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