Moved more constants into theme metrics

This commit is contained in:
Chris Danford
2002-08-22 09:31:32 +00:00
parent a0cf0fde6b
commit 822f8dd3a6
38 changed files with 1380 additions and 542 deletions
+365 -322
View File
@@ -33,11 +33,31 @@
#define GRADE_P1_X THEME->GetMetricF("Evaluation","GradeP1X")
#define GRADE_P2_X THEME->GetMetricF("Evaluation","GradeP2X")
#define GRADE_Y THEME->GetMetricF("Evaluation","GradeY")
#define PERCENT_BASE_P1_X THEME->GetMetricF("Evaluation","PercentBaseP1X")
#define PERCENT_BASE_P2_X THEME->GetMetricF("Evaluation","PercentBaseP2X")
#define PERCENT_BASE_Y THEME->GetMetricF("Evaluation","PercentBaseY")
#define JUDGE_LABELS_X THEME->GetMetricF("Evaluation","JudgeLabelsX")
#define JUDGE_NUMBERS_P1_X THEME->GetMetricF("Evaluation","JudgeNumbersP1X")
#define JUDGE_NUMBERS_P2_X THEME->GetMetricF("Evaluation","JudgeNumbersP2X")
#define JUDGE_START_Y THEME->GetMetricF("Evaluation","JudgeStartY")
#define JUDGE_SPACING_Y THEME->GetMetricF("Evaluation","JudgeSpacingY")
#define PERFECT_P1_X THEME->GetMetricF("Evaluation","PerfectP1X")
#define PERFECT_P2_X THEME->GetMetricF("Evaluation","PerfectP2X")
#define PERFECT_Y THEME->GetMetricF("Evaluation","PerfectY")
#define GREAT_P1_X THEME->GetMetricF("Evaluation","GreatP1X")
#define GREAT_P2_X THEME->GetMetricF("Evaluation","GreatP2X")
#define GREAT_Y THEME->GetMetricF("Evaluation","GreatY")
#define GOOD_P1_X THEME->GetMetricF("Evaluation","GoodP1X")
#define GOOD_P2_X THEME->GetMetricF("Evaluation","GoodP2X")
#define GOOD_Y THEME->GetMetricF("Evaluation","GoodY")
#define BOO_P1_X THEME->GetMetricF("Evaluation","BooP1X")
#define BOO_P2_X THEME->GetMetricF("Evaluation","BooP2X")
#define BOO_Y THEME->GetMetricF("Evaluation","BooY")
#define MISS_P1_X THEME->GetMetricF("Evaluation","MissP1X")
#define MISS_P2_X THEME->GetMetricF("Evaluation","MissP2X")
#define MISS_Y THEME->GetMetricF("Evaluation","MissY")
#define OK_P1_X THEME->GetMetricF("Evaluation","OKP1X")
#define OK_P2_X THEME->GetMetricF("Evaluation","OKP2X")
#define OK_Y THEME->GetMetricF("Evaluation","OKY")
#define MAX_COMBO_P1_X THEME->GetMetricF("Evaluation","MaxComboP1X")
#define MAX_COMBO_P2_X THEME->GetMetricF("Evaluation","MaxComboP2X")
#define MAX_COMBO_Y THEME->GetMetricF("Evaluation","MaxComboY")
#define SCORE_LABELS_X THEME->GetMetricF("Evaluation","ScoreLabelsX")
#define SCORE_NUMBERS_P1_X THEME->GetMetricF("Evaluation","ScoreNumbersP1X")
#define SCORE_NUMBERS_P2_X THEME->GetMetricF("Evaluation","ScoreNumbersP2X")
@@ -45,6 +65,17 @@
#define BONUS_P1_X THEME->GetMetricF("Evaluation","BonusP1X")
#define BONUS_P2_X THEME->GetMetricF("Evaluation","BonusP2X")
#define BONUS_Y THEME->GetMetricF("Evaluation","BonusY")
#define BAR_P1_BASE_X THEME->GetMetricF("Evaluation","BarP1BaseX")
#define BAR_P2_BASE_X THEME->GetMetricF("Evaluation","BarP2BaseX")
#define BAR_P1_ROTATION THEME->GetMetricF("Evaluation","BarP1Rotation")
#define BAR_P2_ROTATION THEME->GetMetricF("Evaluation","BarP2Rotation")
#define BAR_START_Y THEME->GetMetricF("Evaluation","BarStartY")
#define BAR_SPACING_Y THEME->GetMetricF("Evaluation","BarSpacingY")
#define BAR_WIDTH THEME->GetMetricF("Evaluation","BarWidth")
#define BAR_HEIGHT THEME->GetMetricF("Evaluation","BarHeight")
#define SONGS_SURVIVED_P1_X THEME->GetMetricF("Evaluation","SongsSurvivedP1X")
#define SONGS_SURVIVED_P2_X THEME->GetMetricF("Evaluation","SongsSurvivedP2X")
#define SONGS_SURVIVED_Y THEME->GetMetricF("Evaluation","SongsSurvivedY")
#define NEW_RECORD_P1_X THEME->GetMetricF("Evaluation","NewRecordP1X")
#define NEW_RECORD_P2_X THEME->GetMetricF("Evaluation","NewRecordP2X")
#define NEW_RECORD_Y THEME->GetMetricF("Evaluation","NewRecordY")
@@ -52,6 +83,7 @@
#define TRY_EXTRA_STAGE_Y THEME->GetMetricF("Evaluation","TryExtraStageY")
#define HELP_TEXT THEME->GetMetric("Evaluation","HelpText")
#define TIMER_SECONDS THEME->GetMetricI("Evaluation","TimerSeconds")
#define SPIN_GRADES THEME->GetMetricB("Evaluation","SpinGrades")
float GRADE_X( int p ) {
switch( p ) {
@@ -60,13 +92,37 @@ float GRADE_X( int p ) {
default: ASSERT(0); return 0;
}
}
float JUDGE_NUMBERS_X( int p ) {
float PERCENT_BASE_X( int p ) {
switch( p ) {
case PLAYER_1: return JUDGE_NUMBERS_P1_X;
case PLAYER_2: return JUDGE_NUMBERS_P2_X;
case PLAYER_1: return PERCENT_BASE_P1_X;
case PLAYER_2: return PERCENT_BASE_P2_X;
default: ASSERT(0); return 0;
}
}
float JUDGE_X( int p, int l ) {
switch( l ) {
case 0: return p==PLAYER_1 ? PERFECT_P1_X : PERFECT_P2_X;
case 1: return p==PLAYER_1 ? GREAT_P1_X : GREAT_P2_X;
case 2: return p==PLAYER_1 ? GOOD_P1_X : GOOD_P2_X;
case 3: return p==PLAYER_1 ? BOO_P1_X : BOO_P2_X;
case 4: return p==PLAYER_1 ? MISS_P1_X : MISS_P2_X;
case 5: return p==PLAYER_1 ? OK_P1_X : OK_P2_X;
case 6: return p==PLAYER_1 ? MAX_COMBO_P1_X : MAX_COMBO_P2_X;
default: ASSERT(0); return 0;
}
}
float JUDGE_Y( int l ) {
switch( l ) {
case 0: return PERFECT_Y;
case 1: return GREAT_Y;
case 2: return GOOD_Y;
case 3: return BOO_Y;
case 4: return MISS_Y;
case 5: return OK_Y;
case 6: return MAX_COMBO_Y;
default: ASSERT(0); return 0;
}
}
float SCORE_NUMBERS_X( int p ) {
switch( p ) {
case PLAYER_1: return SCORE_NUMBERS_P1_X;
@@ -81,6 +137,27 @@ float BONUS_X( int p ) {
default: ASSERT(0); return 0;
}
}
float BAR_BASE_X( int p ) {
switch( p ) {
case PLAYER_1: return BAR_P1_BASE_X;
case PLAYER_2: return BAR_P2_BASE_X;
default: ASSERT(0); return 0;
}
}
float BAR_ROTATION( int p ) {
switch( p ) {
case PLAYER_1: return BAR_P1_ROTATION;
case PLAYER_2: return BAR_P2_ROTATION;
default: ASSERT(0); return 0;
}
}
float SONGS_SURVIVED_X( int p ) {
switch( p ) {
case PLAYER_1: return SONGS_SURVIVED_P1_X;
case PLAYER_2: return SONGS_SURVIVED_P2_X;
default: ASSERT(0); return 0;
}
}
float NEW_RECORD_X( int p ) {
switch( p ) {
case PLAYER_1: return NEW_RECORD_P1_X;
@@ -118,7 +195,6 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
ASSERT(0);
}
///////////////////////////
// Figure out which statistics we're going to display
///////////////////////////
@@ -177,57 +253,50 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
///////////////////////////
// Init the song banners depending on m_ResultMode
///////////////////////////
/* EZ2 should hide these things by placing them off screen with theme metrics
if( GAMESTATE->m_CurGame != GAME_EZ2 )
// EZ2 should hide these things by placing them off screen with theme metrics
switch( m_ResultMode )
{
*/
switch( m_ResultMode )
case RM_ARCADE_STAGE:
m_BannerWithFrame[0].LoadFromSongAndNotes( GAMESTATE->m_pCurSong, GAMESTATE->m_pCurNotes );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddSubActor( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddSubActor( &m_textStage );
break;
case RM_ARCADE_SUMMARY:
{
case RM_ARCADE_STAGE:
m_BannerWithFrame[0].LoadFromSongAndNotes( GAMESTATE->m_pCurSong, GAMESTATE->m_pCurNotes );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddSubActor( &m_BannerWithFrame[0] );
m_textStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textStage.TurnShadowOff();
m_textStage.SetXY( STAGE_X, STAGE_Y );
m_textStage.SetZoom( 0.5f );
m_textStage.SetText( GAMESTATE->GetStageText() + " Stage" );
this->AddSubActor( &m_textStage );
break;
case RM_ARCADE_SUMMARY:
// crop down to 3
for( int p=0; p<NUM_PLAYERS; p++ )
{
// crop down to 3
for( int p=0; p<NUM_PLAYERS; p++ )
{
if( GAMESTATE->m_apSongsPlayed.GetSize() > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE->m_apSongsPlayed.RemoveAt( 0, GAMESTATE->m_apSongsPlayed.GetSize() - STAGES_TO_SHOW_IN_SUMMARY );
}
const int iSongsToShow = GAMESTATE->m_apSongsPlayed.GetSize();
ASSERT( iSongsToShow > 0 );
for( int i=0; i<iSongsToShow; i++ )
{
m_BannerWithFrame[i].LoadFromSong( GAMESTATE->m_apSongsPlayed[i] );
float fBannerOffset = i - (iSongsToShow-1)/2.0f;
m_BannerWithFrame[i].SetXY( BANNER_X + fBannerOffset*32, BANNER_Y + fBannerOffset*16 );
m_BannerWithFrame[i].SetZoom( 0.70f );
this->AddSubActor( &m_BannerWithFrame[i] );
}
if( GAMESTATE->m_apSongsPlayed.GetSize() > STAGES_TO_SHOW_IN_SUMMARY )
GAMESTATE->m_apSongsPlayed.RemoveAt( 0, GAMESTATE->m_apSongsPlayed.GetSize() - STAGES_TO_SHOW_IN_SUMMARY );
}
break;
case RM_ONI:
m_BannerWithFrame[0].LoadFromCourse( GAMESTATE->m_pCurCourse );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddSubActor( &m_BannerWithFrame[0] );
break;
}
/*
}
*/
const int iSongsToShow = GAMESTATE->m_apSongsPlayed.GetSize();
ASSERT( iSongsToShow > 0 );
for( int i=0; i<iSongsToShow; i++ )
{
m_BannerWithFrame[i].LoadFromSong( GAMESTATE->m_apSongsPlayed[i] );
float fBannerOffset = i - (iSongsToShow-1)/2.0f;
m_BannerWithFrame[i].SetXY( BANNER_X + fBannerOffset*32, BANNER_Y + fBannerOffset*16 );
m_BannerWithFrame[i].SetZoom( 0.70f );
this->AddSubActor( &m_BannerWithFrame[i] );
}
}
break;
case RM_ONI:
m_BannerWithFrame[0].LoadFromCourse( GAMESTATE->m_pCurCourse );
m_BannerWithFrame[0].SetXY( BANNER_X, BANNER_Y );
this->AddSubActor( &m_BannerWithFrame[0] );
break;
}
//////////////////////////
@@ -242,82 +311,9 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
this->AddSubActor( &m_Menu );
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
/* EZ2 should hide these things by placing them off screen with theme metrics
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels") );
m_sprJudgeLabels[l].StopAnimating();
m_sprJudgeLabels[l].SetState( l );
m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_START_Y + l*JUDGE_SPACING_Y );
m_sprJudgeLabels[l].SetZoom( 1.0f );
this->AddSubActor( &m_sprJudgeLabels[l] );
/*
}
*/
for( p=0; p<NUM_PLAYERS; p++ )
{
m_textJudgeNumbers[l][p].LoadFromFont( THEME->GetPathTo("Fonts","score numbers") );
m_textJudgeNumbers[l][p].TurnShadowOff();
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X(p), JUDGE_START_Y + l*JUDGE_SPACING_Y );
m_textJudgeNumbers[l][p].SetZoom( 0.7f );
m_textJudgeNumbers[l][p].SetDiffuseColor( PlayerToColor(p) );
/*
TODO: This should somehow be accomodated with a switch in the theme metric file.
// RE-ARRANGE the scoreboard for EZ2Dancer Scoring
if (l == 0 && GAMESTATE->m_CurGame == GAME_EZ2) // Change Position For Ez2dancer
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y);
}
else if (l == 2 && GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 55);
}
else if (l == 4 && GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p], JUDGE_EZ2_COOL_Y + 120);
}
else if ((l == 1 || l == 3 ) && GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[l][p].SetZoomX(0); // Hide These Ones
}
else if (l == 5 && GAMESTATE->m_CurGame == GAME_EZ2 ) // sneakily use this one for the max combo.
{
if (p == PLAYER_1 )
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]-40, JUDGE_EZ2_COOL_Y + 180);
}
else
{
m_textJudgeNumbers[l][p].SetXY( JUDGE_NUMBERS_X_EZ2[p]+40, JUDGE_EZ2_COOL_Y + 180);
}
}
*/
this->AddSubActor( &m_textJudgeNumbers[l][p] );
}
}
/* if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") );
m_sprScoreLabel.SetState( m_ResultMode==RM_ONI ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y );
m_sprScoreLabel.SetZoom( 1.0f );
this->AddSubActor( &m_sprScoreLabel );
/* }
*/
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) // || GAMESTATE->m_CurGame == GAME_EZ2 ) // If EZ2 wants to hide this graphic, place it somewhere off screen using theme metrics
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) ) // If EZ2 wants to hide this graphic, place it somewhere off screen using theme metrics
continue; // skip
m_ScoreDisplay[p].SetXY( SCORE_NUMBERS_X(p), SCORE_Y );
@@ -366,50 +362,6 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
max_grade = max( max_grade, grade[p] );
//////////////////////////
// Set Numbers
//////////////////////////
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_PERFECT]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GREAT]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GOOD]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_BOO]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_MISS]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iHoldNoteScores[p][HNS_OK]) );
if( m_ResultMode==RM_ONI )
{
const float fSurviveSeconds = GAMESTATE->GetPlayerSurviveTime( (PlayerNumber)p );
int iMinsDisplay = (int)fSurviveSeconds/60;
int iSecsDisplay = (int)fSurviveSeconds - iMinsDisplay*60;
int iLeftoverDisplay = int( (fSurviveSeconds - iMinsDisplay*60 - iSecsDisplay) * 100 );
m_ScoreDisplay[p].SetText( ssprintf( "%02d:%02d:%02d", iMinsDisplay, iSecsDisplay, iLeftoverDisplay ) );
}
else
{
m_ScoreDisplay[p].SetScore( fScore[p] );
}
/*
TODO: Accomodate this with a theme metric
// SNEAKY! We take the max combo, and put it into element 5, because Ez2dancer
// doesn't care for OK's and plus this text element is already nicely aligned =)
if (GAMESTATE->m_CurGame == GAME_EZ2)
{
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iMaxCombo[p]) );
}
*/
m_BonusInfoFrame[p].SetBonusInfo( (PlayerNumber)p, fPossibleRadarValues[p], fActualRadarValues[p], iMaxCombo[p] );
m_StageBox[p].SetStageInfo( (PlayerNumber)p, GAMESTATE->m_iSongsBeforeFail[p] );
}
////////////////////////
// update persistent statistics
////////////////////////
@@ -462,91 +414,182 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_bTryExtraStage = false;
//////////////////////////
// Init non-ResultMode specific displays
//////////////////////////
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
// EZ2 should hide these things by placing them off screen with theme metrics
m_sprJudgeLabels[l].Load( THEME->GetPathTo("Graphics","evaluation judge labels") );
m_sprJudgeLabels[l].StopAnimating();
m_sprJudgeLabels[l].SetState( l );
m_sprJudgeLabels[l].SetXY( JUDGE_LABELS_X, JUDGE_Y(l) );
m_sprJudgeLabels[l].SetZoom( 1.0f );
this->AddSubActor( &m_sprJudgeLabels[l] );
}
m_sprScoreLabel.Load( THEME->GetPathTo("Graphics","evaluation score labels") );
m_sprScoreLabel.SetState( m_ResultMode==RM_ONI ? 1 : 0 );
m_sprScoreLabel.StopAnimating();
m_sprScoreLabel.SetXY( SCORE_LABELS_X, SCORE_Y );
m_sprScoreLabel.SetZoom( 1.0f );
this->AddSubActor( &m_sprScoreLabel );
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
/* Chris: If you don't want EZ2 to have a grade frame, then make a theme that has a 1x1 transparent graphic for the grade frame.
if ( GAMESTATE->m_CurGame != GAME_EZ2)
for( l=0; l<NUM_JUDGE_LINES; l++ )
{
*/
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame") );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddSubActor( &m_sprGradeFrame[p] );
/* }
*/
m_textJudgeNumbers[l][p].LoadFromFont( THEME->GetPathTo("Fonts","score numbers") );
m_textJudgeNumbers[l][p].TurnShadowOff();
m_textJudgeNumbers[l][p].SetXY( JUDGE_X(p,l), JUDGE_Y(l) );
m_textJudgeNumbers[l][p].SetZoom( 0.7f );
m_textJudgeNumbers[l][p].SetDiffuseColor( PlayerToColor(p) );
this->AddSubActor( &m_textJudgeNumbers[l][p] );
}
m_textJudgeNumbers[0][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_PERFECT]) );
m_textJudgeNumbers[1][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GREAT]) );
m_textJudgeNumbers[2][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_GOOD]) );
m_textJudgeNumbers[3][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_BOO]) );
m_textJudgeNumbers[4][p].SetText( ssprintf("%4d", iTapNoteScores[p][TNS_MISS]) );
m_textJudgeNumbers[5][p].SetText( ssprintf("%4d", iHoldNoteScores[p][HNS_OK]) );
m_textJudgeNumbers[6][p].SetText( ssprintf("%4d", iMaxCombo[p]) );
if( m_ResultMode==RM_ONI )
m_ScoreDisplay[p].SetText( SecondsToTime(GAMESTATE->GetPlayerSurviveTime( (PlayerNumber)p )) );
else
m_ScoreDisplay[p].SetScore( fScore[p] );
}
/////////////////////////////////
// Init ResultMode-specific displays
/////////////////////////////////
for( p=0; p<NUM_PLAYERS; p++ )
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
continue; // skip
// If EZ2 shouldn't have a grade frame, then make a theme that has a 1x1 transparent graphic for the grade frame.
switch( m_ResultMode )
{
case RM_ONI:
{
m_textOniPercent[p].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textOniPercent[p].SetXY( GRADE_X(p), GRADE_Y );
m_textOniPercent[p].SetShadowLength( 2 );
m_textOniPercent[p].SetZoomX( 1.3f );
m_textOniPercent[p].SetZoomY( 2.5f );
m_textOniPercent[p].SetEffectGlowing( 1.0f );
m_sprPercentFrame[p].Load( THEME->GetPathTo("Graphics","evaluation percent frame") );
m_sprPercentFrame[p].StopAnimating();
m_sprPercentFrame[p].SetState( p );
m_sprPercentFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddSubActor( &m_sprPercentFrame[p] );
m_textOniPercentLarge[p].LoadFromFont( THEME->GetPathTo("Fonts","oni percent numbers") );
m_textOniPercentLarge[p].TurnShadowOff();
m_textOniPercentLarge[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y );
m_textOniPercentLarge[p].SetHorizAlign( Actor::align_right );
m_textOniPercentLarge[p].SetVertAlign( Actor::align_bottom );
m_textOniPercentLarge[p].SetEffectGlowing( 1.0f );
this->AddSubActor( &m_textOniPercentLarge[p] );
m_textOniPercentSmall[p].LoadFromFont( THEME->GetPathTo("Fonts","oni percent numbers") );
m_textOniPercentSmall[p].TurnShadowOff();
m_textOniPercentSmall[p].SetZoom( 0.5f );
m_textOniPercentSmall[p].SetXY( PERCENT_BASE_X(p), PERCENT_BASE_Y );
m_textOniPercentSmall[p].SetHorizAlign( Actor::align_left );
m_textOniPercentSmall[p].SetVertAlign( Actor::align_bottom );
m_textOniPercentSmall[p].SetEffectGlowing( 1.0f );
this->AddSubActor( &m_textOniPercentSmall[p] );
iPossibleDancePoints[p] = max( 1, iPossibleDancePoints[p] );
float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p] + 0.0001f; // correct for rounding errors
fPercentDancePoints = max( 0, fPercentDancePoints );
m_textOniPercent[p].SetText( ssprintf("%.1f%%", fPercentDancePoints*100) );
this->AddSubActor( &m_textOniPercent[p] );
int iPercentDancePointsLarge = int(fPercentDancePoints*100);
int iPercentDancePointsSmall = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 );
m_textOniPercentLarge[p].SetText( ssprintf("%02d%", iPercentDancePointsLarge) );
m_textOniPercentSmall[p].SetText( ssprintf(".%01d%%", iPercentDancePointsSmall) );
m_StageBox[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddSubActor( &m_StageBox[p] );
// StageInfo stuff
m_sprCourseFrame[p].Load( THEME->GetPathTo("Graphics","evaluation stage frame 2x1") );
m_sprCourseFrame[p].StopAnimating();
m_sprCourseFrame[p].SetState( p );
m_sprCourseFrame[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddSubActor( &m_sprCourseFrame[p] );
m_textSongsSurvived[p].LoadFromFont( THEME->GetPathTo("Fonts","oni stage numbers") );
m_textSongsSurvived[p].TurnShadowOff();
m_textSongsSurvived[p].SetXY( SONGS_SURVIVED_X(p), SONGS_SURVIVED_Y );
m_textSongsSurvived[p].SetText( ssprintf("%02d", GAMESTATE->m_iSongsBeforeFail[p]) );
this->AddSubActor( &m_textSongsSurvived[p] );
}
break;
case RM_ARCADE_STAGE:
case RM_ARCADE_SUMMARY:
/*
Todo: Accomodate this in theme metrics
if (GAMESTATE->m_CurGame != GAME_EZ2 )
{
*/
m_sprGradeFrame[p].Load( THEME->GetPathTo("Graphics","evaluation grade frame") );
m_sprGradeFrame[p].StopAnimating();
m_sprGradeFrame[p].SetState( p );
m_sprGradeFrame[p].SetXY( GRADE_X(p), GRADE_Y );
this->AddSubActor( &m_sprGradeFrame[p] );
// Ez2dancer should control the grade tween using theme metrics
m_Grades[p].SetXY( GRADE_X(p), GRADE_Y );
m_Grades[p].SetZ( -2 );
m_Grades[p].SetZoom( 1.0f );
m_Grades[p].SetEffectGlowing( 1.0f );
m_Grades[p].SpinAndSettleOn( grade[p] );
if( SPIN_GRADES )
m_Grades[p].SpinAndSettleOn( grade[p] );
else
m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] );
this->AddSubActor( &m_Grades[p] );
m_BonusInfoFrame[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddSubActor( &m_BonusInfoFrame[p] );
/*
}
else // Ez2dancer Style Grade Display.
{
m_Grades[p].SetXY( GRADE_X[p], GRADE_Y + 150);
m_Grades[p].SetZ( -2 );
if (p == PLAYER_1 )
// Bonus info frame
m_sprBonusFrame[p].Load( THEME->GetPathTo("Graphics","evaluation bonus frame 2x1") );
m_sprBonusFrame[p].StopAnimating();
m_sprBonusFrame[p].SetState( p );
m_sprBonusFrame[p].SetXY( BONUS_X(p), BONUS_Y );
this->AddSubActor( &m_sprBonusFrame[p] );
for( int l=0; l<NUM_RADAR_VALUES; l++ ) // foreach line
{
m_Grades[p].SetXY( GRADE_X[p]-10, GRADE_Y + 150);
m_sprPossibleBar[p][l].Load( THEME->GetPathTo("Graphics","evaluation bars possible 1x2") );
m_sprPossibleBar[p][l].SetState( p );
m_sprPossibleBar[p][l].SetWidth( 1 );
m_sprPossibleBar[p][l].SetHeight( 1 );
m_sprPossibleBar[p][l].SetHorizAlign( Actor::align_left );
m_sprPossibleBar[p][l].SetX( BAR_BASE_X(p) );
m_sprPossibleBar[p][l].SetY( BAR_START_Y + BAR_SPACING_Y*l );
m_sprPossibleBar[p][l].SetRotation( BAR_ROTATION(p) );
m_sprPossibleBar[p][l].SetZoomX( 0 );
m_sprPossibleBar[p][l].SetZoomY( BAR_HEIGHT );
m_sprPossibleBar[p][l].BeginTweening( 0.5f );
m_sprPossibleBar[p][l].SetTweenZoomX( BAR_WIDTH*fPossibleRadarValues[p][l] );
this->AddSubActor( &m_sprPossibleBar[p][l] );
m_sprActualBar[p][l].Load( THEME->GetPathTo("Graphics","evaluation bars actual 1x2") );
m_sprActualBar[p][l].SetState( p );
m_sprActualBar[p][l].StopAnimating();
m_sprActualBar[p][l].SetWidth( 1 );
m_sprActualBar[p][l].SetHeight( 1 );
m_sprActualBar[p][l].SetHorizAlign( Actor::align_left );
m_sprActualBar[p][l].SetX( BAR_BASE_X(p) );
m_sprActualBar[p][l].SetY( BAR_START_Y + BAR_SPACING_Y*l );
m_sprActualBar[p][l].SetRotation( BAR_ROTATION(p) );
m_sprActualBar[p][l].SetZoomX( 0 );
m_sprActualBar[p][l].SetZoomY( BAR_HEIGHT );
m_sprActualBar[p][l].BeginTweening( 0.5f );
m_sprActualBar[p][l].SetTweenZoomX( BAR_WIDTH*fActualRadarValues[p][l] );
if( fActualRadarValues[p][l] == fPossibleRadarValues[p][l] )
m_sprActualBar[p][l].SetEffectGlowing();
this->AddSubActor( &m_sprActualBar[p][l] );
}
m_Grades[p].SetGrade( grade[p] );
m_Grades[p].SetRotation( D3DX_PI );
m_Grades[p].SetZoom( 8 );
m_Grades[p].BeginTweening( 0.6f );
m_Grades[p].SetTweenRotationZ( 0 );
m_Grades[p].SetTweenZoom( 2 );
break;
}
*/
this->AddSubActor( &m_Grades[p] );
break;
}
/* Chris: If EZ2 wants to hide these things, place them off screen using theme metrics
if ( GAMESTATE->m_CurGame == GAME_EZ2)
continue;
*/
m_bNewRecord[p] = false;
// Chris: If EZ2 wants to hide these things, place them off screen using theme metrics
if( m_bNewRecord[p] )
{
m_textNewRecord[p].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
@@ -565,9 +608,9 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
m_textTryExtraStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y );
if( GAMESTATE->IsExtraStage() )
m_textTryExtraStage.SetText( "Try Another Extra Stage!" );
m_textTryExtraStage.SetText( "One More ExtraStage!!!" );
else
m_textTryExtraStage.SetText( "Try Extra Stage!" );
m_textTryExtraStage.SetText( "Try ExtraStage!!!" );
m_textTryExtraStage.SetZoom( 1 );
m_textTryExtraStage.SetEffectGlowing( 1.0f );
this->AddSubActor( &m_textTryExtraStage );
@@ -642,19 +685,11 @@ void ScreenEvaluation::TweenOnScreen()
for( i=0; i<NUM_JUDGE_LINES; i++ )
{
/* TODO: Accomodate this using theme metrics
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
fOriginalY = m_sprJudgeLabels[i].GetY();
m_sprJudgeLabels[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_sprJudgeLabels[i].BeginTweeningQueued( 0.2f + 0.1f*i );
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprJudgeLabels[i].SetTweenY( fOriginalY );
/*
}
*/
fOriginalY = m_sprJudgeLabels[i].GetY();
m_sprJudgeLabels[i].SetY( fOriginalY + SCREEN_HEIGHT );
m_sprJudgeLabels[i].BeginTweeningQueued( 0.2f + 0.1f*i );
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprJudgeLabels[i].SetTweenY( fOriginalY );
for( int p=0; p<NUM_PLAYERS; p++ )
{
@@ -666,58 +701,64 @@ void ScreenEvaluation::TweenOnScreen()
}
}
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
// Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
if (GAMESTATE->m_CurGame != GAME_EZ2)
fOriginalY = m_sprScoreLabel.GetY();
m_sprScoreLabel.SetY( fOriginalY + SCREEN_HEIGHT );
m_sprScoreLabel.BeginTweeningQueued( 0.8f + 0.1f*i );
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprScoreLabel.SetTweenY( fOriginalY );
for( p=0; p<NUM_PLAYERS; p++ )
{
*/
fOriginalY = m_sprScoreLabel.GetY();
m_sprScoreLabel.SetY( fOriginalY + SCREEN_HEIGHT );
m_sprScoreLabel.BeginTweeningQueued( 0.8f + 0.1f*i );
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_sprScoreLabel.SetTweenY( fOriginalY );
for( p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_ScoreDisplay[p].GetX();
m_ScoreDisplay[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_ScoreDisplay[p].BeginTweeningQueued( 0.8f + 0.1f*i );
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_ScoreDisplay[p].SetTweenX( fOriginalX );
}
for( p=0; p<NUM_PLAYERS; p++ )
{
fOriginalX = m_BonusInfoFrame[p].GetX();
m_BonusInfoFrame[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_BonusInfoFrame[p].BeginTweeningQueued( 0.2f + 0.1f*i );
m_BonusInfoFrame[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_BonusInfoFrame[p].SetTweenX( fOriginalX );
fOriginalX = m_StageBox[p].GetX();
m_StageBox[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_StageBox[p].BeginTweeningQueued( 0.2f + 0.1f*i );
m_StageBox[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_StageBox[p].SetTweenX( fOriginalX );
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
m_textOniPercent[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercent[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );
}
m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage.SetTweenZoomY( 0 );
/*
fOriginalX = m_ScoreDisplay[p].GetX();
m_ScoreDisplay[p].SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
m_ScoreDisplay[p].BeginTweeningQueued( 0.8f + 0.1f*i );
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
m_ScoreDisplay[p].SetTweenX( fOriginalX );
}
*/
for( p=0; p<NUM_PLAYERS; p++ )
{
int i;
CArray<Actor*,Actor*> apActorsInBonusOrStageInfo;
apActorsInBonusOrStageInfo.Add( &m_sprBonusFrame[p] );
for( i=0; i<NUM_RADAR_VALUES; i++ )
{
apActorsInBonusOrStageInfo.Add( &m_sprPossibleBar[p][i] );
apActorsInBonusOrStageInfo.Add( &m_sprActualBar[p][i] );
}
apActorsInBonusOrStageInfo.Add( &m_sprCourseFrame[p] );
apActorsInBonusOrStageInfo.Add( &m_textTime[p] );
apActorsInBonusOrStageInfo.Add( &m_textSongsSurvived[p] );
for( i=0; i<apActorsInBonusOrStageInfo.GetSize(); i++ )
{
fOriginalX = apActorsInBonusOrStageInfo[i]->GetX();
apActorsInBonusOrStageInfo[i]->SetX( fOriginalX + SCREEN_WIDTH/2*(p==PLAYER_1 ? 1 : -1) );
apActorsInBonusOrStageInfo[i]->BeginTweeningQueued( 0.2f );
apActorsInBonusOrStageInfo[i]->BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_BEGIN );
apActorsInBonusOrStageInfo[i]->SetTweenX( fOriginalX );
}
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
m_textOniPercentLarge[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentLarge[p].SetTweenZoomY( 0 );
m_textOniPercentSmall[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentSmall[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );
}
m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textTryExtraStage.SetTweenZoomY( 0 );
}
void ScreenEvaluation::TweenOffScreen()
@@ -735,15 +776,8 @@ void ScreenEvaluation::TweenOffScreen()
for( i=0; i<NUM_JUDGE_LINES; i++ )
{
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
*/
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprJudgeLabels[i].SetTweenZoomY( 0 );
/*
}
*/
m_sprJudgeLabels[i].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprJudgeLabels[i].SetTweenZoomY( 0 );
for( int p=0; p<NUM_PLAYERS; p++ )
{
@@ -752,31 +786,37 @@ void ScreenEvaluation::TweenOffScreen()
}
}
/* Chris: If EZ2 wants to hide these things, position them off screen using theme metrics
if (GAMESTATE->m_CurGame != GAME_EZ2)
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprScoreLabel.SetTweenZoomY( 0 );
for( p=0; p<NUM_PLAYERS; p++ )
{
*/
m_sprScoreLabel.BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_sprScoreLabel.SetTweenZoomY( 0 );
for( p=0; p<NUM_PLAYERS; p++ )
{
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_ScoreDisplay[p].SetTweenZoomY( 0 );
}
/*
m_ScoreDisplay[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_ScoreDisplay[p].SetTweenZoomY( 0 );
}
*/
for( p=0; p<NUM_PLAYERS; p++ )
{
int i;
m_Grades[p].SettleImmediately();
m_BonusInfoFrame[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_BonusInfoFrame[p].SetTweenZoomY( 0 );
m_StageBox[p].BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
m_StageBox[p].SetTweenZoomY( 0 );
CArray<Actor*,Actor*> apActorsInBonusOrStageInfo;
apActorsInBonusOrStageInfo.Add( &m_sprBonusFrame[p] );
for( i=0; i<NUM_RADAR_VALUES; i++ )
{
apActorsInBonusOrStageInfo.Add( &m_sprPossibleBar[p][i] );
apActorsInBonusOrStageInfo.Add( &m_sprActualBar[p][i] );
}
apActorsInBonusOrStageInfo.Add( &m_sprCourseFrame[p] );
apActorsInBonusOrStageInfo.Add( &m_textTime[p] );
apActorsInBonusOrStageInfo.Add( &m_textSongsSurvived[p] );
for( i=0; i<apActorsInBonusOrStageInfo.GetSize(); i++ )
{
apActorsInBonusOrStageInfo[i]->BeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END );
apActorsInBonusOrStageInfo[i]->SetTweenZoomY( 0 );
}
m_sprGradeFrame[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_sprGradeFrame[p].SetTweenZoomY( 0 );
@@ -784,8 +824,11 @@ void ScreenEvaluation::TweenOffScreen()
m_Grades[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_Grades[p].SetTweenZoomY( 0 );
m_textOniPercent[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercent[p].SetTweenZoomY( 0 );
m_textOniPercentLarge[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentLarge[p].SetTweenZoomY( 0 );
m_textOniPercentSmall[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textOniPercentSmall[p].SetTweenZoomY( 0 );
m_textNewRecord[p].BeginTweening( MENU_ELEMENTS_TWEEN_TIME );
m_textNewRecord[p].SetTweenZoomY( 0 );