From 25531ef460ccf5dfed670ed2b85480b9242b7ac9 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 19 Jun 2005 22:48:58 +0000 Subject: [PATCH] m_Overlay -> m_sprOverlay, to be consistent with SWME remove character stuff that can be done with the overlay --- stepmania/src/ScreenStage.cpp | 31 ++++++------------------------- stepmania/src/ScreenStage.h | 8 +------- 2 files changed, 7 insertions(+), 32 deletions(-) diff --git a/stepmania/src/ScreenStage.cpp b/stepmania/src/ScreenStage.cpp index 6cd9f6e0ba..c510b2ded7 100644 --- a/stepmania/src/ScreenStage.cpp +++ b/stepmania/src/ScreenStage.cpp @@ -2,18 +2,14 @@ #include "ActorUtil.h" #include "ScreenStage.h" #include "ScreenManager.h" -#include "PrefsManager.h" #include "RageLog.h" #include "GameConstantsAndTypes.h" -#include "BitmapText.h" #include "SongManager.h" -#include "Sprite.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GameSoundManager.h" #include "ThemeManager.h" #include "LightsManager.h" -#include "song.h" #define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen") #define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen") @@ -38,10 +34,11 @@ void ScreenStage::Init() LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE ); - m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") ); - m_Overlay->SetName( "Overlay" ); - ON_COMMAND( m_Overlay ); - this->AddChild( m_Overlay ); + m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") ); + m_sprOverlay->SetName( "Overlay" ); + m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY ); + ON_COMMAND( m_sprOverlay ); + this->AddChild( m_sprOverlay ); m_In.Load( THEME->GetPathB(m_sName,"in") ); m_In.StartTransitioning(); @@ -57,21 +54,7 @@ void ScreenStage::Init() this->AddChild( &m_Cancel ); /* Prep the new screen once m_In is complete. */ - this->PostScreenMessage( SM_PrepScreen, m_Overlay->GetTweenTimeLeft() ); - - FOREACH_PlayerNumber(p) - { - m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) ); - - const Character *pChar = GAMESTATE->m_pCurCharacters[p]; - CString sPath = pChar->GetStageIconPath(); - if( sPath == "" ) - continue; - - m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() ); - SET_XY_AND_ON_COMMAND( m_sprCharacterIcon[p] ); - this->AddChild( &m_sprCharacterIcon[p] ); - } + this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+StageToString(GAMESTATE->GetCurrentStage())) ); @@ -93,8 +76,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM ) else if( SM == SM_BeginFadingOut ) { m_Out.StartTransitioning(); - FOREACH_PlayerNumber( p ) - OFF_COMMAND( m_sprCharacterIcon[p] ); this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() ); } else if( SM == SM_GoToNextScreen ) diff --git a/stepmania/src/ScreenStage.h b/stepmania/src/ScreenStage.h index a4a7f80eb1..3bce0876df 100644 --- a/stepmania/src/ScreenStage.h +++ b/stepmania/src/ScreenStage.h @@ -5,9 +5,6 @@ #include "Screen.h" #include "Transition.h" -#include "Sprite.h" -#include "Character.h" -#include "BitmapText.h" #include "ActorUtil.h" #include "ThemeMetric.h" @@ -25,10 +22,7 @@ private: ThemeMetric ALLOW_BACK; Transition m_In, m_Out, m_Cancel; - AutoActor m_Overlay; // overlays all elements except bitmaptexts - - // elements that cannot be created with BGAnimation - Sprite m_sprCharacterIcon[NUM_PLAYERS]; + AutoActor m_sprOverlay; bool m_bZeroDeltaOnNextUpdate; };