make draw order separate from Z value

add "PageType" graphic to ScreenEvaluation
This commit is contained in:
Chris Danford
2004-05-02 03:01:27 +00:00
parent 82595ecfe1
commit 58d63cb476
24 changed files with 120 additions and 66 deletions
+18 -20
View File
@@ -298,17 +298,17 @@ void ScreenGameplay::Init()
m_Background.SetZ( 2 ); // behind everything else
m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
this->AddChild( &m_Background );
m_Foreground.SetZ( -5 ); // on top of everything else, including transitions
m_Foreground.SetDrawOrder( DRAW_ORDER_AFTER_EVERYTHING ); // on top of everything else, including transitions
this->AddChild( &m_Foreground );
m_sprStaticBackground.SetName( "StaticBG" );
m_sprStaticBackground.Load( THEME->GetPathToG("ScreenGameplay Static Background"));
SET_XY( m_sprStaticBackground );
m_sprStaticBackground.SetZ( 2 ); // behind everything else
m_sprStaticBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); // behind everything else
this->AddChild(&m_sprStaticBackground);
if( !m_bDemonstration ) // only load if we're going to use it
@@ -344,13 +344,13 @@ void ScreenGameplay::Init()
this->AddChild( &m_sprOniGameOver[p] );
}
m_NextSongIn.SetZ( -2 ); // on top of everything else
m_NextSongIn.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_NextSongIn );
m_NextSongOut.SetZ( -2 ); // on top of everything else
m_NextSongOut.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_NextSongOut );
m_SongFinished.SetZ( -2 ); // on top of everything else
m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_SongFinished );
//
@@ -676,11 +676,11 @@ void ScreenGameplay::Init()
this->AddChild( &m_Go );
m_Cleared.Load( THEME->GetPathToB("ScreenGameplay cleared") );
m_Cleared.SetZ( -2 ); // on top of everything else
m_Cleared.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Cleared );
m_Failed.Load( THEME->GetPathToB("ScreenGameplay failed") );
m_Failed.SetZ( -2 ); // on top of everything else
m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Failed );
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
@@ -704,25 +704,23 @@ void ScreenGameplay::Init()
break;
}
m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
m_In.SetZ( -2 ); // on top of everything else
this->AddChild( &m_In );
m_textDebug.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textDebug.SetName( "Debug" );
SET_XY( m_textDebug );
this->AddChild( &m_textDebug );
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
m_Overlay.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_Overlay );
m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Back.Load( THEME->GetPathToB("Common back") );
m_Back.SetZ( -4 ); // on top of everything else
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
this->AddChild( &m_Back );
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
m_Overlay.SetZ( -3 ); // on top of everything else
this->AddChild( &m_Overlay );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
{
@@ -730,7 +728,7 @@ void ScreenGameplay::Init()
m_textSurviveTime.SetShadowLength( 0 );
m_textSurviveTime.SetName( "SurviveTime" );
SET_XY( m_textSurviveTime );
m_textSurviveTime.SetZ( -3 ); // on top of everything else
m_textSurviveTime.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_textSurviveTime );
}
@@ -743,7 +741,7 @@ void ScreenGameplay::Init()
TweenOnScreen();
this->SortByZ();
this->SortByDrawOrder();
if( !m_bDemonstration ) // only load if we're going to use it
{