "ThemeMetric.h"
#include "ActorUtil.h"
ThemeMetric<float> METER_WIDTH ("CombinedLifeMeterTug","MeterWidth");
@@ -43,9 +43,13 @@ CombinedLifeMeterTug::CombinedLifeMeterTug()
m_Stream[PLAYER_2].SetZoomX( -1 );
m_sprSeparator.Load( THEME->GetPathG("CombinedLifeMeterTug","separator") );
m_sprSeparator->SetName( "Separator" );
LOAD_ALL_COMMANDS( m_sprSeparator );
this->AddChild( m_sprSeparator );
m_sprFrame.Load( THEME->GetPathG("CombinedLifeMeterTug","frame") );
m_sprFrame->SetName( "Frame" );
LOAD_ALL_COMMANDS( m_sprFrame );
this->AddChild( m_sprFrame );
}
+4
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@@ -35,12 +35,16 @@ void MeterDisplay::LoadFromNode( const XNode* pNode )
if( pStream == NULL )
RageException::Throw( "%s: MeterDisplay: missing the \"Stream\" attribute", ActorUtil::GetWhere(pNode).c_str() );
m_sprStream.LoadActorFromNode( pStream, this );
m_sprStream->SetName( "Stream" );
//LOAD_ALL_COMMANDS( m_sprStream );
this->AddChild( m_sprStream );
const XNode* pChild = pNode->GetChild( "Tip" );
if( pChild != NULL )
{
m_sprTip.LoadActorFromNode( pChild, this );
m_sprTip->SetName( "Tip" );
//LOAD_ALL_COMMANDS( m_sprTip );
this->AddChild( m_sprTip );
}