Files
itgmania212121/stepmania/src/ScreenEvaluation.h
T
Chris Danford 3ff91dffb0 NEW FEATURE: AutoSync status now shown during gameplay with icon
NEW FEATURE:  added autogen icon to select music
NEW FEATURE:  toggle for easter eggs in Machine Options
NEW FEATURE:  marvelous step timing togglable in Machine Options
NEW FEATURE:  Grade AAAA (all marvelous)
CHANGE:  Only show ScreenHowToPlay if at least one player chose easy
2003-01-11 08:55:21 +00:00

93 lines
2.6 KiB
C++

/*
-----------------------------------------------------------------------------
Class: ScreenEvaluation
Desc: Shows the user their score after gameplay has ended.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "GradeDisplay.h"
#include "MenuElements.h"
#include "Banner.h"
#include "ScoreDisplayNormal.h"
#include "StageBox.h"
#include "BannerWithFrame.h"
#include "DifficultyIcon.h"
const int NUM_JUDGE_LINES = 8; // marvelous, perfect, great, good, boo, miss, ok, max_combo
const int STAGES_TO_SHOW_IN_SUMMARY = 3; // only show the latest three stages in a summary
class ScreenEvaluation : public Screen
{
public:
ScreenEvaluation( bool bFinalEval = false );
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
virtual void TweenOnScreen();
virtual void TweenOffScreen();
virtual void MenuLeft( PlayerNumber pn );
virtual void MenuRight( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
virtual void MenuStart( PlayerNumber pn );
protected:
enum ResultMode { RM_ARCADE_STAGE, RM_ARCADE_SUMMARY, RM_ONI };
ResultMode m_ResultMode;
MenuElements m_Menu;
BannerWithFrame m_BannerWithFrame[STAGES_TO_SHOW_IN_SUMMARY];
BitmapText m_textStage;
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
// used in arcade
Sprite m_sprGradeFrame[NUM_PLAYERS];
GradeDisplay m_Grades[NUM_PLAYERS];
// used in Oni/Endless
Sprite m_sprPercentFrame[NUM_PLAYERS];
BitmapText m_textOniPercentLarge[NUM_PLAYERS];
BitmapText m_textOniPercentSmall[NUM_PLAYERS];
// used in arcade
Sprite m_sprBonusFrame[NUM_PLAYERS];
Sprite m_sprPossibleBar[NUM_PLAYERS][NUM_RADAR_VALUES];
Sprite m_sprActualBar[NUM_PLAYERS][NUM_RADAR_VALUES];
// used in Oni/Endless
Sprite m_sprCourseFrame[NUM_PLAYERS];
BitmapText m_textTime[NUM_PLAYERS];
BitmapText m_textSongsSurvived[NUM_PLAYERS];
Sprite m_sprJudgeLabels[NUM_JUDGE_LINES];
BitmapText m_textJudgeNumbers[NUM_JUDGE_LINES][NUM_PLAYERS];
Sprite m_sprScoreLabel;
ScoreDisplayNormal m_ScoreDisplay[NUM_PLAYERS];
Sprite m_sprNewRecord[NUM_PLAYERS];
bool m_bTryExtraStage;
Sprite m_sprTryExtraStage;
};
class ScreenFinalEvaluation : public ScreenEvaluation
{
public:
ScreenFinalEvaluation() : ScreenEvaluation(true) {};
};