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)
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@@ -60,11 +60,8 @@ void DifficultyMeter::Load( const RString &sType )
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if( m_bShowTicks )
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if( m_bShowTicks )
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{
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{
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RString sChars = "10"; // on, off
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m_textTicks.SetName( "Ticks" );
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m_textTicks.SetName( "Ticks" );
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RString sChars;
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for( unsigned i = 0; i < NUM_Difficulty; ++i )
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sChars += char(i + '0'); // 01234
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sChars += 'X'; // Off
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m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(sType,"ticks"), sChars );
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m_textTicks.LoadFromTextureAndChars( THEME->GetPathF(sType,"ticks"), sChars );
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ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, sType );
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ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( m_textTicks, sType );
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this->AddChild( &m_textTicks );
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this->AddChild( &m_textTicks );
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@@ -181,8 +178,8 @@ void DifficultyMeter::SetInternal( const SetParams ¶ms )
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if( m_bShowTicks )
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if( m_bShowTicks )
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{
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{
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char on = char(params.dc + '0');
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char on = char('1');
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char off = 'X';
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char off = '0';
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RString sNewText;
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RString sNewText;
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int iNumOn = min( (int)m_iMaxTicks, params.iMeter );
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int iNumOn = min( (int)m_iMaxTicks, params.iMeter );
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@@ -49,7 +49,7 @@ private:
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void SetInternal( const SetParams ¶ms );
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void SetInternal( const SetParams ¶ms );
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AutoActor m_sprFrame;
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AutoActor m_sprFrame;
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BitmapText m_textTicks; /* XXXX000000 */
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BitmapText m_textTicks; /* 111100000 */
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BitmapText m_textMeter; /* 3, 9 */
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BitmapText m_textMeter; /* 3, 9 */
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BitmapText m_textEditDescription;
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BitmapText m_textEditDescription;
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