[ScreenNetSelectMusic] StepsDisplay changed to load from StepsDisplayNet.

[RoomWheel] Added OverPart (just like in MusicWheel).
This commit is contained in:
AJ Kelly
2010-12-26 11:36:46 -06:00
parent 6fc4b62b50
commit f68607d7a1
7 changed files with 15 additions and 1 deletions
+2
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@@ -16,6 +16,8 @@ sm-ssc v1.2 | 201012xx
20101226 20101226
-------- --------
* [ScreenEdit] Added GetEditState Lua binding. [freem] * [ScreenEdit] Added GetEditState Lua binding. [freem]
* [ScreenNetSelectMusic] StepsDisplay changed to load from StepsDisplayNet. [freem]
* [RoomWheel] Added OverPart (just like in MusicWheel). [freem]
20101225 20101225
-------- --------
@@ -0,0 +1 @@
MusicWheelItem Song OverPart
+3
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@@ -3832,6 +3832,9 @@ DifficultyIconP2Y=SCREEN_BOTTOM-50
HelpText=Screen.String("HelpTextNetSelectMusic"); HelpText=Screen.String("HelpTextNetSelectMusic");
[StepsDisplayNet]
Fallback="StepsDisplay"
[ScreenNetRoom] [ScreenNetRoom]
Class="ScreenNetRoom" Class="ScreenNetRoom"
Fallback="ScreenNetSelectBase" Fallback="ScreenNetSelectBase"
+5
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@@ -56,6 +56,7 @@ RoomWheelItem::RoomWheelItem( const RoomWheelItem &cpy ):
WheelItemBase( cpy ), WheelItemBase( cpy ),
m_sprNormalPart( cpy.m_sprNormalPart ), m_sprNormalPart( cpy.m_sprNormalPart ),
m_sprColorPart( cpy.m_sprColorPart ), m_sprColorPart( cpy.m_sprColorPart ),
m_sprOverPart( cpy.m_sprOverPart ),
m_text( cpy.m_text ), m_text( cpy.m_text ),
m_Desc( cpy.m_Desc ) m_Desc( cpy.m_Desc )
{ {
@@ -63,6 +64,7 @@ RoomWheelItem::RoomWheelItem( const RoomWheelItem &cpy ):
{ {
this->AddChild( m_sprNormalPart ); this->AddChild( m_sprNormalPart );
this->AddChild( m_sprColorPart ); this->AddChild( m_sprColorPart );
this->AddChild( m_sprOverPart );
this->AddChild( &m_text ); this->AddChild( &m_text );
this->AddChild( &m_Desc ); this->AddChild( &m_Desc );
} }
@@ -106,6 +108,9 @@ void RoomWheelItem::Load( RString sType )
m_Desc.SetXY( DESC_X, DESC_Y); m_Desc.SetXY( DESC_X, DESC_Y);
m_Desc.PlayCommand( "On" ); m_Desc.PlayCommand( "On" );
this->AddChild( &m_Desc ); this->AddChild( &m_Desc );
m_sprOverPart.Load( THEME->GetPathG(sType,"OverPart") );
this->AddChild( m_sprOverPart );
} }
void RoomWheel::BuildWheelItemsData( vector<WheelItemBaseData*> &arrayWheelItemDatas ) void RoomWheel::BuildWheelItemsData( vector<WheelItemBaseData*> &arrayWheelItemDatas )
+1
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@@ -30,6 +30,7 @@ public:
private: private:
AutoActor m_sprNormalPart; AutoActor m_sprNormalPart;
AutoActor m_sprColorPart; AutoActor m_sprColorPart;
AutoActor m_sprOverPart;
BitmapText m_text; BitmapText m_text;
BitmapText m_Desc; BitmapText m_Desc;
}; };
+1 -1
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@@ -65,7 +65,7 @@ void ScreenNetSelectMusic::Init()
m_DC[p] = GAMESTATE->m_PreferredDifficulty[p]; m_DC[p] = GAMESTATE->m_PreferredDifficulty[p];
m_StepsDisplays[p].SetName( ssprintf("StepsDisplayP%d",p+1) ); m_StepsDisplays[p].SetName( ssprintf("StepsDisplayP%d",p+1) );
m_StepsDisplays[p].Load( "StepsDisplay", NULL ); m_StepsDisplays[p].Load( "StepsDisplayNet", NULL );
LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_StepsDisplays[p] ); LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_StepsDisplays[p] );
this->AddChild( &m_StepsDisplays[p] ); this->AddChild( &m_StepsDisplays[p] );
} }
+2
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@@ -25,6 +25,8 @@ void ScreenOptionsExportPackage::Init()
void ScreenOptionsExportPackage::BeginScreen() void ScreenOptionsExportPackage::BeginScreen()
{ {
// Fill m_vsPossibleDirsToExport // Fill m_vsPossibleDirsToExport
// todo: split these out over multiple screens so the scroller
// isn't so overloaded. -freem
{ {
// Add themes // Add themes
{ {