Files
itgmania212121/stepmania/src/GradeDisplay.h
T
Andrew Wong d27a25e472 Revamped the unlock system. Currently it supports the following methods:
DP - dance points, what Miryokuteki had in place
AP - arcade points, like MAX2 arcade
SP - song points, like MAX2 home (though I don't know the exact system)
CS - clear stages, like 5th home

Somewhat strewn but not supported yet:
!! - Toastys seen
EC - cleared extra stages
EF - fail extra stage (don't quote me on these two yet, I haven't tried them yet)
RO - roulette (theres fifteen roulette slots, but its not implemented yet)

Also updated the INI to store values for these means of unlocking.  The system
still isn't "optimized" yet, though.
2003-07-07 10:22:53 +00:00

51 lines
1.1 KiB
C++

#ifndef GRADEDISPLAY_H
#define GRADEDISPLAY_H
/*
-----------------------------------------------------------------------------
Class: GradeDisplay
Desc: The grade shows on ScreenEvaluation
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Sprite.h"
#include "PrefsManager.h"
#include "Grade.h"
#include "PlayerNumber.h"
class GradeDisplay : public Sprite
{
public:
GradeDisplay();
virtual bool Load( RageTextureID ID );
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
void SetGrade( PlayerNumber pn, Grade g );
void Spin();
void SettleImmediately();
void SettleQuickly();
Grade GetGrade () const {return m_Grade;}
protected:
int GetFrameNo( PlayerNumber pn, Grade g );
PlayerNumber m_PlayerNumber;
Grade m_Grade;
// for scrolling; 0 = no, 1 = normal, 2 = quick
int m_bDoScrolling;
RectF m_frectStartTexCoords;
RectF m_frectDestTexCoords;
RectF m_frectCurTexCoords;
float m_fTimeLeftInScroll;
};
#endif