remove EvalSoundSequence

This commit is contained in:
Glenn Maynard
2005-08-31 22:39:03 +00:00
parent b1bd70fc39
commit 758bc7980b
2 changed files with 0 additions and 41 deletions
-31
View File
@@ -69,8 +69,6 @@ const char* STATS_STRING[NUM_STATS_LINES] =
#define PASSED_SOUND_TIME THEME->GetMetricF(m_sName,"PassedSoundTime")
#define FAILED_SOUND_TIME THEME->GetMetricF(m_sName,"FailedSoundTime")
#define NUM_SEQUENCE_SOUNDS THEME->GetMetricI(m_sName,"NumSequenceSounds")
#define SOUNDSEQ_TIME( i ) THEME->GetMetricF(m_sName,ssprintf("SoundSeqTime%d", i+1))
#define SOUNDSEQ_NAME( i ) THEME->GetMetric (m_sName,ssprintf("SoundSeqName%d", i+1))
#define MAX_COMBO_NUM_DIGITS THEME->GetMetricI(m_sName,"MaxComboNumDigits")
#define PLAYER_OPTIONS_SEPARATOR THEME->GetMetric (m_sName,"PlayerOptionsSeparator")
@@ -266,14 +264,6 @@ void ScreenEvaluation::Init()
//
// load pass/fail sound
//
for( int snd=0; snd < NUM_SEQUENCE_SOUNDS; ++snd ) // grab in any sound sequence the user may want to throw onto this screen
{
EvalSoundSequence temp;
temp.fTime = SOUNDSEQ_TIME(snd);
temp.sSound.Load( THEME->GetPathToS(SOUNDSEQ_NAME(snd)) );
m_SoundSequences.push_back(temp);
}
if( m_bFailed )
m_sndPassFail.Load( THEME->GetPathS(m_sName, "failed") );
else
@@ -790,10 +780,6 @@ void ScreenEvaluation::Init()
this->SortByDrawOrder();
m_timerSoundSequences.SetZero(); // zero the sound sequence timer
m_timerSoundSequences.Touch(); // set the timer going :]
this->PostScreenMessage( SM_AddBonus, 1.5f );
}
@@ -1176,23 +1162,6 @@ void ScreenEvaluation::TweenOursOffScreen()
OFF_COMMAND( m_sprTryExtraStage );
}
void ScreenEvaluation::Update( float fDeltaTime )
{
ScreenWithMenuElements::Update( fDeltaTime );
for( unsigned snd=0; snd<m_SoundSequences.size(); snd++ )
{
if(m_SoundSequences[snd].fTime != -1) // already played? skip...
{
if(m_timerSoundSequences.Ago() > m_SoundSequences[snd].fTime )
{
m_SoundSequences[snd].fTime = -1; // -1 indicates already started playing
m_SoundSequences[snd].sSound.Play();
}
}
}
}
void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// LOG->Trace( "ScreenEvaluation::Input()" );
-10
View File
@@ -19,20 +19,12 @@ const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extr
enum JudgeLine { marvelous, perfect, great, good, boo, miss, ok, max_combo, error, NUM_JUDGE_LINES };
enum StatsLine { jumps, holds, mines, hands, rolls, NUM_STATS_LINES };
// sound sequences for the evaluation screen
struct EvalSoundSequence
{
float fTime;
RageSound sSound;
};
class ScreenEvaluation : public ScreenWithMenuElements
{
public:
enum Type { stage, summary, course };
ScreenEvaluation( CString sClassName );
virtual void Init();
virtual void Update( float fDeltaTime );
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
@@ -130,8 +122,6 @@ protected:
// sound effects for other gametypes
RageSound m_sndPassFail; // sound played if the player passes or fails
RageTimer m_timerSoundSequences; // timer used for triggering sounds.
vector<EvalSoundSequence> m_SoundSequences; // a sequence of sounds to be played (although they're stored in no particular order!)
HighScore m_HighScore[NUM_PLAYERS];
bool m_bSavedScreenshot[NUM_PLAYERS];