#include "stdafx.h" /* ----------------------------------------------------------------------------- Class: ScreenEvaluation Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ScreenEvaluation.h" #include "SongManager.h" #include "ScreenManager.h" #include "GameManager.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "Notes.h" #include "PrefsManager.h" #include "RageLog.h" #include "AnnouncerManager.h" #include "GameState.h" #include "GrooveRadar.h" #define BANNER_X THEME->GetMetricF("ScreenEvaluation","BannerX") #define BANNER_Y THEME->GetMetricF("ScreenEvaluation","BannerY") #define STAGE_X THEME->GetMetricF("ScreenEvaluation","StageX") #define STAGE_Y THEME->GetMetricF("ScreenEvaluation","StageY") #define GRADE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("GradeP%dX",p+1)) #define GRADE_Y THEME->GetMetricF("ScreenEvaluation","GradeY") #define PERCENT_BASE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("PercentBaseP%dX",p+1)) #define PERCENT_BASE_Y THEME->GetMetricF("ScreenEvaluation","PercentBaseY") #define JUDGE_LABELS_X THEME->GetMetricF("ScreenEvaluation","JudgeLabelsX") #define PERFECT_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("PerfectP%dX",p+1)) #define PERFECT_Y THEME->GetMetricF("ScreenEvaluation","PerfectY") #define GREAT_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("GreatP%dX",p+1)) #define GREAT_Y THEME->GetMetricF("ScreenEvaluation","GreatY") #define GOOD_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("GoodP%dX",p+1)) #define GOOD_Y THEME->GetMetricF("ScreenEvaluation","GoodY") #define BOO_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BooP%dX",p+1)) #define BOO_Y THEME->GetMetricF("ScreenEvaluation","BooY") #define MISS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("MissP%dX",p+1)) #define MISS_Y THEME->GetMetricF("ScreenEvaluation","MissY") #define OK_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("OKP%dX",p+1)) #define OK_Y THEME->GetMetricF("ScreenEvaluation","OKY") #define MAX_COMBO_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("MaxComboP%dX",p+1)) #define MAX_COMBO_Y THEME->GetMetricF("ScreenEvaluation","MaxComboY") #define SCORE_LABELS_X THEME->GetMetricF("ScreenEvaluation","ScoreLabelsX") #define SCORE_NUMBERS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("ScoreNumbersP%dX",p+1)) #define SCORE_Y THEME->GetMetricF("ScreenEvaluation","ScoreY") #define BONUS_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BonusP%dX",p+1)) #define BONUS_Y THEME->GetMetricF("ScreenEvaluation","BonusY") #define BAR_BASE_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BarP%dBaseX",p+1)) #define BAR_ROTATION( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("BarP%dRotation",p+1)) #define BAR_START_Y THEME->GetMetricF("ScreenEvaluation","BarStartY") #define BAR_SPACING_Y THEME->GetMetricF("ScreenEvaluation","BarSpacingY") #define BAR_WIDTH THEME->GetMetricF("ScreenEvaluation","BarWidth") #define BAR_HEIGHT THEME->GetMetricF("ScreenEvaluation","BarHeight") #define SONGS_SURVIVED_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("SongsSurvivedP%dX",p+1)) #define SONGS_SURVIVED_Y THEME->GetMetricF("ScreenEvaluation","SongsSurvivedY") #define NEW_RECORD_X( p ) THEME->GetMetricF("ScreenEvaluation",ssprintf("NewRecordP%dX",p+1)) #define NEW_RECORD_Y THEME->GetMetricF("ScreenEvaluation","NewRecordY") #define TRY_EXTRA_STAGE_X THEME->GetMetricF("ScreenEvaluation","TryExtraStageX") #define TRY_EXTRA_STAGE_Y THEME->GetMetricF("ScreenEvaluation","TryExtraStageY") #define HELP_TEXT THEME->GetMetric("ScreenEvaluation","HelpText") #define TIMER_SECONDS THEME->GetMetricI("ScreenEvaluation","TimerSeconds") #define SPIN_GRADES THEME->GetMetricB("ScreenEvaluation","SpinGrades") #define GRADES_GLOW_COLOR_1 THEME->GetMetricC("ScreenEvaluation","GradesGlowColor1") #define GRADES_GLOW_COLOR_2 THEME->GetMetricC("ScreenEvaluation","GradesGlowColor2") float JUDGE_X( int p, int l ) { switch( l ) { case 0: return PERFECT_X(p); case 1: return GREAT_X(p); case 2: return GOOD_X(p); case 3: return BOO_X(p); case 4: return MISS_X(p); case 5: return OK_X(p); case 6: return MAX_COMBO_X(p); 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; } } const ScreenMessage SM_GoToSelectMusic = ScreenMessage(SM_User+1); const ScreenMessage SM_GoToSelectCourse = ScreenMessage(SM_User+2); const ScreenMessage SM_GoToFinalEvaluation = ScreenMessage(SM_User+3); const ScreenMessage SM_GoToMusicScroll = ScreenMessage(SM_User+4); ScreenEvaluation::ScreenEvaluation( bool bSummary ) { LOG->Trace( "ScreenEvaluation::ScreenEvaluation()" ); int l, p; // for counting /////////////////////////// // Set m_ResultMode. This enum will make our life easier later when we init different pieces depending on context. /////////////////////////// switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: m_ResultMode = bSummary ? RM_ARCADE_SUMMARY : RM_ARCADE_STAGE; break; case PLAY_MODE_ONI: case PLAY_MODE_ENDLESS: m_ResultMode = RM_ONI; break; default: ASSERT(0); } /////////////////////////// // Figure out which statistics we're going to display /////////////////////////// int iPossibleDancePoints[NUM_PLAYERS]; int iActualDancePoints[NUM_PLAYERS]; int iTapNoteScores[NUM_PLAYERS][NUM_TAP_NOTE_SCORES]; int iHoldNoteScores[NUM_PLAYERS][NUM_HOLD_NOTE_SCORES]; int iMaxCombo[NUM_PLAYERS]; float fScore[NUM_PLAYERS]; float fPossibleRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; float fActualRadarValues[NUM_PLAYERS][NUM_RADAR_CATEGORIES]; switch( m_ResultMode ) { case RM_ARCADE_SUMMARY: COPY( iPossibleDancePoints, GAMESTATE->m_iAccumPossibleDancePoints ); COPY( iActualDancePoints, GAMESTATE->m_iAccumActualDancePoints ); COPY( iTapNoteScores, GAMESTATE->m_AccumTapNoteScores ); COPY( iHoldNoteScores, GAMESTATE->m_AccumHoldNoteScores ); COPY( iMaxCombo, GAMESTATE->m_iAccumMaxCombo ); COPY( fScore, GAMESTATE->m_fAccumScore ); COPY( fPossibleRadarValues, GAMESTATE->m_fAccumRadarPossible ); COPY( fActualRadarValues, GAMESTATE->m_fAccumRadarActual ); break; case RM_ARCADE_STAGE: case RM_ONI: COPY( iPossibleDancePoints, GAMESTATE->m_iPossibleDancePoints ); COPY( iActualDancePoints, GAMESTATE->m_iActualDancePoints ); COPY( iTapNoteScores, GAMESTATE->m_TapNoteScores ); COPY( iHoldNoteScores, GAMESTATE->m_HoldNoteScores ); COPY( iMaxCombo, GAMESTATE->m_iMaxCombo ); COPY( fScore, GAMESTATE->m_fScore ); COPY( fPossibleRadarValues, GAMESTATE->m_fRadarPossible ); COPY( fActualRadarValues, GAMESTATE->m_fRadarActual ); break; } /////////////////////////// // Andy: // Fake COOL! / GOOD / OOPS for Ez2dancer using the DDR Rankings. /* Todo: Accomodate this using theme metrics if( GAMESTATE->m_CurGame == GAME_EZ2 ) { for( int p=0; pm_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; pm_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; im_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; } ////////////////////////// // Init graphic elements ////////////////////////// m_Menu.Load( THEME->GetPathTo("Graphics","evaluation background"), THEME->GetPathTo("Graphics",m_ResultMode==RM_ARCADE_SUMMARY?"evaluation summary top edge":"evaluation top edge"), HELP_TEXT, true, TIMER_SECONDS ); this->AddSubActor( &m_Menu ); for( p=0; pIsPlayerEnabled( (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 ); m_ScoreDisplay[p].SetZoomY( 0.9f ); m_ScoreDisplay[p].SetDiffuseColor( PlayerToColor(p) ); this->AddSubActor( &m_ScoreDisplay[p] ); } // // Calculate grades // Grade grade[NUM_PLAYERS]; for( p=0; pIsPlayerEnabled(p) || GAMESTATE->m_fSecondsBeforeFail[p] != -1 ) { grade[p] = GRADE_E; } else { //Based on the percentage of your total "Dance Points" to the maximum possible number, the following rank is assigned: // //100% - AAA //93 % - AA //80 % - A //65 % - B //45 % - C //Less - D //Fail - E float fPercentDancePoints = iActualDancePoints[p] / (float)iPossibleDancePoints[p]; fPercentDancePoints = max( fPercentDancePoints, 0 ); if ( fPercentDancePoints >= 1.00 ) grade[p] = GRADE_AAA; else if( fPercentDancePoints >= 0.93 ) grade[p] = GRADE_AA; else if( fPercentDancePoints >= 0.80 ) grade[p] = GRADE_A; else if( fPercentDancePoints >= 0.65 ) grade[p] = GRADE_B; else if( fPercentDancePoints >= 0.45 ) grade[p] = GRADE_C; else grade[p] = GRADE_D; } } Grade max_grade = GRADE_NO_DATA; for( p=0; pIsPlayerEnabled(p) ) continue; if( grade[p] == GRADE_E ) continue; switch( m_ResultMode ) { case RM_ARCADE_STAGE: Notes* pNotes = GAMESTATE->m_pCurNotes[p]; pNotes->m_iNumTimesPlayed++; if( iMaxCombo[p] > pNotes->m_iMaxCombo ) pNotes->m_iMaxCombo = iMaxCombo[p]; if( fScore[p] > pNotes->m_iTopScore ) { pNotes->m_iTopScore = (int)fScore[p]; bNewRecord[p] = true; } if( grade[p] > pNotes->m_TopGrade ) pNotes->m_TopGrade = grade[p]; break; } } SONGMAN->SaveStatisticsToDisk(); m_bTryExtraStage = false; if( (GAMESTATE->IsFinalStage() || GAMESTATE->IsExtraStage()) && m_ResultMode==RM_ARCADE_STAGE ) { for( p=0; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip if( GAMESTATE->m_pCurNotes[p]->m_DifficultyClass == CLASS_HARD && grade[p] >= GRADE_AA ) m_bTryExtraStage = true; } } if( PREFSMAN->m_bEventMode ) m_bTryExtraStage = false; ////////////////////////// // Init non-ResultMode specific displays ////////////////////////// for( l=0; lGetPathTo("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; pIsPlayerEnabled( (PlayerNumber)p ) ) continue; // skip for( l=0; lGetPathTo("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; pIsPlayerEnabled( (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_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 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) ); // 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: { 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, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 ); if( SPIN_GRADES ) m_Grades[p].SpinAndSettleOn( grade[p] ); else m_Grades[p].SetGrade( (PlayerNumber)p, grade[p] ); this->AddSubActor( &m_Grades[p] ); // 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; lGetPathTo("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] ); } break; } } // Chris: If EZ2 wants to hide these things, place them off screen using theme metrics if( bNewRecord[p] ) { m_textNewRecord[p].LoadFromFont( THEME->GetPathTo("Fonts","header1") ); m_textNewRecord[p].SetXY( NEW_RECORD_X(p), NEW_RECORD_Y ); m_textNewRecord[p].SetShadowLength( 2 ); m_textNewRecord[p].SetText( "IT'S A NEW RECORD!" ); m_textNewRecord[p].SetZoom( 0.5f ); m_textNewRecord[p].SetEffectGlowing( 1.0f ); this->AddSubActor( &m_textNewRecord[p] ); } } if( m_bTryExtraStage ) { m_textTryExtraStage.LoadFromFont( THEME->GetPathTo("Fonts","header1") ); m_textTryExtraStage.SetXY( TRY_EXTRA_STAGE_X, TRY_EXTRA_STAGE_Y ); if( GAMESTATE->IsExtraStage() ) m_textTryExtraStage.SetText( "One More ExtraStage!!!" ); else m_textTryExtraStage.SetText( "Try ExtraStage!!!" ); m_textTryExtraStage.SetZoom( 1 ); m_textTryExtraStage.SetEffectGlowing( 1.0f ); this->AddSubActor( &m_textTryExtraStage ); SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","evaluation extra stage") ); } else { switch( m_ResultMode ) { case RM_ARCADE_STAGE: switch( max_grade ) { case GRADE_E: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation e") ); break; case GRADE_D: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation d") ); break; case GRADE_C: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation c") ); break; case GRADE_B: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation b") ); break; case GRADE_A: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation a") ); break; case GRADE_AA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation aa") ); break; case GRADE_AAA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation aaa") ); break; case GRADE_NO_DATA: default: ASSERT(0); // invalid grade } break; case RM_ONI: case RM_ARCADE_SUMMARY: switch( max_grade ) { case GRADE_E: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation e") ); break; case GRADE_D: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation d") ); break; case GRADE_C: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation c") ); break; case GRADE_B: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation b") ); break; case GRADE_A: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation a") ); break; case GRADE_AA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation aa") ); break; case GRADE_AAA: SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("evaluation aaa") ); break; case GRADE_NO_DATA: default: ASSERT(0); // invalid grade } break; default: ASSERT(0); } } m_Menu.TweenOnScreenFromBlack( SM_None ); MUSIC->LoadAndPlayIfNotAlready( THEME->GetPathTo("Sounds","evaluation music") ); } void ScreenEvaluation::TweenOnScreen() { int i, p; m_Menu.TweenOnScreenFromBlack( SM_None ); float fOriginalX, fOriginalY; for( i=0; i apActorsInBonusOrStageInfo; apActorsInBonusOrStageInfo.Add( &m_sprBonusFrame[p] ); for( i=0; iGetX(); 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 ); } CArray apActorsInGradeOrPercentFrame; apActorsInGradeOrPercentFrame.Add( &m_sprBonusFrame[p] ); apActorsInGradeOrPercentFrame.Add( &m_sprGradeFrame[p] ); apActorsInGradeOrPercentFrame.Add( &m_Grades[p] ); apActorsInGradeOrPercentFrame.Add( &m_sprPercentFrame[p] ); apActorsInGradeOrPercentFrame.Add( &m_textOniPercentLarge[p] ); apActorsInGradeOrPercentFrame.Add( &m_textOniPercentSmall[p] ); apActorsInGradeOrPercentFrame.Add( &m_textNewRecord[p] ); for( i=0; iGetZoomY(); apActorsInGradeOrPercentFrame[i]->SetZoomY( 0 ); apActorsInGradeOrPercentFrame[i]->BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); apActorsInGradeOrPercentFrame[i]->SetTweenZoomY( fOriginalZoomY ); } } float fOriginalZoomY = m_textTryExtraStage.GetZoomY(); m_textTryExtraStage.SetZoomY( 0 ); m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_textTryExtraStage.SetTweenZoomY( fOriginalZoomY ); } void ScreenEvaluation::TweenOffScreen() { int i, p; for( i=0; i apActorsInBonusOrStageInfo; apActorsInBonusOrStageInfo.Add( &m_sprBonusFrame[p] ); for( i=0; iBeginTweeningQueued( MENU_ELEMENTS_TWEEN_TIME, Actor::TWEEN_BIAS_END ); apActorsInBonusOrStageInfo[i]->SetTweenZoomY( 0 ); } CArray apActorsInGradeOrPercentFrame; apActorsInGradeOrPercentFrame.Add( &m_sprBonusFrame[p] ); apActorsInGradeOrPercentFrame.Add( &m_sprGradeFrame[p] ); apActorsInGradeOrPercentFrame.Add( &m_Grades[p] ); apActorsInGradeOrPercentFrame.Add( &m_sprPercentFrame[p] ); apActorsInGradeOrPercentFrame.Add( &m_textOniPercentLarge[p] ); apActorsInGradeOrPercentFrame.Add( &m_textOniPercentSmall[p] ); apActorsInGradeOrPercentFrame.Add( &m_textNewRecord[p] ); for( i=0; iBeginTweening( MENU_ELEMENTS_TWEEN_TIME ); apActorsInGradeOrPercentFrame[i]->SetTweenZoomY( 0 ); } } m_textTryExtraStage.BeginTweening( MENU_ELEMENTS_TWEEN_TIME ); m_textTryExtraStage.SetTweenZoomY( 0 ); } void ScreenEvaluation::Update( float fDeltaTime ) { Screen::Update( fDeltaTime ); } void ScreenEvaluation::DrawPrimitives() { m_Menu.DrawBottomLayer(); Screen::DrawPrimitives(); m_Menu.DrawTopLayer(); } void ScreenEvaluation::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { LOG->Trace( "ScreenEvaluation::Input()" ); if( m_Menu.IsClosing() ) return; Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenEvaluation::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_MenuTimer: MenuStart( PLAYER_INVALID ); break; case SM_GoToSelectMusic: SCREENMAN->SetNewScreen( "ScreenSelectMusic" ); break; case SM_GoToSelectCourse: SCREENMAN->SetNewScreen( "ScreenSelectCourse" ); break; case SM_GoToMusicScroll: SCREENMAN->SetNewScreen( "ScreenMusicScroll" ); break; case SM_GoToFinalEvaluation: SCREENMAN->SetNewScreen( "ScreenFinalEvaluation" ); break; } } void ScreenEvaluation::MenuBack( PlayerNumber p ) { MenuStart( p ); } void ScreenEvaluation::MenuStart( PlayerNumber p ) { TweenOffScreen(); m_Menu.StopTimer(); if( PREFSMAN->m_bEventMode ) { switch( GAMESTATE->m_PlayMode ) { case PLAY_MODE_ARCADE: m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic ); break; case PLAY_MODE_ONI: case PLAY_MODE_ENDLESS: m_Menu.TweenOffScreenToMenu( SM_GoToSelectCourse ); break; default: ASSERT(0); } } else // not event mode { if( m_bTryExtraStage ) m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic ); else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex == PREFSMAN->m_iNumArcadeStages-1 ) m_Menu.TweenOffScreenToMenu( SM_GoToFinalEvaluation ); else if( m_ResultMode == RM_ARCADE_STAGE && GAMESTATE->m_iCurrentStageIndex < PREFSMAN->m_iNumArcadeStages-1 ) m_Menu.TweenOffScreenToMenu( SM_GoToSelectMusic ); else m_Menu.TweenOffScreenToBlack( SM_GoToMusicScroll, false ); } // // Increment the stage counter. // GAMESTATE->m_iCurrentStageIndex++; }