From f03f1b527bc0b9ae43134d5e3092669e25cb01a3 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 25 Apr 2004 08:40:14 +0000 Subject: [PATCH] remove code that's been commented out for eons --- stepmania/src/ScreenStage.cpp | 505 ---------------------------------- stepmania/src/ScreenStage.h | 27 -- 2 files changed, 532 deletions(-) diff --git a/stepmania/src/ScreenStage.cpp b/stepmania/src/ScreenStage.cpp index 0561f8a2ea..a344d7b345 100644 --- a/stepmania/src/ScreenStage.cpp +++ b/stepmania/src/ScreenStage.cpp @@ -30,30 +30,6 @@ const ScreenMessage SM_PrepScreen = (ScreenMessage)(SM_User+0); -/* -#define STAGE_TYPE THEME->GetMetricI("ScreenStage","StageType") -enum StageType // for use with the metric above -{ - STAGE_TYPE_MAX = 0, - STAGE_TYPE_PUMP, - STAGE_TYPE_EZ2 -}; - -StageType g_StageType; // cache for STAGE_TYPE because it's slow to look up - - -enum StageMode -{ - MODE_NORMAL, - MODE_FINAL, - MODE_EXTRA1, - MODE_EXTRA2, - MODE_NONSTOP, - MODE_ONI, - MODE_ENDLESS -}; -*/ - ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName ) { SOUND->StopMusic(); @@ -98,7 +74,6 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName ) m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) ); m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() ); SET_XY( m_sprCharacterIcon[p] ); - // this->AddChild( &m_sprCharacterIcon[p] ); ON_COMMAND( m_sprCharacterIcon[p] ); } @@ -129,479 +104,7 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName ) SET_XY( m_Banner ); ON_COMMAND(m_Banner); - //g_StageType = (StageType)STAGE_TYPE; - - - //StageMode stage_mode; - //if( GAMESTATE->m_PlayMode == PLAY_MODE_NONSTOP ) stage_mode = MODE_NONSTOP; - //else if( GAMESTATE->m_PlayMode == PLAY_MODE_ONI ) stage_mode = MODE_ONI; - //else if( GAMESTATE->m_PlayMode == PLAY_MODE_ENDLESS ) stage_mode = MODE_ENDLESS; - //else if( GAMESTATE->IsExtraStage() ) stage_mode = MODE_EXTRA1; - //else if( GAMESTATE->IsExtraStage2() ) stage_mode = MODE_EXTRA2; - //else if( GAMESTATE->IsFinalStage() ) stage_mode = MODE_FINAL; - //else stage_mode = MODE_NORMAL; - - SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+GAMESTATE->GetStageText()) ); - -// switch( stage_mode ) -// { -// case MODE_NORMAL: -// { -// const int iStageNo = GAMESTATE->GetStageIndex()+1; -// switch( iStageNo ) -// { -// case 1: break; -// case 2: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage 2") ); break; -// case 3: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage 3") ); break; -// case 4: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage 4") ); break; -// case 5: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage 5") ); break; -// case 6: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage 6") ); break; -// default: ; break; // play nothing -// } -// } -// break; -// case MODE_FINAL: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage final") ); break; -// case MODE_EXTRA1: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage extra1") ); break; -// case MODE_EXTRA2: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage extra2") ); break; -// case MODE_NONSTOP: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage nonstop") ); break; -// case MODE_ONI: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage oni") ); break; -// case MODE_ENDLESS: SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage endless") ); break; -// default: ASSERT(0); -// } -// -// -// // -// // Init common graphics -// // -// 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 -// -// int i; -// for( i=0; i<4; i++ ) -// { -// m_sprNumbers[i].Load( THEME->GetPathToG("ScreenStage parts 5x3") ); -// -// if( g_StageType != STAGE_TYPE_EZ2 ) // DONT DIFFUSE COLORS FOR EZ2. Coz we actually set the color in the .png -// m_sprNumbers[i].SetDiffuse( GAMESTATE->GetStageColor() ); -// -// m_sprNumbers[i].StopAnimating(); -// } -// m_sprStage.Load( THEME->GetPathToG("ScreenStage stage") ); // we may load a different graphic into here later -// m_sprStage.SetDiffuse( GAMESTATE->GetStageColor() ); -// -// -// -// switch( stage_mode ) -// { -// case MODE_NORMAL: -// { -// const int iStageNo = GAMESTATE->GetStageIndex()+1; -// -// CString sStageNo = ssprintf("%d", iStageNo); -// -// // Set frame of numbers -// int i; -// for( i=0; iGetPathToG("ScreenStage final") ); -// break; -// case MODE_EXTRA1: -// m_sprStage.Load( THEME->GetPathToG("ScreenStage extra1") ); -// break; -// case MODE_EXTRA2: -// m_sprStage.Load( THEME->GetPathToG("ScreenStage extra2") ); -// break; -// case MODE_NONSTOP: -// m_sprStage.Load( THEME->GetPathToG("ScreenStage nonstop") ); -// break; -// case MODE_ONI: -// m_sprStage.Load( THEME->GetPathToG("ScreenStage oni") ); -// break; -// case MODE_ENDLESS: -// m_sprStage.Load( THEME->GetPathToG("ScreenStage endless") ); -// break; -// default: -// ASSERT(0); -// } -// m_frameStage.AddChild( &m_sprStage ); -// -// -// -// // -// // Init dance-specific graphics -// // -// if( g_StageType == STAGE_TYPE_MAX ) -// { -// const float fStageHeight = m_sprStage.GetUnzoomedHeight(); -// -// const float fStageOffScreenY = CENTER_Y+fStageHeight; -// -// // The quadMask masks out draws via Z; it doesn't actually erase -// // anything, so make it transparent. -// m_quadMask.SetDiffuse( RageColor(0,0,0,0) ); -// m_quadMask.StretchTo( RectI(SCREEN_LEFT, int(roundf(fStageOffScreenY-fStageHeight/2)), -// SCREEN_RIGHT, int(roundf(fStageOffScreenY+fStageHeight/2))) ); -// // Put the quad mask on top, so draws to the Stage will be "under" it. -// m_quadMask.SetZ( 1 ); -// -// m_frameStage.SetXY( CENTER_X, fStageOffScreenY ); -// m_frameStage.BeginTweening(0.8f, Actor::TWEEN_DECELERATE ); -// m_frameStage.SetY( CENTER_Y ); -// -// this->AddChild( &m_quadMask ); // add quad mask before stage so that it will block out the stage sprites -// this->AddChild( &m_frameStage ); -// } -// -// -// // -// // Init pump-sepecific graphics -// // -// if( g_StageType == STAGE_TYPE_PUMP ) -// { -// const Song* pSong = GAMESTATE->m_pCurSong; -// m_sprSongBackground.Load( (pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathToG("fallback background") ); -// m_sprSongBackground.StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); -// -// /* Move the stage numbers downward, so they don't overlay the -// * center of the image. */ -// m_frameStage.SetXY( CENTER_X, CENTER_Y+160 ); -// m_frameStage.SetZoom( 0.5f ); -// -// /* Why are we adding this in three different places? It's added at the -// * end of each case ... */ -// this->AddChild( &m_frameStage ); -// } -// -// -// // -// // Init ez2-specific graphics -// // -// if( g_StageType == STAGE_TYPE_EZ2 ) -// { -// ///////////////////////////////////////////////// -// // START moving the numbers how ez2 wants them // -// ///////////////////////////////////////////////// -// -// for( i=0; i<4; i++ ) -// { -// // float fOffsetX = SCALE(i, 0, iNumChars-1, -(iNumChars-1)/2.0f*fFrameWidth, (iNumChars-1)/2.0f*fFrameWidth); -// -// m_sprNumbers[i].SetXY( CENTER_X - 170 + (90 * i), CENTER_Y ); -// m_sprNumbers[i].SetY( CENTER_Y ); -// m_sprNumbers[i].ZoomToWidth( 200.0f ); // make the numbers that appear really big -// m_sprNumbers[i].ZoomToHeight( 200.0f); // so they can 'shrink' onto the screen -// m_sprNumbers[i].SetZoom( 20.0f ); // make it really really big on-screen -// m_sprNumbers[i].SetRotationZ( 10 ); // make this thing rotated -// -// m_sprNumbers[i].BeginTweening(0.8f, Actor::TWEEN_ACCELERATE ); -// m_sprNumbers[i].SetZoom( 3.0f ); // shrink it down to it's proper size -// m_sprNumbers[i].SetRotationZ( 0 ); // make it rotate into place -// } -// -// // m_frameStage.SetXY( CENTER_X, CENTER_Y ); -// -// /////////////////////////// -// // Start Ez2 Backgrounds // -// /////////////////////////// -// -// // Background Blocks rotate their way in -// -// int bg_modeoffset=0; // used to shuffle some graphics if we're in FINAL rather than normal stage -// float element_y_offsets=0.0f; // used to shuffle some graphics if we're in FINAL rather than nornal stage -// if (stage_mode == MODE_FINAL) // if we're in final redefine those offsets -// { -// element_y_offsets = 25.0f; -// bg_modeoffset = 4; // shuffle graphics +4 in the elements file for FINAL graphics. -// } -// -// for (i=0; i<3; i++) // Load In The Background Graphics -// { -// m_sprbg[i].Load( THEME->GetPathToG("stage elements") ); -// m_sprbg[i].StopAnimating(); -// m_sprbg[i].SetState( i+bg_modeoffset ); // We wanna use i to load in an element from the graphicmap OR the offset will -// // give us alternative locations if we're in final -// } -// -// // Final mode is a little more special than our regular normal stage screen -// // it has FOUR background elements. -// // so if we should actually be on final stage -// // setup this extra background element -// -// if (stage_mode == MODE_FINAL) -// { -// m_sprbgxtra.Load( THEME->GetPathToG("stage elements") ); // get the graphic -// m_sprbgxtra.StopAnimating(); -// m_sprbgxtra.SetState( bg_modeoffset ); // use the first element of the offset for this graphic -// m_sprbgxtra.SetXY( CENTER_X-30, CENTER_Y+180); // set it's initial XY coordinates -// m_sprbgxtra.ZoomToHeight( 30 ); // set it's height and width. As we're only dealing with solid color -// m_sprbgxtra.ZoomToWidth( SCREEN_WIDTH + 50 ); // stretching shouldn't be a concern. -// m_sprbgxtra.SetRotationZ( -20 ); // rotate this graphic -// m_sprbgxtra.BeginTweening(0.3f); // start tweening -// m_sprbgxtra.SetRotationZ( 0 ); // set the rotation we want it to finally appear as -// } -// -// -// if (stage_mode == MODE_FINAL) -// m_sprbg[0].SetXY( CENTER_X-30, CENTER_Y-160); -// else -// m_sprbg[0].SetXY( CENTER_X, CENTER_Y+150); -// // Fairly high in normal, "squashed" in final. -// if (stage_mode == MODE_FINAL) -// m_sprbg[0].ZoomToHeight( 30 ); -// else -// m_sprbg[0].ZoomToHeight( 100 ); -// -// m_sprbg[0].ZoomToWidth( SCREEN_WIDTH + 50 ); // no matter what... it's this wide -// m_sprbg[0].SetRotationZ( -20 ); // and is initially this rotation -// m_sprbg[0].BeginTweening(0.3f); // start tweening -// m_sprbg[0].SetRotationZ( 0 ); // and set the rotation to where we want it to end up -// -// m_sprbg[1].SetXY( CENTER_X-(SCREEN_WIDTH/2)-20, CENTER_Y+element_y_offsets); -// m_sprbg[1].ZoomToHeight( SCREEN_HEIGHT - 140 ); -// m_sprbg[1].ZoomToWidth( 130 ); -// m_sprbg[1].SetRotationZ( -20 ); -// m_sprbg[1].BeginTweening(0.3f); -// m_sprbg[1].SetRotationZ( 0 ); -// -// m_sprbg[2].SetXY( CENTER_X+430, CENTER_Y+element_y_offsets); -// m_sprbg[2].ZoomToHeight( SCREEN_HEIGHT - 140 ); -// m_sprbg[2].ZoomToWidth( SCREEN_WIDTH + 50 ); -// m_sprbg[2].SetRotationZ( -20 ); -// m_sprbg[2].BeginTweening(0.3f); -// m_sprbg[2].SetX( CENTER_X ); -// m_sprbg[2].SetRotationZ( 0 ); -// -// 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. -// AddChild( &m_sprbgxtra ); -// -// -// ///////////////////////// -// // END Ez2 Backgrounds // -// ///////////////////////// -// -// -// ////////////////////////////// -// // START stage description // -// // and gamename tag display // -// ////////////////////////////// -// -// // scroll in the name of the game ("ez2dancer ukmove" on arcade) across the top of the screen -// -// for (i=0; i<2; i++) // specify the font file. -// { -// m_ez2ukm[i].LoadFromFont( THEME->GetPathToF("Stage ez2") ); -// m_ez2ukm[i].SetShadowLength( 0 ); -// m_stagedesc[i].LoadFromFont( THEME->GetPathToF("Stage ez2") ); -// m_stagedesc[i].SetShadowLength( 0 ); -// } -// -// m_ez2ukm[0].SetXY( CENTER_X-400, CENTER_Y-220 ); // set the intiial UKMOVE positions -// m_ez2ukm[1].SetXY( CENTER_X+400, CENTER_Y+220 ); -// -// -// m_stagedesc[0].SetXY( CENTER_X-400, CENTER_Y-150+element_y_offsets ); // set the intiial desc positions -// m_stagedesc[1].SetXY( CENTER_X+400, CENTER_Y+70+element_y_offsets ); -// -// if (stage_mode == MODE_FINAL) -// { -// m_stagedesc[1].SetY( CENTER_Y+140.0f ); // description text is in a different Y location on final stage -// } -// -// for (i=0; i<2; i++) // initialize the UK MOVE text and positions -// { -// m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" ); // choose something better if you like ;) -// m_ez2ukm[i].SetDiffuse( RageColor(1,1,1,1) ); // it's white -// m_ez2ukm[i].BeginTweening(0.5f); // start it tweening -// if (stage_mode == MODE_FINAL) -// { -// m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" ); // this is the desc text for final stage -// m_stagedesc[i].SetDiffuse( RageColor(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish -// } -// else -// { -// m_stagedesc[i].SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" ); // normal stages use this text -// m_stagedesc[i].SetDiffuse( RageColor(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // it's orangey -// } -// m_stagedesc[i].BeginTweening(0.5f); // start tweening the descriptions -// -// } -// -// m_ez2ukm[0].SetX(CENTER_X+90); // set their new locations -// m_ez2ukm[1].SetX(CENTER_X-160); -// m_stagedesc[0].SetX(CENTER_X+10); // set their new locations -// m_stagedesc[1].SetX(CENTER_X-100); -// -// for (i=0; i<2; i++) // add the actors -// { -// AddChild( &m_ez2ukm[i] ); -// AddChild( &m_stagedesc[i] ); -// } -// -// ////////////////////////////// -// // END stage description // -// // and gamename tag display // -// ////////////////////////////// -// -// ////////////////////////////// -// // START scrolling blobs // -// ////////////////////////////// -// -// -// // 20 Scrolling Blobs come in one at a time from either side at the bottom in the following code: -// -// // there are two sets of blobs, each with 20 elements in them -// // they don't just scroll all together at the same time. -// // theres an effect as if the'res a long line of them and they 'bump' into each other when the first one stops -// // so take a careful look at the starting position and the final tween positions of these critters. -// -// for( int j=0; j<2; j++) // 2 sets..... -// { -// for (i=0; i<20; i++) // 20 blobs... -// { -// m_sprScrollingBlobs[j][i].Load( THEME->GetPathToG("stage elements") ); // load the graphics -// m_sprScrollingBlobs[j][i].StopAnimating(); -// m_sprScrollingBlobs[j][i].SetState( 3+bg_modeoffset ); // shuffle the state according to offset -// // (final uses different blobs) -// if (j == 0) // if it's the first set -// { -// m_sprScrollingBlobs[j][i].SetXY( CENTER_X-(SCREEN_WIDTH/2)-500-((i*i)*4), CENTER_Y + 135 ); // starting position -// if (stage_mode == MODE_FINAL) -// { -// m_sprScrollingBlobs[j][i].SetY( CENTER_Y-160); // different Y position for FINAL stage -// } -// } -// else // if it's the second set -// { -// m_sprScrollingBlobs[j][i].SetXY( CENTER_X+(SCREEN_WIDTH/2)+500-((i*i)*4), CENTER_Y+170 ); // starting position -// if (stage_mode == MODE_FINAL) -// { -// m_sprScrollingBlobs[j][i].SetY( CENTER_Y+180 ); // different Y position for FINAL stage -// } -// } -// -// m_sprScrollingBlobs[j][i].BeginTweening(0.2f * i / 7); // start them tweening, different delay for each blob -// if (j == 0) // set 1 -// m_sprScrollingBlobs[j][i].SetX(CENTER_X-(SCREEN_WIDTH/2)+30+(i*30.0f)); // keep them at equal distance when they arrive -// else // set 2 -// m_sprScrollingBlobs[j][i].SetX(CENTER_X+(SCREEN_WIDTH/2)+30-70-(i*30.0f)); -// -// AddChild( &m_sprScrollingBlobs[j][i] ); -// } -// } -// -// ////////////////////////////// -// // END scrolling blobs // -// ////////////////////////////// -// -// ////////////////////////////// -// // START stage name // -// ////////////////////////////// -// -// // in this bit we write the stage name onto the screen -// // basically instead of 1st 2nd 3rd e.t.c. -// // ez2dancer spells it fully -// // The First Stage.... The Second Stage -// // this is what this bit implements -// -// -// // write the stage name -// m_stagename.LoadFromFont( THEME->GetPathToF("Stage ez2") ); -// m_stagename.SetShadowLength( 0 ); -// -// m_stagename.SetXY( CENTER_X+400, CENTER_Y-30+element_y_offsets ); // set initial position -// -// const int iStageNo = GAMESTATE->GetStageIndex()+1; -// switch (iStageNo) // from the stage number figure out which text to use -// { -// case 0: m_stagename.SetText( "THE NEXT STAGE" ); break; -// case 1: m_stagename.SetText( "THE FIRST STAGE" ); break; -// case 2: m_stagename.SetText( "THE SECOND STAGE" ); break; -// case 3: m_stagename.SetText( "THE THIRD STAGE" ); break; -// case 4: m_stagename.SetText( "THE FOURTH STAGE" ); break; -// case 5: m_stagename.SetText( "THE FIFTH STAGE" ); break; -// case 6: m_stagename.SetText( "THE SIXTH STAGE" ); break; -// case 7: m_stagename.SetText( "THE SEVENTH STAGE" ); break; -// case 8: case 9: m_stagename.SetText("THE NEXT STAGE"); break; -// default: m_stagename.SetText( "" ); break; // make this text disappear. -// } -// -// m_stagename.SetDiffuse( RageColor(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour -// -// if (stage_mode == MODE_FINAL) // if we're final stage -// { -// m_stagename.SetDiffuse( RageColor(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour -// m_stagename.SetText( "THE FINAL STAGE" ); -// } -// -// m_stagename.BeginTweening(0.5f); // start tweening them to their new home -// -// m_stagename.SetX(CENTER_X+70); // set their new locations -// AddChild( &m_stagename ); //add the actor -// -// this->AddChild( &m_frameStage ); -// -// ////////////////////////////// -// // END stage name // -// ////////////////////////////// -// -// m_sprStage.SetZoom( 0 ); // hide this element for Ez2 :) -// } -// -// this->AddChild( &m_Fade ); // fade should draw last, on top of everything else -// m_Fade.SetOpened(); -//*/ - - //this->PostScreenMessage( SM_DoneFadingIn, 1.0f ); - //this->PostScreenMessage( SM_StartFadingOut, 4.0f ); } void ScreenStage::Update( float fDeltaTime ) @@ -609,9 +112,7 @@ void ScreenStage::Update( float fDeltaTime ) Screen::Update( fDeltaTime ); int p; for( p=0; pm_bShowBanners ) if( GAMESTATE->m_pCurSong != NULL) @@ -656,12 +157,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM ) OFF_COMMAND( m_Artist ); OFF_COMMAND( m_Banner ); break; - //case SM_StartFadingOut: - // m_Fade.CloseWipingRight( SM_GoToNextScreen ); - // break; - //case SM_DoneFadingIn: - // SCREENMAN->PrepNewScreen( "ScreenGameplay" ); - // break; case SM_GoToNextScreen: SCREENMAN->LoadPreppedScreen(); /* use prepped */ break; diff --git a/stepmania/src/ScreenStage.h b/stepmania/src/ScreenStage.h index 8bb9ffc699..a09c8d9b81 100644 --- a/stepmania/src/ScreenStage.h +++ b/stepmania/src/ScreenStage.h @@ -28,33 +28,6 @@ public: virtual void MenuBack( PlayerNumber pn ); private: - - - // Ez2 and Pump Stage screens should be re-implemented as BGAnimations - -/* - // Common Elements - 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 - - Sprite m_sprbg[3]; - Sprite m_sprbgxtra; - Sprite m_sprScrollingBlobs[2][20]; - BitmapText m_ez2ukm[2]; - BitmapText m_stagename; - BitmapText m_stagedesc[2]; - - // Pump Elements - - Sprite m_sprSongBackground; - - Quad m_quadMask; // write this into ZBuffer as a mask -*/ Transition m_In, m_Out, m_Back; BGAnimation m_Background; BGAnimation m_Overlay; // overlays all elements except bitmaptexts