#ifndef SCREEN_EVALUATION_H #define SCREEN_EVALUATION_H #include "ScreenWithMenuElements.h" #include "Sprite.h" #include "BitmapText.h" #include "GradeDisplay.h" #include "Banner.h" #include "PercentageDisplay.h" #include "ActorUtil.h" #include "RageSound.h" #include "ThemeMetric.h" #include "RollingNumbers.h" /** * @brief How many songs are shown at the end? * * In the traditional summary, only the last three stages are shown. * If any extra stages are passed, those get shown as well. */ const int MAX_SONGS_TO_SHOW = 5; /** @brief The different judgment lines shown. */ enum JudgmentLine { JudgmentLine_W1, /**< The line showing absolutely perfect hits. */ JudgmentLine_W2, /**< The line showing just-a-smidge-off perfect hits. */ JudgmentLine_W3, /**< The line showing almost perfect hits. */ JudgmentLine_W4, /**< The line showing hits that were not that good. */ JudgmentLine_W5, /**< The line showing hits that were almost missed. */ JudgmentLine_Miss, /**< The line showing missed notes. */ JudgmentLine_Held, /**< The line showing held down notes. */ JudgmentLine_MaxCombo, /**< The line showing the player's max combo. */ NUM_JudgmentLine, /**< The number of judgment lines available. */ JudgmentLine_Invalid }; /** @brief The number of details based on the radar categories. */ enum DetailLine { DetailLine_NumSteps, /**< The number of steps hit. */ DetailLine_Jumps, /**< The number of jumps hit together. */ DetailLine_Holds, /**< The number of holds held. */ DetailLine_Mines, /**< The number of mines avoided. */ DetailLine_Hands, /**< The number of hands hit (somehow) */ DetailLine_Rolls, /**< The number of rolls hit repeatedly. */ DetailLine_Lifts, /**< The number of lifts lifted up. */ DetailLine_Fakes, /**< The number of fakes to be ignored. */ NUM_DetailLine /**< The nuber of detailed lines. */ }; /** @brief Shows the player their score after gameplay has ended. */ class ScreenEvaluation : public ScreenWithMenuElements { public: virtual void Init(); virtual bool Input( const InputEventPlus &input ); virtual void HandleScreenMessage( const ScreenMessage SM ); virtual bool MenuBack( const InputEventPlus &input ); virtual bool MenuStart( const InputEventPlus &input ); virtual void PushSelf( lua_State *L ); StageStats *GetStageStats() { return m_pStageStats; } protected: void HandleMenuStart(); bool m_bSummary; StageStats *m_pStageStats; StageStats m_FinalEvalStageStats; // banner area Banner m_LargeBanner; AutoActor m_sprLargeBannerFrame; BitmapText m_textPlayerOptions[NUM_PLAYERS]; BitmapText m_textSongOptions; AutoActor m_sprDisqualified[NUM_PLAYERS]; Banner m_SmallBanner[MAX_SONGS_TO_SHOW]; AutoActor m_sprSmallBannerFrame[MAX_SONGS_TO_SHOW]; // grade area AutoActor m_sprGradeFrame[NUM_PLAYERS]; GradeDisplay m_Grades[NUM_PLAYERS]; // points area PercentageDisplay m_Percent[NUM_PLAYERS]; AutoActor m_sprPercentFrame[NUM_PLAYERS]; // bonus area AutoActor m_sprBonusFrame[NUM_PLAYERS]; Sprite m_sprPossibleBar[NUM_PLAYERS][NUM_RadarCategory]; Sprite m_sprActualBar[NUM_PLAYERS][NUM_RadarCategory]; // survived area AutoActor m_sprSurvivedFrame[NUM_PLAYERS]; BitmapText m_textSurvivedNumber[NUM_PLAYERS]; // win area AutoActor m_sprWinFrame[NUM_PLAYERS]; Sprite m_sprWin[NUM_PLAYERS]; // judgment area AutoActor m_sprSharedJudgmentLineLabels[NUM_JudgmentLine]; RollingNumbers m_textJudgmentLineNumber[NUM_JudgmentLine][NUM_PLAYERS]; // stats area AutoActor m_sprDetailFrame[NUM_PLAYERS]; BitmapText m_textDetailText[NUM_DetailLine][NUM_PLAYERS]; // score area AutoActor m_sprScoreLabel; RollingNumbers m_textScore[NUM_PLAYERS]; // time area AutoActor m_sprTimeLabel; BitmapText m_textTime[NUM_PLAYERS]; RageSound m_soundStart; // sound played if the player passes or fails ThemeMetric SUMMARY; ThemeMetric ROLLING_NUMBERS_CLASS; ThemeMetric ROLLING_NUMBERS_MAX_COMBO_CLASS; /** @brief Did a player save a screenshot of their score? */ bool m_bSavedScreenshot[NUM_PLAYERS]; }; #endif /** * @file * @author Chris Danford (c) 2001-2004 * @section LICENSE * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */