resize banner frames to have DDR banner aspect ratio

break evaluation graphics into separate images for each player (to make animation easier and get rid of edge bleeding)
This commit is contained in:
Chris Danford
2003-07-04 18:42:53 +00:00
parent d310d0e252
commit 05395a76f9
17 changed files with 17 additions and 31 deletions
+9 -23
View File
@@ -365,9 +365,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprGradeFrame[p].Load( THEME->GetPathToG("ScreenEvaluation grade frame 1x2") );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation grade frame p%d",p+1)) );
m_sprGradeFrame[p].SetName( ssprintf("GradeFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprGradeFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprGradeFrame[p] );
@@ -389,9 +387,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
{
for( p=0; p<NUM_PLAYERS; p++ )
{
m_sprPercentFrame[p].Load( THEME->GetPathToG("ScreenEvaluation percent frame 1x2") );
m_sprPercentFrame[p].StopAnimating();
m_sprPercentFrame[p].SetState( p );
m_sprPercentFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation percent frame p%d",p+1)) );
m_sprPercentFrame[p].SetName( ssprintf("PercentFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprPercentFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprPercentFrame[p] );
@@ -440,26 +436,20 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprBonusFrame[p].Load( THEME->GetPathToG("ScreenEvaluation bonus frame 2x1") );
m_sprBonusFrame[p].StopAnimating();
m_sprBonusFrame[p].SetState( p );
m_sprBonusFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bonus frame p%d",p+1)) );
m_sprBonusFrame[p].SetName( ssprintf("BonusFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprBonusFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprBonusFrame[p] );
for( int r=0; r<NUM_RADAR_CATEGORIES; r++ ) // foreach line
{
m_sprPossibleBar[p][r].Load( THEME->GetPathToG("ScreenEvaluation bars possible 1x2") );
m_sprPossibleBar[p][r].StopAnimating();
m_sprPossibleBar[p][r].SetState( p );
m_sprPossibleBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bars possible p%d",p+1)) );
m_sprPossibleBar[p][r].SetWidth( m_sprPossibleBar[p][r].GetUnzoomedWidth() * stageStats.fRadarPossible[p][r] );
m_sprPossibleBar[p][r].SetName( ssprintf("BarPossible%dP%d",r+1,p+1) );
UtilSetXYAndOnCommand( m_sprPossibleBar[p][r], "ScreenEvaluation" );
this->AddChild( &m_sprPossibleBar[p][r] );
m_sprActualBar[p][r].Load( THEME->GetPathToG("ScreenEvaluation bars actual 1x2") );
m_sprActualBar[p][r].StopAnimating();
m_sprActualBar[p][r].SetState( p );
m_sprActualBar[p][r].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation bars actual p%d",p+1)) );
m_sprActualBar[p][r].SetWidth( m_sprActualBar[p][r].GetUnzoomedWidth() * stageStats.fRadarActual[p][r] );
m_sprActualBar[p][r].SetName( ssprintf("BarActual%dP%d",r+1,p+1) );
UtilSetXYAndOnCommand( m_sprActualBar[p][r], "ScreenEvaluation" );
@@ -480,9 +470,7 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprSurvivedFrame[p].Load( THEME->GetPathToG("ScreenEvaluation survived frame 2x1") );
m_sprSurvivedFrame[p].StopAnimating();
m_sprSurvivedFrame[p].SetState( p );
m_sprSurvivedFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation survived frame p%d",p+1)) );
m_sprSurvivedFrame[p].SetName( ssprintf("SurvivedFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprSurvivedFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprSurvivedFrame[p] );
@@ -506,16 +494,14 @@ ScreenEvaluation::ScreenEvaluation( CString sClassName, Type type ) : Screen(sCl
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_sprWinFrame[p].Load( THEME->GetPathToG("ScreenEvaluation win frame 2x1") );
m_sprWinFrame[p].StopAnimating();
m_sprWinFrame[p].SetState( p );
m_sprWinFrame[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win frame p%d",p+1)) );
m_sprWinFrame[p].SetName( ssprintf("WinFrameP%d",p+1) );
UtilSetXYAndOnCommand( m_sprWinFrame[p], "ScreenEvaluation" );
this->AddChild( &m_sprWinFrame[p] );
m_sprWin[p].Load( THEME->GetPathToG("ScreenEvaluation win 2x3") );
m_sprWin[p].Load( THEME->GetPathToG(ssprintf("ScreenEvaluation win p%d 1x3",p+1)) );
m_sprWin[p].StopAnimating();
int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p )*2 + p;
int iFrame = GAMESTATE->GetStageResult( (PlayerNumber)p );
m_sprWin[p].SetState( iFrame );
m_sprWin[p].SetName( ssprintf("WinP%d",p+1) );
UtilSetXYAndOnCommand( m_sprWin[p], "ScreenEvaluation" );