From 981da81f9304b5be072fbffd184b5b224c94d519 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Fri, 6 Sep 2002 01:42:25 +0000 Subject: [PATCH] Move ez2 actors out of m_frameStage; only use that for the stage number actors. Remove the m_frameStage ez2 special case; just put m_frameStage on top. --- stepmania/src/ScreenStage.cpp | 40 +++++++++++++---------------------- stepmania/src/ScreenStage.h | 4 +++- 2 files changed, 18 insertions(+), 26 deletions(-) diff --git a/stepmania/src/ScreenStage.cpp b/stepmania/src/ScreenStage.cpp index cee4860208..bb6fa6d4e5 100644 --- a/stepmania/src/ScreenStage.cpp +++ b/stepmania/src/ScreenStage.cpp @@ -102,7 +102,6 @@ ScreenStage::ScreenStage() // this->AddChild( &m_sprSongBackground ); // add background first so it draws bottom-most this->AddChild( &m_quadMask ); // add quad mask before stage so that it will block out the stage sprites - this->AddChild( &m_frameStage ); for( int i=0; i<4; i++ ) { @@ -170,12 +169,9 @@ ScreenStage::ScreenStage() } m_sprStage.SetX( fStageCenterX ); - if ( g_StageType != STAGE_TYPE_EZ2 ) // Ez2dancer MUST have this graphic on-top - { - for( i=0; i=0; i--) // work backwards as we wanna add em in reverse - { - m_frameStage.AddChild( &m_sprbg[i] ); - } + for (i = 3; i >= 0; i--) // add them backwards + AddChild( &m_sprbg[i] ); if (stage_mode == MODE_FINAL) // if we're in FINAL add that extra background element mentioned earlier. - { - m_frameStage.AddChild( &m_sprbgxtra ); - } + AddChild( &m_sprbgxtra ); ///////////////////////// @@ -426,8 +419,8 @@ ScreenStage::ScreenStage() for (i=0; i<2; i++) // add the actors { - m_frameStage.AddChild( &m_ez2ukm[i] ); - m_frameStage.AddChild( &m_stagedesc[i] ); + AddChild( &m_ez2ukm[i] ); + AddChild( &m_stagedesc[i] ); } ////////////////////////////// @@ -478,7 +471,7 @@ ScreenStage::ScreenStage() else // set 2 m_sprScrollingBlobs[j][i].SetTweenX(CENTER_X+(SCREEN_WIDTH/2)+30-70-(i*30.0f)); - m_frameStage.AddChild( &m_sprScrollingBlobs[j][i] ); // add the actor + AddChild( &m_sprScrollingBlobs[j][i] ); } } @@ -532,20 +525,17 @@ ScreenStage::ScreenStage() m_stagename.BeginTweening(0.5f); // start tweening them to their new home m_stagename.SetTweenX(CENTER_X+70); // set their new locations - m_frameStage.AddChild( &m_stagename ); //add the actor + AddChild( &m_stagename ); //add the actor ////////////////////////////// // END stage name // ////////////////////////////// - // Add in the number graphics that were neglected earlier - CString sStageNo = ssprintf("%d", iStageNo); - const int iNumChars = sStageNo.GetLength()+1; - for( i=0; iAddChild( &m_frameStage ); + this->SendScreenMessage( SM_DoneFadingIn, 1.0f ); this->SendScreenMessage( SM_StartFadingOut, 4.0f ); } diff --git a/stepmania/src/ScreenStage.h b/stepmania/src/ScreenStage.h index 9ec160a928..fe551f66c9 100644 --- a/stepmania/src/ScreenStage.h +++ b/stepmania/src/ScreenStage.h @@ -28,9 +28,11 @@ private: // Common Elements - ActorFrame m_frameStage; Sprite m_sprNumbers[4]; // up to 3 numbers and suffix Sprite m_sprStage; // "Stage", "Final Stage", etc. + /* A frame for m_sprNumbers and m_sprStage, so they can be + * manipulated as a unit. */ + ActorFrame m_frameStage; // Ez2 Elements