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itgmania212121/stepmania/src/ScreenEvaluation.h
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#ifndef SCREEN_EVALUATION_H
#define SCREEN_EVALUATION_H
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/*
-----------------------------------------------------------------------------
Class: ScreenEvaluation
Desc: Shows the user their score after gameplay has ended.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "GradeDisplay.h"
#include "MenuElements.h"
#include "Banner.h"
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#include "ScoreDisplayNormal.h"
#include "Banner.h"
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#include "DifficultyIcon.h"
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#include "PercentageDisplay.h"
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#include "GraphDisplay.h"
#include "ComboGraph.h"
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#include "BGAnimation.h"
#include "ActorUtil.h"
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const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
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const int NUM_JUDGE_LINES = 9; // marvelous, perfect, great, good, boo, miss, ok, max_combo, error
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const int NUM_STATS_LINES = 4; // jumps, holds, mines, hands
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// sound sequences for the evaluation screen
struct EvalSoundSequence
{
float fTime;
RageSound sSound;
};
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class ScreenEvaluation : public Screen
{
public:
enum Type { stage, summary, course };
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ScreenEvaluation( CString sClassName );
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virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
// virtual void TweenOnScreen();
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virtual void TweenOffScreen();
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virtual void MenuLeft( PlayerNumber pn );
virtual void MenuRight( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
virtual void MenuStart( PlayerNumber pn );
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protected:
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void CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] );
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void EndScreen();
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CString m_sName;
Type m_Type;
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float m_fScreenCreateTime;
BGAnimation m_bgFailedBack;
BGAnimation m_bgFailedOverlay;
BGAnimation m_bgPassedOverlay;
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MenuElements m_Menu;
// banner area
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Banner m_LargeBanner;
Sprite m_sprLargeBannerFrame;
Sprite m_sprStage;
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DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
BitmapText m_textPlayerOptions[NUM_PLAYERS];
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Banner m_SmallBanner[MAX_SONGS_TO_SHOW];
Sprite m_sprSmallBannerFrame[MAX_SONGS_TO_SHOW];
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// grade area
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Sprite m_sprGradeFrame[NUM_PLAYERS];
GradeDisplay m_Grades[NUM_PLAYERS];
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AutoActor m_sprGrade[NUM_PLAYERS];
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// graph area
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Sprite m_sprGraphFrame[NUM_PLAYERS];
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GraphDisplay m_Graph[NUM_PLAYERS];
// combo area
ComboGraph m_Combo[NUM_PLAYERS];
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// points area
bool m_bNewSongsUnlocked;
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PercentageDisplay m_Percent[NUM_PLAYERS];
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Sprite m_sprPercentFrame[NUM_PLAYERS];
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// bonus area
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Sprite m_sprBonusFrame[NUM_PLAYERS];
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Sprite m_sprPossibleBar[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
Sprite m_sprActualBar[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
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// survived area
Sprite m_sprSurvivedFrame[NUM_PLAYERS];
BitmapText m_textSurvivedNumber[NUM_PLAYERS];
// win area
Sprite m_sprWinFrame[NUM_PLAYERS];
Sprite m_sprWin[NUM_PLAYERS];
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// judgment area
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Sprite m_sprJudgeLabels[NUM_JUDGE_LINES];
BitmapText m_textJudgeNumbers[NUM_JUDGE_LINES][NUM_PLAYERS];
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// stats area
AutoActor m_sprStatsLabel[NUM_STATS_LINES];
BitmapText m_textStatsText[NUM_STATS_LINES][NUM_PLAYERS];
// score area
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Sprite m_sprScoreLabel;
BitmapText m_textScore[NUM_PLAYERS];
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// total score area
Sprite m_sprTotalScoreLabel;
BitmapText m_textTotalScore[NUM_PLAYERS];
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// time area
Sprite m_sprTimeLabel;
BitmapText m_textTime[NUM_PLAYERS];
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// extra area
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Sprite m_sprMachineRecord[NUM_PLAYERS];
Sprite m_sprPersonalRecord[NUM_PLAYERS];
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bool m_bTryExtraStage;
Sprite m_sprTryExtraStage;
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AutoActor m_FullCombo[NUM_PLAYERS];
bool m_bFailed;
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RageSound m_soundStart; // sound played if the player passes or fails
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// sound effects for other gametypes
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RageSound m_sndPassFail; // sound played if the player passes or fails
bool m_bPassFailTriggered; // has the pass / fail sound been played yet?
RageTimer m_timerSoundSequences; // timer used for triggering sounds.
vector<EvalSoundSequence> m_SoundSequences; // a sequence of sounds to be played (although they're stored in no particular order!)
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};
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#endif