Files
itgmania212121/stepmania/src/ScreenEvaluation.h
T
Chris Danford 2929bacb08 show per-diffculty award on Eval screen every time it's received (not just the first time)
clean up ScreenEval PR and MR graphics
clean up Actor shadow parameters
2004-03-20 02:59:08 +00:00

162 lines
4.6 KiB
C++

#ifndef SCREEN_EVALUATION_H
#define SCREEN_EVALUATION_H
/*
-----------------------------------------------------------------------------
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 "Banner.h"
#include "DifficultyIcon.h"
#include "PercentageDisplay.h"
#include "GraphDisplay.h"
#include "ComboGraph.h"
#include "BGAnimation.h"
#include "ActorUtil.h"
#include "ConditionalBGA.h"
#include "HighScore.h"
const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
enum JudgeLine { marvelous, perfect, great, good, boo, miss, ok, max_combo, error, NUM_JUDGE_LINES };
enum StatsLine { jumps, holds, mines, hands, NUM_STATS_LINES };
// sound sequences for the evaluation screen
struct EvalSoundSequence
{
float fTime;
RageSound sSound;
};
class ScreenEvaluation : public Screen
{
public:
enum Type { stage, summary, course };
ScreenEvaluation( CString sClassName );
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:
void Init();
void CommitScores(
const StageStats &stageStats,
int iPersonalHighScoreIndexOut[NUM_PLAYERS],
int iMachineHighScoreIndexOut[NUM_PLAYERS],
RankingCategory rcOut[NUM_PLAYERS],
PerDifficultyAward pdaToShowOut[NUM_PLAYERS],
PeakComboAward pcaToShowOut[NUM_PLAYERS] );
void EndScreen();
Type m_Type;
float m_fScreenCreateTime;
BGAnimation m_bgOverlay;
ConditionalBGA m_bgCondBga;
MenuElements m_Menu;
// banner area
Banner m_LargeBanner;
Sprite m_sprLargeBannerFrame;
Sprite m_sprStage;
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
BitmapText m_textPlayerOptions[NUM_PLAYERS];
AutoActor m_sprDisqualified[NUM_PLAYERS];
Banner m_SmallBanner[MAX_SONGS_TO_SHOW];
Sprite m_sprSmallBannerFrame[MAX_SONGS_TO_SHOW];
// grade area
Sprite m_sprGradeFrame[NUM_PLAYERS];
GradeDisplay m_Grades[NUM_PLAYERS];
AutoActor m_sprGrade[NUM_PLAYERS];
// graph area
Sprite m_sprGraphFrame[NUM_PLAYERS];
GraphDisplay m_Graph[NUM_PLAYERS];
// combo area
ComboGraph m_Combo[NUM_PLAYERS];
// points area
bool m_bNewSongsUnlocked;
PercentageDisplay m_Percent[NUM_PLAYERS];
Sprite m_sprPercentFrame[NUM_PLAYERS];
// bonus area
Sprite m_sprBonusFrame[NUM_PLAYERS];
Sprite m_sprPossibleBar[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
Sprite m_sprActualBar[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
// survived area
Sprite m_sprSurvivedFrame[NUM_PLAYERS];
BitmapText m_textSurvivedNumber[NUM_PLAYERS];
// win area
Sprite m_sprWinFrame[NUM_PLAYERS];
Sprite m_sprWin[NUM_PLAYERS];
// judgment area
Sprite m_sprJudgeLabels[NUM_JUDGE_LINES];
BitmapText m_textJudgeNumbers[NUM_JUDGE_LINES][NUM_PLAYERS];
// stats area
AutoActor m_sprStatsLabel[NUM_STATS_LINES];
BitmapText m_textStatsText[NUM_STATS_LINES][NUM_PLAYERS];
// score area
Sprite m_sprScoreLabel;
BitmapText m_textScore[NUM_PLAYERS];
// total score area
Sprite m_sprTotalScoreLabel;
BitmapText m_textTotalScore[NUM_PLAYERS];
// time area
Sprite m_sprTimeLabel;
BitmapText m_textTime[NUM_PLAYERS];
// extra area
AutoActor m_sprMachineRecord[NUM_PLAYERS];
AutoActor m_sprPersonalRecord[NUM_PLAYERS];
bool m_bTryExtraStage;
Sprite m_sprTryExtraStage;
AutoActor m_PerDifficultyAward[NUM_PLAYERS];
bool m_bFailed;
RageSound m_soundStart; // sound played if the player passes or fails
// sound effects for other gametypes
RageSound m_sndPassFail; // sound played if the player passes or fails
bool m_bPassFailTriggered; // has the pass / fail sound been played yet?
RageTimer m_timerSoundSequences; // timer used for triggering sounds.
vector<EvalSoundSequence> m_SoundSequences; // a sequence of sounds to be played (although they're stored in no particular order!)
HighScore m_HighScore[NUM_PLAYERS];
bool m_bSavedScreenshot[NUM_PLAYERS];
};
#endif