move stats and skips into ScreenStatsOverlay
This commit is contained in:
@@ -60,6 +60,7 @@ ScreenPrompt.cpp ScreenPrompt.h ScreenRanking.cpp ScreenRanking.h \
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ScreenReloadSongs.cpp ScreenReloadSongs.h \
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ScreenSandbox.cpp ScreenSandbox.h \
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ScreenSaveSync.cpp ScreenSaveSync.h \
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ScreenStatsOverlay.cpp ScreenStatsOverlay.h \
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ScreenSelect.cpp ScreenSelect.h ScreenSelectCharacter.cpp ScreenSelectCharacter.h \
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ScreenSelectDifficulty.cpp ScreenSelectDifficulty.h ScreenSelectGroup.cpp ScreenSelectGroup.h \
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ScreenSelectMaster.cpp ScreenSelectMaster.h ScreenSelectMode.cpp ScreenSelectMode.h \
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@@ -0,0 +1,173 @@
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#include "global.h"
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#include "ScreenStatsOverlay.h"
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#include "ActorUtil.h"
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#include "PrefsManager.h"
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#include "RageDisplay.h"
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#include "RageLog.h"
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#include "ScreenDimensions.h"
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REGISTER_SCREEN_CLASS( ScreenStatsOverlay );
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ScreenStatsOverlay::ScreenStatsOverlay( const CString &sName ) : Screen(sName)
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{
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}
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ScreenStatsOverlay::~ScreenStatsOverlay()
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{
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}
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void ScreenStatsOverlay::Init()
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{
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Screen::Init();
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m_textStats.LoadFromFont( THEME->GetPathF(m_sName,"stats") );
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m_textStats.SetName( "Stats" );
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SET_XY_AND_ON_COMMAND( m_textStats );
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this->AddChild( &m_textStats );
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/* "Was that a skip?" This displays a message when an update takes
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* abnormally long, to quantify skips more precisely, verify them
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* when they're subtle, and show the time it happened, so you can pinpoint
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* the time in the log. */
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m_LastSkip = 0;
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const float SKIP_X = SCREEN_RIGHT - 100;
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const float SKIP_Y = SCREEN_BOTTOM - 100;
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const float SKIP_WIDTH = 190;
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const float SKIP_SPACING_Y = 14;
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RectF rectSkips = RectF(
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SKIP_X-SKIP_WIDTH/2,
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SKIP_Y-(SKIP_SPACING_Y*NUM_SKIPS_TO_SHOW)/2 - 10,
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SKIP_X+SKIP_WIDTH/2,
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SKIP_Y+(SKIP_SPACING_Y*NUM_SKIPS_TO_SHOW)/2 + 10
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);
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m_quadSkipBackground.StretchTo( rectSkips );
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m_quadSkipBackground.SetDiffuse( RageColor(0,0,0,0.4f) );
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this->AddChild(&m_quadSkipBackground);
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for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
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{
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/* This is somewhat big. Let's put it on the right side, where it'll
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* obscure the 2P side during gameplay; there's nowhere to put it that
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* doesn't obscure something, and it's just a diagnostic. */
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m_textSkips[i].LoadFromFont( THEME->GetPathF("Common","normal") );
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m_textSkips[i].SetX( SKIP_X );
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m_textSkips[i].SetY(
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SCALE( i, 0, NUM_SKIPS_TO_SHOW-1, rectSkips.top + 10, rectSkips.bottom - 10 )
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);
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m_textSkips[i].SetZoom( 0.6f );
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m_textSkips[i].SetDiffuse( RageColor(1,1,1,0) );
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m_textSkips[i].SetShadowLength( 0 );
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this->AddChild( &m_textSkips[i] );
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}
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this->SubscribeToMessage( "ShowStatsChanged" );
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}
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void ScreenStatsOverlay::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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static bool bShowStatsWasOn = false;
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if( PREFSMAN->m_bShowStats && !bShowStatsWasOn )
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{
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// Reset skip timer when we toggle Stats on so we don't show a large skip
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// from the span when stats were turned off.
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m_timerSkip.Touch();
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}
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bShowStatsWasOn = PREFSMAN->m_bShowStats;
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this->SetVisible( PREFSMAN->m_bShowStats );
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if( PREFSMAN->m_bShowStats )
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{
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m_textStats.SetText( DISPLAY->GetStats() );
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UpdateSkips();
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}
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}
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void ScreenStatsOverlay::AddTimestampLine( const CString &txt, const RageColor &color )
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{
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m_textSkips[m_LastSkip].SetText( txt );
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m_textSkips[m_LastSkip].StopTweening();
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m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,1) );
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m_textSkips[m_LastSkip].BeginTweening( 0.2f );
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m_textSkips[m_LastSkip].SetDiffuse( color );
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m_textSkips[m_LastSkip].BeginTweening( 3.0f );
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m_textSkips[m_LastSkip].BeginTweening( 0.2f );
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m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,0) );
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m_LastSkip++;
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m_LastSkip %= NUM_SKIPS_TO_SHOW;
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}
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void ScreenStatsOverlay::UpdateSkips()
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{
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/* Use our own timer, so we ignore `/tab. */
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const float UpdateTime = m_timerSkip.GetDeltaTime();
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/* FPS is 0 for a little while after we load a screen; don't report
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* during this time. Do clear the timer, though, so we don't report
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* a big "skip" after this period passes. */
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if( !DISPLAY->GetFPS() )
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return;
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/* We want to display skips. We expect to get updates of about 1.0/FPS ms. */
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const float ExpectedUpdate = 1.0f / DISPLAY->GetFPS();
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/* These are thresholds for severity of skips. The smallest
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* is slightly above expected, to tolerate normal jitter. */
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const float Thresholds[] =
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{
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ExpectedUpdate * 2.0f, ExpectedUpdate * 4.0f, 0.1f, -1
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};
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int skip = 0;
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while( Thresholds[skip] != -1 && UpdateTime > Thresholds[skip] )
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skip++;
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if( skip )
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{
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CString time(SecondsToMMSSMsMs(RageTimer::GetTimeSinceStartFast()));
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static const RageColor colors[] =
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{
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RageColor(0,0,0,0), /* unused */
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RageColor(1.0f,1.0f,1.0f,1), /* white*/
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RageColor(1.0f,1.0f,0.0f,1), /* yellow */
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RageColor(1.0f,0.4f,0.4f,1) /* light red */
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};
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AddTimestampLine( ssprintf("%s: %.0fms (%.0f)", time.c_str(), 1000*UpdateTime, UpdateTime/ExpectedUpdate), colors[skip] );
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if( PREFSMAN->m_bLogSkips )
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LOG->Trace( "Frame skip: %.0fms (%.0f)", 1000*UpdateTime, UpdateTime/ExpectedUpdate );
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}
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}
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/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -0,0 +1,58 @@
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/* ScreenStatsOverlay - credits and statistics drawn on top of everything else. */
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#ifndef ScreenStatsOverlay_H
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#define ScreenStatsOverlay_H
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#include "Screen.h"
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#include "BitmapText.h"
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#include "Quad.h"
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const int NUM_SKIPS_TO_SHOW = 5;
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class ScreenStatsOverlay : public Screen
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{
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public:
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ScreenStatsOverlay( const CString &sName );
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virtual ~ScreenStatsOverlay();
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virtual void Init();
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void Update( float fDeltaTime );
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private:
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void AddTimestampLine( const CString &txt, const RageColor &color );
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void UpdateSkips();
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BitmapText m_textStats;
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Quad m_quadSkipBackground;
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BitmapText m_textSkips[NUM_SKIPS_TO_SHOW];
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RageTimer m_timerSkip;
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int m_LastSkip;
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};
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#endif
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/*
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* (c) 2001-2005 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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@@ -46,42 +46,9 @@ void ScreenSystemLayer::Init()
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Screen::Init();
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this->AddChild(&m_textMessage);
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this->AddChild(&m_textStats);
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this->AddChild(&m_textTime);
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FOREACH_PlayerNumber( p )
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this->AddChild(&m_textCredits[p]);
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/* "Was that a skip?" This displays a message when an update takes
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* abnormally long, to quantify skips more precisely, verify them
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* when they're subtle, and show the time it happened, so you can pinpoint
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* the time in the log. Put a dim quad behind it to make it easier to
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* read. */
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m_LastSkip = 0;
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const float SKIP_LEFT = 320.0f, SKIP_TOP = 60.0f,
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SKIP_WIDTH = 160.0f, SKIP_Y_DIST = 16.0f;
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m_quadSkipBackground.StretchTo(RectF(SKIP_LEFT-8, SKIP_TOP-8,
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SKIP_LEFT+SKIP_WIDTH, SKIP_TOP+SKIP_Y_DIST*NUM_SKIPS_TO_SHOW));
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m_quadSkipBackground.SetDiffuse( RageColor(0,0,0,0.4f) );
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m_quadSkipBackground.SetHidden( !PREFSMAN->m_bTimestamping );
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this->AddChild(&m_quadSkipBackground);
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for( int i=0; i<NUM_SKIPS_TO_SHOW; i++ )
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{
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/* This is somewhat big. Let's put it on the right side, where it'll
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* obscure the 2P side during gameplay; there's nowhere to put it that
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* doesn't obscure something, and it's just a diagnostic. */
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m_textSkips[i].LoadFromFont( THEME->GetPathF("Common","normal") );
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m_textSkips[i].SetXY( SKIP_LEFT, SKIP_TOP + SKIP_Y_DIST*i );
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m_textSkips[i].SetHorizAlign( Actor::align_left );
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m_textSkips[i].SetVertAlign( Actor::align_top );
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m_textSkips[i].SetZoom( 0.5f );
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m_textSkips[i].SetDiffuse( RageColor(1,1,1,0) );
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m_textSkips[i].SetShadowLength( 0 );
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this->AddChild(&m_textSkips[i]);
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}
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m_quadBrightnessAdd.StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_quadBrightnessAdd.SetDiffuse( RageColor(1,1,1,PREFSMAN->m_fBrightnessAdd) );
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m_quadBrightnessAdd.SetHidden( PREFSMAN->m_fBrightnessAdd == 0 );
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@@ -110,14 +77,6 @@ void ScreenSystemLayer::ReloadCreditsText()
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SET_XY_AND_ON_COMMAND( m_textMessage );
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m_textMessage.SetHidden( true );
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m_textStats.LoadFromFont( THEME->GetPathF(m_sName,"stats") );
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m_textStats.SetName( "Stats" );
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SET_XY_AND_ON_COMMAND( m_textStats );
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m_textTime.LoadFromFont( THEME->GetPathF(m_sName,"time") );
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m_textTime.SetName( "Time" );
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m_textTime.SetHidden( !PREFSMAN->m_bTimestamping );
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SET_XY_AND_ON_COMMAND( m_textTime );
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FOREACH_PlayerNumber( p )
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{
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@@ -267,86 +226,9 @@ void ScreenSystemLayer::HandleMessage( const CString &sMessage )
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Screen::HandleMessage( sMessage );
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}
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void ScreenSystemLayer::AddTimestampLine( const CString &txt, const RageColor &color )
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{
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m_textSkips[m_LastSkip].SetText( txt );
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m_textSkips[m_LastSkip].StopTweening();
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m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,1) );
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m_textSkips[m_LastSkip].BeginTweening( 0.2f );
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m_textSkips[m_LastSkip].SetDiffuse( color );
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m_textSkips[m_LastSkip].BeginTweening( 3.0f );
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m_textSkips[m_LastSkip].BeginTweening( 0.2f );
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m_textSkips[m_LastSkip].SetDiffuse( RageColor(1,1,1,0) );
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m_LastSkip++;
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m_LastSkip %= NUM_SKIPS_TO_SHOW;
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}
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void ScreenSystemLayer::UpdateSkips()
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{
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if( !PREFSMAN->m_bTimestamping && !PREFSMAN->m_bLogSkips )
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return;
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/* Use our own timer, so we ignore `/tab. */
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const float UpdateTime = SkipTimer.GetDeltaTime();
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/* FPS is 0 for a little while after we load a screen; don't report
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* during this time. Do clear the timer, though, so we don't report
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* a big "skip" after this period passes. */
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if( !DISPLAY->GetFPS() )
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return;
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/* We want to display skips. We expect to get updates of about 1.0/FPS ms. */
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const float ExpectedUpdate = 1.0f / DISPLAY->GetFPS();
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/* These are thresholds for severity of skips. The smallest
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* is slightly above expected, to tolerate normal jitter. */
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const float Thresholds[] =
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{
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ExpectedUpdate * 2.0f, ExpectedUpdate * 4.0f, 0.1f, -1
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};
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int skip = 0;
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while( Thresholds[skip] != -1 && UpdateTime > Thresholds[skip] )
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skip++;
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if( skip )
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{
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CString time(SecondsToMMSSMsMs(RageTimer::GetTimeSinceStartFast()));
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static const RageColor colors[] =
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{
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RageColor(0,0,0,0), /* unused */
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RageColor(0.2f,0.2f,1,1), /* light blue */
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RageColor(1,1,0,1), /* yellow */
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RageColor(1,0.2f,0.2f,1) /* light red */
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};
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if( PREFSMAN->m_bTimestamping )
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AddTimestampLine( ssprintf("%s: %.0fms (%.0f)", time.c_str(), 1000*UpdateTime, UpdateTime/ExpectedUpdate), colors[skip] );
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if( PREFSMAN->m_bLogSkips )
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LOG->Trace( "Frame skip: %.0fms (%.0f)", 1000*UpdateTime, UpdateTime/ExpectedUpdate );
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}
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}
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void ScreenSystemLayer::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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if( PREFSMAN && (bool)PREFSMAN->m_bShowStats )
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{
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m_textStats.SetDiffuse( RageColor(1,1,1,0.7f) );
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m_textStats.SetText( DISPLAY->GetStats() );
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}
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else
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{
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m_textStats.SetDiffuse( RageColor(1,1,1,0) ); /* hide */
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}
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UpdateSkips();
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if( PREFSMAN->m_bTimestamping )
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m_textTime.SetText( SecondsToMMSSMsMs(RageTimer::GetTimeSinceStartFast()) );
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}
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/*
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@@ -9,8 +9,6 @@
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#include "ThemeMetric.h"
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#include "AutoActor.h"
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const int NUM_SKIPS_TO_SHOW = 5;
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class ScreenSystemLayer : public Screen
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{
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public:
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@@ -23,19 +21,11 @@ public:
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void Update( float fDeltaTime );
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private:
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BitmapText m_textStats;
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AutoActor m_sprMessageFrame;
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BitmapText m_textMessage;
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BitmapText m_textCredits[NUM_PLAYERS];
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BitmapText m_textTime;
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BitmapText m_textSkips[NUM_SKIPS_TO_SHOW];
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int m_LastSkip;
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Quad m_quadSkipBackground;
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Quad m_quadBrightnessAdd;
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RageTimer SkipTimer;
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void AddTimestampLine( const CString &txt, const RageColor &color );
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void UpdateSkips();
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CString GetCreditsMessage( PlayerNumber pn ) const;
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ThemeMetric<CString> CREDITS_PRESS_START;
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@@ -639,6 +639,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
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<File
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RelativePath="ScreenStage.h">
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</File>
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||||
<File
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||||
RelativePath=".\ScreenStatsOverlay.cpp">
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||||
</File>
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||||
<File
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||||
RelativePath=".\ScreenStatsOverlay.h">
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||||
</File>
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<File
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||||
RelativePath="ScreenSyncOverlay.cpp">
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</File>
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|
||||
@@ -613,6 +613,12 @@ cl /Zl /nologo /c verstub.cpp /Fo"$(IntDir)"\
|
||||
<File
|
||||
RelativePath="ScreenStage.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenStatsOverlay.cpp">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenStatsOverlay.h">
|
||||
</File>
|
||||
<File
|
||||
RelativePath="ScreenSyncOverlay.cpp">
|
||||
</File>
|
||||
|
||||
Reference in New Issue
Block a user