one path for parsing and theming player options - fixes "SuperShuffle" not themed

warn in ActiveAttackList if an invalid mod is encountered
don't hard code font name
This commit is contained in:
Chris Danford
2005-04-06 05:32:09 +00:00
parent 759be18af5
commit ea34de2bef
5 changed files with 148 additions and 147 deletions
+4 -3
View File
@@ -410,11 +410,12 @@ void ScreenEvaluation::Init()
SET_XY_AND_ON_COMMAND( m_DifficultyMeter[p] );
this->AddChild( &m_DifficultyMeter[p] );
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF("Common","normal") );
CString sPO = GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetThemedString();
sPO.Replace( ", ", PLAYER_OPTIONS_SEPARATOR );
m_textPlayerOptions[p].LoadFromFont( THEME->GetPathF(m_sName,"PlayerOptions") );
m_textPlayerOptions[p].SetName( ssprintf("PlayerOptionsP%d",p+1) );
SET_XY_AND_ON_COMMAND( m_textPlayerOptions[p] );
vector<CString> v;
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions.GetThemedMods( v );
CString sPO = join( PLAYER_OPTIONS_SEPARATOR, v );
m_textPlayerOptions[p].SetText( sPO );
this->AddChild( &m_textPlayerOptions[p] );