Files
itgmania212121/src/ScreenEvaluation.h
T
Kyzentun 2199e7aafb Fixed GAMESTATE:GetCurrentStage to use correct logic for determining if all human players are on final stage.
THEME:GetPath lua functions can now pass true for the third arg if the element is optional.
Fixes to various StageDisplay things in default.
thify_number and thified_curstage_index lua functions added to default/Scripts/04 Other.lua.
2014-09-07 04:05:10 -06:00

153 lines
5.4 KiB
C++

#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:
ScreenEvaluation();
virtual ~ScreenEvaluation();
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<bool> SUMMARY;
ThemeMetric<RString> ROLLING_NUMBERS_CLASS;
ThemeMetric<RString> 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.
*/