Files
itgmania212121/stepmania/src/ScreenSelectMusic.h
T
Andrew Livy 78d66da3d3 BGAnimation Layer now has a -really poor- tweening mechanism.
It barely takes into account -time-.

Pump How To Play BGA Screen now kinda complete, and uses the mechanism
(this is a for a demonstration on the kinds of things we need to support in
BGALayer to make truly unique animations, it shouldn't be carved in stone
and used as THE BGA Tweening system as it is.)
2003-01-12 18:41:24 +00:00

93 lines
2.5 KiB
C++

/*
-----------------------------------------------------------------------------
Class: ScreenSelectMusic
Desc: The screen in PLAY_MODE_ARCADE where you choose a Song and Notes.
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 "GameConstantsAndTypes.h"
#include "MusicWheel.h"
#include "Banner.h"
#include "FadingBanner.h"
#include "BPMDisplay.h"
#include "MenuElements.h"
#include "GrooveRadar.h"
#include "DifficultyIcon.h"
#include "FootMeter.h"
#include "OptionIconRow.h"
class ScreenSelectMusic : public Screen
{
public:
ScreenSelectMusic();
virtual ~ScreenSelectMusic();
virtual void DrawPrimitives();
virtual void Update( float fDeltaTime );
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 MenuStart( PlayerNumber pn );
virtual void MenuBack( PlayerNumber pn );
protected:
void TweenOnScreen();
void TweenOffScreen();
void TweenScoreOnAndOffAfterChangeSort();
void EasierDifficulty( PlayerNumber pn );
void HarderDifficulty( PlayerNumber pn );
void AfterNotesChange( PlayerNumber pn );
void AfterMusicChange();
void PlayMusicSample();
void SortOrderChanged();
void UpdateOptionsDisplays();
vector<Notes*> m_arrayNotes[NUM_PLAYERS];
int m_iSelection[NUM_PLAYERS];
MenuElements m_Menu;
Sprite m_sprBannerFrame;
FadingBanner m_Banner;
BPMDisplay m_BPMDisplay;
BitmapText m_textStage;
Sprite m_sprCDTitle;
Sprite m_sprDifficultyFrame[NUM_PLAYERS];
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
Sprite m_AutoGenIcon[NUM_PLAYERS];
GrooveRadar m_GrooveRadar;
// BitmapText m_textPlayerOptions[NUM_PLAYERS];
BitmapText m_textSongOptions;
OptionIconRow m_OptionIconRow[NUM_PLAYERS];
Sprite m_sprMeterFrame[NUM_PLAYERS];
FootMeter m_FootMeter[NUM_PLAYERS];
MusicSortDisplay m_MusicSortDisplay;
Sprite m_sprHighScoreFrame[NUM_PLAYERS];
ScoreDisplayNormal m_HighScore[NUM_PLAYERS];
MusicWheel m_MusicWheel;
bool m_bMadeChoice;
bool m_bGoToOptions;
Sprite m_sprOptionsMessage;
float m_fPlaySampleCountdown;
RageSound m_soundSelect;
RageSound m_soundChangeNotes;
RageSound m_soundOptionsChange;
RageSound m_soundLocked;
};