added DDREX Nonstop mode, added beginnings of high score tracking

This commit is contained in:
Chris Danford
2003-01-21 05:14:59 +00:00
parent 1c5f7bb043
commit 1583a44506
28 changed files with 496 additions and 541 deletions
+93
View File
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: ScreenNameEntry
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ScreenNameEntry.h"
#include "SongManager.h"
#include "ScreenManager.h"
#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameState.h"
#include "RageSoundManager.h"
#include "ThemeManager.h"
#include "ScreenHighScores.h"
//
// Defines specific to ScreenNameEntry
//
#define EXPLANATION_X THEME->GetMetricF("ScreenNameEntry","ExplanationX")
#define EXPLANATION_Y THEME->GetMetricF("ScreenNameEntry","ExplanationY")
#define EXPLANATION_TEXT THEME->GetMetric("ScreenNameEntry","ExplanationText")
#define HELP_TEXT THEME->GetMetric("ScreenNameEntry","HelpText")
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User+1);
const ScreenMessage SM_GoToNextScreen = ScreenMessage(SM_User+2);
ScreenNameEntry::ScreenNameEntry()
{
LOG->Trace( "ScreenNameEntry::ScreenNameEntry()" );
m_Background;
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled(p) )
continue; // skip
m_iHighScoreIndex[p] = -1;
// is this a new high score?
m_GrayArrowRow[p];
m_textSelectedChars[p];
m_textScrollingChars[p];
m_textCategory[p];
}
m_Timer;
m_Fade;
}
ScreenNameEntry::~ScreenNameEntry()
{
LOG->Trace( "ScreenNameEntry::~ScreenNameEntry()" );
}
void ScreenNameEntry::DrawPrimitives()
{
Screen::DrawPrimitives();
}
void ScreenNameEntry::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->Trace( "ScreenNameEntry::Input()" );
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenNameEntry::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
{
case SM_GoToNextScreen:
SCREENMAN->SetNewScreen( "ScreenMusicScroll" );
break;
}
}