remove per-difficulty characters in favor of text coloring and stroke fonts. Not all themes are going to want coloring based on Difficulty (e.g. Pump)

This commit is contained in:
Chris Danford
2008-02-15 09:35:56 +00:00
parent 58cae9f108
commit e841ae7e1e
2 changed files with 4 additions and 7 deletions
+3 -6
View File
@@ -60,11 +60,8 @@ void DifficultyMeter::Load( const RString &sType )
if( m_bShowTicks )
{
RString sChars = "10"; // on, off
m_textTicks.SetName( "Ticks" );
RString sChars;
for( unsigned i = 0; i < NUM_Difficulty; ++i )
sChars += char(i + '0'); // 01234
sChars += 'X'; // Off
m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(sType,"ticks"), sChars );
ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, sType );
this->AddChild( &m_textTicks );
@@ -181,8 +178,8 @@ void DifficultyMeter::SetInternal( const SetParams &params )
if( m_bShowTicks )
{
char on = char(params.dc + '0');
char off = 'X';
char on = char('1');
char off = '0';
RString sNewText;
int iNumOn = min( (int)m_iMaxTicks, params.iMeter );
+1 -1
View File
@@ -49,7 +49,7 @@ private:
void SetInternal( const SetParams &params );
AutoActor m_sprFrame;
BitmapText m_textTicks; /* XXXX000000 */
BitmapText m_textTicks; /* 111100000 */
BitmapText m_textMeter; /* 3, 9 */
BitmapText m_textEditDescription;