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itgmania212121/stepmania/src/ScreenEvaluation.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenEvaluation
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenEvaluation.h"
#include "ScreenSelectMusic.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameManager.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "Notes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
#include "AnnouncerManager.h"
#include "ScreenMusicScroll.h"
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#include "GameState.h"
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#include "ScreenSelectCourse.h"
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#define BANNER_X THEME->GetMetricF("Evaluation","BannerX")
#define BANNER_Y THEME->GetMetricF("Evaluation","BannerY")
#define STAGE_X THEME->GetMetricF("Evaluation","StageX")
#define STAGE_Y THEME->GetMetricF("Evaluation","StageY")
#define GRADE_P1_X THEME->GetMetricF("Evaluation","GradeP1X")
#define GRADE_P2_X THEME->GetMetricF("Evaluation","GradeP2X")
#define GRADE_Y THEME->GetMetricF("Evaluation","GradeY")
#define JUDGE_LABELS_X THEME->GetMetricF("Evaluation","JudgeLabelsX")
#define JUDGE_NUMBERS_P1_X THEME->GetMetricF("Evaluation","JudgeNumbersP1X")
#define JUDGE_NUMBERS_P2_X THEME->GetMetricF("Evaluation","JudgeNumbersP2X")
#define JUDGE_START_Y THEME->GetMetricF("Evaluation","JudgeStartY")
#define JUDGE_SPACING_Y THEME->GetMetricF("Evaluation","JudgeSpacingY")
#define SCORE_LABELS_X THEME->GetMetricF("Evaluation","ScoreLabelsX")
#define SCORE_NUMBERS_P1_X THEME->GetMetricF("Evaluation","ScoreNumbersP1X")
#define SCORE_NUMBERS_P2_X THEME->GetMetricF("Evaluation","ScoreNumbersP2X")
#define SCORE_Y THEME->GetMetricF("Evaluation","ScoreY")
#define BONUS_P1_X THEME->GetMetricF("Evaluation","BonusP1X")
#define BONUS_P2_X THEME->GetMetricF("Evaluation","BonusP2X")
#define BONUS_Y THEME->GetMetricF("Evaluation","BonusY")
#define NEW_RECORD_P1_X THEME->GetMetricF("Evaluation","NewRecordP1X")
#define NEW_RECORD_P2_X THEME->GetMetricF("Evaluation","NewRecordP2X")
#define NEW_RECORD_Y THEME->GetMetricF("Evaluation","NewRecordY")
#define TRY_EXTRA_STAGE_X THEME->GetMetricF("Evaluation","TryExtraStageX")
#define TRY_EXTRA_STAGE_Y THEME->GetMetricF("Evaluation","TryExtraStageY")
#define TIMER_SECONDS THEME->GetMetricI("Evaluation","TimerSeconds")
float GRADE_X( int p ) {
switch( p ) {
case PLAYER_1: return GRADE_P1_X;
case PLAYER_2: return GRADE_P2_X;
default: ASSERT(0); return 0;
}
}
float JUDGE_NUMBERS_X( int p ) {
switch( p ) {
case PLAYER_1: return JUDGE_NUMBERS_P1_X;
case PLAYER_2: return JUDGE_NUMBERS_P2_X;
default: ASSERT(0); return 0;
}
}
float SCORE_NUMBERS_X( int p ) {
switch( p ) {
case PLAYER_1: return SCORE_NUMBERS_P1_X;
case PLAYER_2: return SCORE_NUMBERS_P2_X;
default: ASSERT(0); return 0;
}
}
float BONUS_X( int p ) {
switch( p ) {
case PLAYER_1: return BONUS_P1_X;
case PLAYER_2: return BONUS_P2_X;
default: ASSERT(0); return 0;
}
}
float NEW_RECORD_X( int p ) {
switch( p ) {
case PLAYER_1: return NEW_RECORD_P1_X;
case PLAYER_2: return NEW_RECORD_P2_X;
default: ASSERT(0); return 0;
}
}
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const ScreenMessage SM_GoToSelectMusic = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+2);
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const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage(SM_User+3);
const ScreenMessage SM_GoToMusicScroll = ScreenMessage(SM_User+4);
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ScreenEvaluation::ScreenEvaluation( bool bSummary )
{
LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" );
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int l, p; // for counting
///////////////////////////
// Set m_ResultMode. This enum will make our life easier later when we init different pieces depending on context.
///////////////////////////
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switch( GAMESTATE->m_PlayMode )
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{
case PLAY_MODE_ARCADE:
m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE;
break;
case PLAY_MODE_ONI:
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case PLAY_MODE_ENDLESS:
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m_ResultMode = RM_ONI;
break;
default:
ASSERT(0);
}
///////////////////////////
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// Figure out which statistics we're going to display
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///////////////////////////
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int iPossibleDancePoints[NUM_PLAYERS];
int iActualDancePoints[NUM_PLAYERS];
int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES];
int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES];
int iMaxCombo[NUM_PLAYERS];
float fScore[NUM_PLAYERS];
float fPossibleRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
float fActualRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
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switch( m_ResultMode )
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{
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case RM_ARCADE_SUMMARY:
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COPY( iPossibleDancePoints, GAMESTATE->m_iAccumPossibleDancePoints );
COPY( iActualDancePoints, GAMESTATE->m_iAccumActualDancePoints );
COPY( iTapNoteScores, GAMESTATE->m_AccumTapNoteScores );
COPY( iHoldNoteScores, GAMESTATE->m_AccumHoldNoteScores );
COPY( iMaxCombo, GAMESTATE->m_iAccumMaxCombo );
COPY( fScore, GAMESTATE->m_fAccumScore );
COPY( fPossibleRadarValues, GAMESTATE->m_fAccumRadarPossible );
COPY( fActualRadarValues, GAMESTATE->m_fAccumRadarActual );
break;
case RM_ARCADE_STAGE:
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case RM_ONI:
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COPY( iPossibleDancePoints, GAMESTATE->m_iPossibleDancePoints );
COPY( iActualDancePoints, GAMESTATE->m_iActualDancePoints );
COPY( iTapNoteScores, GAMESTATE->m_TapNoteScores );
COPY( iHoldNoteScores, GAMESTATE->m_HoldNoteScores );
COPY( iMaxCombo, GAMESTATE->m_iMaxCombo );
COPY( fScore, GAMESTATE->m_fScore );
COPY( fPossibleRadarValues, GAMESTATE->m_fRadarPossible );
COPY( fActualRadarValues, GAMESTATE->m_fRadarActual );
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break;
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}
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///////////////////////////
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// Andy:
// Fake COOL! / GOOD / OOPS for Ez2dancer using the DDR Rankings.
/* Todo: Accomodate this using theme metrics
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if( GAMESTATE->m_CurGame == GAME_EZ2 )
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{
for( int p=0; p<NUM_PLAYERS; p++ )
{
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iTapNoteScores[p][TNS_PERFECT] += iTapNoteScores[p][TNS_GREAT];
iTapNoteScores[p][TNS_GREAT] = 0;
iTapNoteScores[p][TNS_MISS] += iTapNoteScores[p][TNS_BOO];
iTapNoteScores[p][TNS_BOO] = 0;
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}
}
*/
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///////////////////////////
// Init the song banners depending on m_ResultMode
///////////////////////////
/* EZ2 should hide these things by placing them off screen with theme metrics
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if( GAMESTATE->m_CurGame != GAME_EZ2 )
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{
*/
switch( m_ResultMode )
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{
case RM_ARCADE_STAGE:
m_BannerWithFrame[0].LoadFromSongAndNotes( GAMESTATE->m_pCurSong, GAMESTATE->m_pCurNotes );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
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this->AddSubActor( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddSubActor( &m_textStage );
break;
case RM_ARCADE_SUMMARY:
{
// crop down to 3
for( int p=0; p<NUM_PLAYERS; p++ )
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{
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if( GAMESTATE->m_apSongsPlayed.GetSize() > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE->m_apSongsPlayed.RemoveAt( 0, GAMESTATE->m_apSongsPlayed.GetSize() - STAGES_TO_SHOW_IN_SUMMARY );
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}
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const int iSongsToShow = GAMESTATE->m_apSongsPlayed.GetSize();
ASSERT( iSongsToShow > 0 );
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for( int i=0; i<iSongsToShow; i++ )
{
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m_BannerWithFrame[i].LoadFromSong( GAMESTATE->m_apSongsPlayed[i] );
float fBannerOffset = i - (iSongsToShow-1)/2.0f;
m_BannerWithFrame[i].SetXY( BANNER_X + fBannerOffset*32, BANNER_Y + fBannerOffset*16 );
m_BannerWithFrame[i].SetZoom( 0.70f );
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this->AddSubActor( &m_BannerWithFrame[i] );
}
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}
break;
case RM_ONI:
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m_BannerWithFrame[0].LoadFromCourse( GAMESTATE->m_pCurCourse );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
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this->AddSubActor( &m_BannerWithFrame[0] );
break;
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}
/*
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}
*/
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//////////////////////////
// Init graphic elements
//////////////////////////
m_Menu.Load(
THEME->GetPathTo("Graphics","evaluation background"),
THEME->GetPathTo("Graphics",m_ResultMode==RM_ARCADE_SUMMARY?"evaluation summary top edge":"evaluation top edge"),
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"Press START to continue",
false, true, TIMER_SECONDS
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);
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this->AddSubActor( &m_Menu );
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for( l=0; l<NUM_JUDGE_LINES; l++ )
{
/* EZ2 should hide these things by placing them off screen with theme metrics
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if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels") );
m_sprJudgeLabels[l].StopAnimating();
m_sprJudgeLabels[l].SetState( l );
m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_START_Y + l*JUDGE_SPACING_Y );
m_sprJudgeLabels[l].SetZoom( 1.0f );
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this->AddSubActor( &m_sprJudgeLabels[l] );
/*
}
*/
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for( p=0; p<NUM_PLAYERS; p++ )
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{
m_textJudgeNumbers[l][p].LoadFromFont( THEME->GetPathTo("Fonts","score numbers") );
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m_textJudgeNumbers[l][p].TurnShadowOff();
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X(p), JUDGE_START_Y + l*JUDGE_SPACING_Y );
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m_textJudgeNumbers[l][p].SetZoom( 0.7f );
m_textJudgeNumbers[l][p].SetDiffuseColor( PlayerToColor(p) );
/*
TODO: This should somehow be accomodated with a switch in the theme metric file.
// RE-ARRANGE the scoreboard for EZ2Dancer Scoring
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if (l == 0 && GAMESTATE->m_CurGame == GAME_EZ2) // Change Position For Ez2dancer
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y);
}
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else if (l == 2 && GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 55);
}
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else if (l == 4 && GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 120);
}
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else if ((l == 1 || l == 3 ) && GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetZoomX(0); // Hide These Ones
}
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else if (l == 5 && GAMESTATE->m_CurGame == GAME_EZ2 ) // sneakily use this one for the max combo.
{
if (p == PLAYER_1 )
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]-40, JUDGE_EZ2_COOL_Y + 180);
}
else
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]+40, JUDGE_EZ2_COOL_Y + 180);
}
}
*/
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this->AddSubActor( &m_textJudgeNumbers[l][p] );
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}
}
/* if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") );
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m_sprScoreLabel.SetState( m_ResultMode==RM_ONI ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y );
m_sprScoreLabel.SetZoom( 1.0f );
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this->AddSubActor( &m_sprScoreLabel );
/* }
*/
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for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) // || GAMESTATE->m_CurGame == GAME_EZ2 ) // If EZ2 wants to hide this graphic, place it somewhere off screen using theme metrics
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continue; // skip
m_ScoreDisplay[p].SetXY( SCORE_NUMBERS_X(p), SCORE_Y );
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m_ScoreDisplay[p].SetZoomY( 0.9f );
m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) );
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this->AddSubActor( &m_ScoreDisplay[p] );
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}
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//
// Calculate grades
//
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Grade grade[NUM_PLAYERS];
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for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled(p) || GAMESTATE->m_bUsedAutoPlayer || GAMESTATE->m_fSecondsBeforeFail[p] != -1 )
{
grade[p] = GRADE_E;
}
else
{
//Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned:
//
//100% - AAA
//93 % - AA
//80 % - A
//65 % - B
//45 % - C
//Less - D
//Fail - E
float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p];
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fPercentDancePoints = max( fPercentDancePoints, 0 );
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if ( fPercentDancePoints >= 1.00 ) grade[p] = GRADE_AAA;
else if( fPercentDancePoints >= 0.93 ) grade[p] = GRADE_AA;
else if( fPercentDancePoints >= 0.80 ) grade[p] = GRADE_A;
else if( fPercentDancePoints >= 0.65 ) grade[p] = GRADE_B;
else if( fPercentDancePoints >= 0.45 ) grade[p] = GRADE_C;
else grade[p] = GRADE_D;
}
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}
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Grade max_grade = GRADE_NO_DATA;
for( p=0; p<NUM_PLAYERS; p++ )
max_grade = max( max_grade, grade[p] );
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//////////////////////////
// Set Numbers
//////////////////////////
for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_PERFECT]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GREAT]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GOOD]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_BOO]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_MISS]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iHoldNoteScores[p][HNS_OK]) );
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if( m_ResultMode==RM_ONI )
{
const float fSurviveSeconds = GAMESTATE->GetPlayerSurviveTime( (PlayerNumber)p );
int iMinsDisplay = (int)fSurviveSeconds/60;
int iSecsDisplay = (int)fSurviveSeconds - iMinsDisplay*60;
int iLeftoverDisplay = int( (fSurviveSeconds - iMinsDisplay*60 - iSecsDisplay) * 100 );
m_ScoreDisplay[p].SetText( ssprintf( "%02d:%02d:%02d", iMinsDisplay, iSecsDisplay, iLeftoverDisplay ) );
}
else
{
m_ScoreDisplay[p].SetScore( fScore[p] );
}
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/*
TODO: Accomodate this with a theme metric
// SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer
// doesn't care for OK's and plus this text element is already nicely aligned =)
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if (GAMESTATE->m_CurGame == GAME_EZ2)
{
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m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iMaxCombo[p]) );
}
*/
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m_BonusInfoFrame[p].SetBonusInfo( (PlayerNumber)p, fPossibleRadarValues[p], fActualRadarValues[p], iMaxCombo[p] );
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m_StageBox[p].SetStageInfo( (PlayerNumber)p, GAMESTATE->m_iSongsBeforeFail[p] );
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}
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////////////////////////
// update persistent statistics
////////////////////////
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue;
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if( GAMESTATE->m_bUsedAutoPlayer )
continue;
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switch( m_ResultMode )
{
case RM_ARCADE_STAGE:
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Notes* pNotes = GAMESTATE->m_pCurNotes[p];
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pNotes->m_iNumTimesPlayed++;
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if( iMaxCombo[p] > pNotes->m_iMaxCombo )
pNotes->m_iMaxCombo = iMaxCombo[p];
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if( fScore[p] > pNotes->m_iTopScore )
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{
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pNotes->m_iTopScore = (int)fScore[p];
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m_bNewRecord[p] = true;
}
if( grade[p] > pNotes->m_TopGrade )
pNotes->m_TopGrade = grade[p];
break;
}
}
m_bTryExtraStage = false;
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if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) && m_ResultMode==RM_ARCADE_STAGE )
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{
for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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if( GAMESTATE->m_pCurNotes[p]->m_DifficultyClass == CLASS_HARD && grade[p] >= GRADE_AA )
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m_bTryExtraStage = true;
}
}
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if( PREFSMAN->m_bEventMode )
m_bTryExtraStage = false;
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for( p=0; p<NUM_PLAYERS; p++ )
{
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if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
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continue; // skip
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/* Chris: If you don't want EZ2 to have a grade frame, then make a theme that has a 1x1 transparent graphic for the grade frame.
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if ( GAMESTATE->m_CurGame != GAME_EZ2)
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{
*/
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame") );
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m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y );
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this->AddSubActor( &m_sprGradeFrame[p] );
/* }
*/
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switch( m_ResultMode )
{
case RM_ONI:
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{
m_textOniPercent[p].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textOniPercent[p].SetXY( GRADE_X(p), GRADE_Y );
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m_textOniPercent[p].SetShadowLength( 2 );
m_textOniPercent[p].SetZoomX( 1.3f );
m_textOniPercent[p].SetZoomY( 2.5f );
m_textOniPercent[p].SetEffectGlowing( 1.0f );
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float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
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fPercentDancePoints = max( 0, fPercentDancePoints );
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m_textOniPercent[p].SetText( ssprintf("%.1f%%", fPercentDancePoints*100) );
this->AddSubActor( &m_textOniPercent[p] );
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m_StageBox[p].SetXY( BONUS_X(p), BONUS_Y );
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this->AddSubActor( &m_StageBox[p] );
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}
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break;
case RM_ARCADE_STAGE:
case RM_ARCADE_SUMMARY:
/*
Todo: Accomodate this in theme metrics
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if (GAMESTATE->m_CurGame != GAME_EZ2 )
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{
*/
m_Grades[p].SetXY( GRADE_X(p), GRADE_Y );
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m_Grades[p].SetZ( -2 );
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 1.0f );
m_Grades[p].SpinAndSettleOn( grade[p] );
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m_BonusInfoFrame[p].SetXY( BONUS_X(p), BONUS_Y );
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this->AddSubActor( &m_BonusInfoFrame[p] );
/*
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}
else // Ez2dancer Style Grade Display.
{
m_Grades[p].SetXY( GRADE_X[p], GRADE_Y + 150);
m_Grades[p].SetZ( -2 );
if (p == PLAYER_1 )
{
m_Grades[p].SetXY( GRADE_X[p]-10, GRADE_Y + 150);
}
m_Grades[p].SetGrade( grade[p] );
m_Grades[p].SetRotation( D3DX_PI );
m_Grades[p].SetZoom( 8 );
m_Grades[p].BeginTweening( 0.6f );
m_Grades[p].SetTweenRotationZ( 0 );
m_Grades[p].SetTweenZoom( 2 );
}
*/
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this->AddSubActor( &m_Grades[p] );
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break;
}
/* Chris: If EZ2 wants to hide these things, place them off screen using theme metrics
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if ( GAMESTATE->m_CurGame == GAME_EZ2)
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continue;
*/
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m_bNewRecord[p] = false;
if( m_bNewRecord[p] )
{
m_textNewRecord[p].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textNewRecord[p].SetXY( NEW_RECORD_X(p), NEW_RECORD_Y );
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m_textNewRecord[p].SetShadowLength( 2 );
m_textNewRecord[p].SetText( "IT'S A NEW RECORD!" );
m_textNewRecord[p].SetZoom( 0.5f );
m_textNewRecord[p].SetEffectGlowing( 1.0f );
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this->AddSubActor( &m_textNewRecord[p] );
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}
}
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if( m_bTryExtraStage )
{
m_textTryExtraStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
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m_textTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y );
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if( GAMESTATE->IsExtraStage() )
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m_textTryExtraStage.SetText( "Try Another Extra Stage!" );
else
m_textTryExtraStage.SetText( "Try Extra Stage!" );
m_textTryExtraStage.SetZoom( 1 );
m_textTryExtraStage.SetEffectGlowing( 1.0f );
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this->AddSubActor( &m_textTryExtraStage );
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","evaluation extra stage") );
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}
else
{
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switch( m_ResultMode )
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{
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case RM_ARCADE_STAGE:
switch( max_grade )
{
case GRADE_E: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_E) ); break;
case GRADE_D: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_D) ); break;
case GRADE_C: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_C) ); break;
case GRADE_B: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_B) ); break;
case GRADE_A: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_A) ); break;
case GRADE_AA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_AA) ); break;
case GRADE_AAA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_AAA) ); break;
case GRADE_NO_DATA:
default:
ASSERT(0); // invalid grade
}
break;
case RM_ONI:
case RM_ARCADE_SUMMARY:
switch( max_grade )
{
case GRADE_E: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_E) ); break;
case GRADE_D: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_D) ); break;
case GRADE_C: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_C) ); break;
case GRADE_B: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_B) ); break;
case GRADE_A: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_A) ); break;
case GRADE_AA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_AA) ); break;
case GRADE_AAA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo(ANNOUNCER_EVALUATION_FINAL_AAA) ); break;
case GRADE_NO_DATA:
default:
ASSERT(0); // invalid grade
}
break;
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default:
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ASSERT(0);
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}
}
m_Menu.TweenOnScreenFromBlack( SM_None );
}
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void ScreenEvaluation::TweenOnScreen()
{
int i, p;
m_Menu.TweenOnScreenFromBlack( SM_None );
float fOriginalX, fOriginalY;
for( i=0; i<STAGES_TO_SHOW_IN_SUMMARY; i++ )
{
fOriginalY = m_BannerWithFrame[i].GetY();
m_BannerWithFrame[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_BannerWithFrame[i].BeginTweeningQueued( 0.0f );
m_BannerWithFrame[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_BannerWithFrame[i].SetTweenY( fOriginalY );
}
fOriginalY = m_textStage.GetY();
m_textStage.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_textStage.SetTweenY( fOriginalY );
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for( i=0; i<NUM_JUDGE_LINES; i++ )
{
/* TODO: Accomodate this using theme metrics
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if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
fOriginalY = m_sprJudgeLabels[i].GetY();
m_sprJudgeLabels[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_sprJudgeLabels[i].BeginTweeningQueued( 0.2f + 0.1f*i );
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprJudgeLabels[i].SetTweenY( fOriginalY );
/*
}
*/
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for( int p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_textJudgeNumbers[i][p].GetX();
m_textJudgeNumbers[i][p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_textJudgeNumbers[i][p].BeginTweeningQueued( 0.2f + 0.1f*i );
m_textJudgeNumbers[i][p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_textJudgeNumbers[i][p].SetTweenX( fOriginalX );
}
}
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
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{
*/
fOriginalY = m_sprScoreLabel.GetY();
m_sprScoreLabel.SetY( fOriginalY + SCREEN_HEIGHT );
m_sprScoreLabel.BeginTweeningQueued( 0.8f + 0.1f*i );
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprScoreLabel.SetTweenY( fOriginalY );
for( p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_ScoreDisplay[p].GetX();
m_ScoreDisplay[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_ScoreDisplay[p].BeginTweeningQueued( 0.8f + 0.1f*i );
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_ScoreDisplay[p].SetTweenX( fOriginalX );
}
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for( p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_BonusInfoFrame[p].GetX();
m_BonusInfoFrame[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_BonusInfoFrame[p].BeginTweeningQueued( 0.2f + 0.1f*i );
m_BonusInfoFrame[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_BonusInfoFrame[p].SetTweenX( fOriginalX );
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fOriginalX = m_StageBox[p].GetX();
m_StageBox[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_StageBox[p].BeginTweeningQueued( 0.2f + 0.1f*i );
m_StageBox[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_StageBox[p].SetTweenX( fOriginalX );
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
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m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
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m_textOniPercent[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercent[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );
}
m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage.SetTweenZoomY( 0 );
/*
2002-06-24 22:04:31 +00:00
}
*/
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}
void ScreenEvaluation::TweenOffScreen()
{
int i, p;
for( i=0; i<STAGES_TO_SHOW_IN_SUMMARY; i++ )
{
m_BannerWithFrame[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_BannerWithFrame[i].SetTweenZoomY( 0 );
}
m_textStage.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_textStage.SetTweenZoomY( 0 );
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for( i=0; i<NUM_JUDGE_LINES; i++ )
{
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprJudgeLabels[i].SetTweenZoomY( 0 );
/*
}
*/
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for( int p=0; p<NUM_PLAYERS; p++ )
{
m_textJudgeNumbers[i][p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_textJudgeNumbers[i][p].SetTweenZoomY( 0 );
}
}
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
2002-07-27 19:29:51 +00:00
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprScoreLabel.SetTweenZoomY( 0 );
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for( p=0; p<NUM_PLAYERS; p++ )
{
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_ScoreDisplay[p].SetTweenZoomY( 0 );
}
/*
2002-06-24 22:04:31 +00:00
}
*/
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for( p=0; p<NUM_PLAYERS; p++ )
{
m_Grades[p].SettleImmediately();
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m_BonusInfoFrame[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_BonusInfoFrame[p].SetTweenZoomY( 0 );
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m_StageBox[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_StageBox[p].SetTweenZoomY( 0 );
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m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
m_textOniPercent[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercent[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );
}
m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage.SetTweenZoomY( 0 );
}
void ScreenEvaluation::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
}
void ScreenEvaluation::DrawPrimitives()
{
m_Menu.DrawBottomLayer();
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
}
void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenEvaluation::Input()" );
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if( m_Menu.IsClosing() )
return;
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_MenuTimer:
MenuStart( PLAYER_INVALID );
break;
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case SM_GoToSelectMusic:
SCREENMAN->SetNewScreen( new ScreenSelectMusic );
break;
2002-08-01 05:11:11 +00:00
case SM_GoToSelectCourse:
SCREENMAN->SetNewScreen( new ScreenSelectCourse );
break;
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case SM_GoToMusicScroll:
SCREENMAN->SetNewScreen( new ScreenMusicScroll );
break;
case SM_GoToFinalEvaluation:
SCREENMAN->SetNewScreen( new ScreenEvaluation(true) );
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break;
}
}
void ScreenEvaluation::MenuBack( const PlayerNumber p )
{
MenuStart( p );
}
void ScreenEvaluation::MenuStart( const PlayerNumber p )
{
TweenOffScreen();
2002-06-29 11:59:09 +00:00
if( PREFSMAN->m_bEventMode )
{
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switch( GAMESTATE->m_PlayMode )
{
case PLAY_MODE_ARCADE:
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
break;
case PLAY_MODE_ONI:
case PLAY_MODE_ENDLESS:
m_Menu.TweenOffScreenToMenu( SM_GoToSelectCourse );
break;
default:
ASSERT(0);
}
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}
2002-08-01 05:11:11 +00:00
else // not event mode
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{
if( m_bTryExtraStage )
m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages-1 )
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m_Menu.TweenOffScreenToMenu( SM_GoToFinalEvaluation );
else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 )
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m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic );
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else
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m_Menu.TweenOffScreenToBlack( SM_GoToMusicScroll, false );
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}
2002-08-01 05:11:11 +00:00
//
// Increment the stage counter.
//
GAMESTATE->m_iCurrentStageIndex++;
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}