Added: TotalScore element on Evaluation Screen
Title, Artist and Current Character Icon's for the Stage Screen
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@@ -1,4 +1,5 @@
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#include "global.h"
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#include "ActorUtil.h"
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/*
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-----------------------------------------------------------------------------
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Class: ScreenStage
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@@ -23,7 +24,7 @@
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#include "RageSounds.h"
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#include "ThemeManager.h"
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#include "LightsManager.h"
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#include "Song.h"
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#define NEXT_SCREEN THEME->GetMetric ("ScreenStage","NextScreen")
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@@ -63,6 +64,8 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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m_Background.LoadFromAniDir( THEME->GetPathToB("ScreenStage "+GAMESTATE->GetStageText()) );
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this->AddChild( &m_Background );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenStage Overlay"));
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m_In.Load( THEME->GetPathToB("ScreenStage in") );
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m_In.StartTransitioning();
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this->AddChild( &m_In );
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@@ -72,7 +75,7 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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m_Back.Load( THEME->GetPathToB("Common back") );
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this->AddChild( &m_Back );
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/* Prep the new screen once the animation is complete. This way, we
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* start loading the gameplay screen as soon as possible. */
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this->PostScreenMessage( SM_PrepScreen, m_Background.GetLengthSeconds() );
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@@ -88,6 +91,45 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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this->PostScreenMessage( SM_BeginFadingOut, fStartFadingOutSeconds );
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );
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m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() );
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SET_XY( m_sprCharacterIcon[p] );
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// this->AddChild( &m_sprCharacterIcon[p] );
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ON_COMMAND( m_sprCharacterIcon[p] );
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}
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m_SongTitle.SetName( "SongTitle");
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m_Artist.SetName( "Artist" );
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m_SongTitle.LoadFromFont( THEME->GetPathToF("ScreenStage Title") );
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m_Artist.LoadFromFont( THEME->GetPathToF("ScreenStage Artist") );
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if(GAMESTATE->m_pCurSong != NULL)
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{
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m_SongTitle.SetText( GAMESTATE->m_pCurSong->m_sMainTitle );
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m_Artist.SetText( GAMESTATE->m_pCurSong->m_sArtist );
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}
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else
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{
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m_SongTitle.SetText( "" );
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m_Artist.SetText( "" );
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}
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SET_XY( m_Artist );
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SET_XY( m_SongTitle );
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ON_COMMAND( m_Artist );
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ON_COMMAND( m_SongTitle );
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if ( PREFSMAN->m_bShowBanners )
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if( GAMESTATE->m_pCurSong != NULL)
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if( GAMESTATE->m_pCurSong->HasBanner() )
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m_Banner.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Banner.SetName("Banner");
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SET_XY( m_Banner );
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ON_COMMAND(m_Banner);
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//g_StageType = (StageType)STAGE_TYPE;
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@@ -567,11 +609,35 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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void ScreenStage::Update( float fDeltaTime )
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{
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Screen::Update( fDeltaTime );
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprCharacterIcon[p].Update(fDeltaTime);
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}
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m_Overlay.Update(fDeltaTime);
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if ( PREFSMAN->m_bShowBanners )
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if( GAMESTATE->m_pCurSong != NULL)
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if( GAMESTATE->m_pCurSong->HasBanner() )
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m_Banner.Update(fDeltaTime);
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m_SongTitle.Update(fDeltaTime);
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m_Artist.Update(fDeltaTime);
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}
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void ScreenStage::DrawPrimitives()
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{
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Screen::DrawPrimitives();
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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m_sprCharacterIcon[p].Draw();
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}
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m_Overlay.Draw();
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if ( PREFSMAN->m_bShowBanners )
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if( GAMESTATE->m_pCurSong != NULL)
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if( GAMESTATE->m_pCurSong->HasBanner() )
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m_Banner.Draw();
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m_SongTitle.Draw();
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m_Artist.Draw();
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}
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void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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@@ -583,6 +649,14 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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break;
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case SM_BeginFadingOut:
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m_Out.StartTransitioning( SM_GoToNextScreen );
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int p;
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for( p=0; p<NUM_PLAYERS; p++ )
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{
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OFF_COMMAND( m_sprCharacterIcon[p] );
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}
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OFF_COMMAND( m_SongTitle );
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OFF_COMMAND( m_Artist );
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OFF_COMMAND( m_Banner );
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break;
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//case SM_StartFadingOut:
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// m_Fade.CloseWipingRight( SM_GoToNextScreen );
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