2199e7aafb
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.
153 lines
5.4 KiB
C++
153 lines
5.4 KiB
C++
#ifndef SCREEN_EVALUATION_H
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#define SCREEN_EVALUATION_H
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#include "ScreenWithMenuElements.h"
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#include "Sprite.h"
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#include "BitmapText.h"
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#include "GradeDisplay.h"
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#include "Banner.h"
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#include "PercentageDisplay.h"
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#include "ActorUtil.h"
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#include "RageSound.h"
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#include "ThemeMetric.h"
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#include "RollingNumbers.h"
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/**
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* @brief How many songs are shown at the end?
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*
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* In the traditional summary, only the last three stages are shown.
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* If any extra stages are passed, those get shown as well. */
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const int MAX_SONGS_TO_SHOW = 5;
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/** @brief The different judgment lines shown. */
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enum JudgmentLine
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{
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JudgmentLine_W1, /**< The line showing absolutely perfect hits. */
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JudgmentLine_W2, /**< The line showing just-a-smidge-off perfect hits. */
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JudgmentLine_W3, /**< The line showing almost perfect hits. */
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JudgmentLine_W4, /**< The line showing hits that were not that good. */
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JudgmentLine_W5, /**< The line showing hits that were almost missed. */
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JudgmentLine_Miss, /**< The line showing missed notes. */
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JudgmentLine_Held, /**< The line showing held down notes. */
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JudgmentLine_MaxCombo, /**< The line showing the player's max combo. */
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NUM_JudgmentLine, /**< The number of judgment lines available. */
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JudgmentLine_Invalid
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};
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/** @brief The number of details based on the radar categories. */
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enum DetailLine
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{
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DetailLine_NumSteps, /**< The number of steps hit. */
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DetailLine_Jumps, /**< The number of jumps hit together. */
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DetailLine_Holds, /**< The number of holds held. */
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DetailLine_Mines, /**< The number of mines avoided. */
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DetailLine_Hands, /**< The number of hands hit (somehow) */
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DetailLine_Rolls, /**< The number of rolls hit repeatedly. */
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DetailLine_Lifts, /**< The number of lifts lifted up. */
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DetailLine_Fakes, /**< The number of fakes to be ignored. */
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NUM_DetailLine /**< The nuber of detailed lines. */
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};
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/** @brief Shows the player their score after gameplay has ended. */
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class ScreenEvaluation : public ScreenWithMenuElements
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{
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public:
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ScreenEvaluation();
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virtual ~ScreenEvaluation();
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virtual void Init();
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virtual bool Input( const InputEventPlus &input );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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virtual bool MenuBack( const InputEventPlus &input );
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virtual bool MenuStart( const InputEventPlus &input );
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virtual void PushSelf( lua_State *L );
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StageStats *GetStageStats() { return m_pStageStats; }
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protected:
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void HandleMenuStart();
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bool m_bSummary;
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StageStats *m_pStageStats;
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StageStats m_FinalEvalStageStats;
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// banner area
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Banner m_LargeBanner;
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AutoActor m_sprLargeBannerFrame;
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BitmapText m_textPlayerOptions[NUM_PLAYERS];
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BitmapText m_textSongOptions;
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AutoActor m_sprDisqualified[NUM_PLAYERS];
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Banner m_SmallBanner[MAX_SONGS_TO_SHOW];
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AutoActor m_sprSmallBannerFrame[MAX_SONGS_TO_SHOW];
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// grade area
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AutoActor m_sprGradeFrame[NUM_PLAYERS];
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GradeDisplay m_Grades[NUM_PLAYERS];
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// points area
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PercentageDisplay m_Percent[NUM_PLAYERS];
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AutoActor m_sprPercentFrame[NUM_PLAYERS];
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// bonus area
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AutoActor m_sprBonusFrame[NUM_PLAYERS];
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Sprite m_sprPossibleBar[NUM_PLAYERS][NUM_RadarCategory];
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Sprite m_sprActualBar[NUM_PLAYERS][NUM_RadarCategory];
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// survived area
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AutoActor m_sprSurvivedFrame[NUM_PLAYERS];
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BitmapText m_textSurvivedNumber[NUM_PLAYERS];
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// win area
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AutoActor m_sprWinFrame[NUM_PLAYERS];
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Sprite m_sprWin[NUM_PLAYERS];
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// judgment area
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AutoActor m_sprSharedJudgmentLineLabels[NUM_JudgmentLine];
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RollingNumbers m_textJudgmentLineNumber[NUM_JudgmentLine][NUM_PLAYERS];
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// stats area
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AutoActor m_sprDetailFrame[NUM_PLAYERS];
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BitmapText m_textDetailText[NUM_DetailLine][NUM_PLAYERS];
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// score area
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AutoActor m_sprScoreLabel;
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RollingNumbers m_textScore[NUM_PLAYERS];
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// time area
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AutoActor m_sprTimeLabel;
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BitmapText m_textTime[NUM_PLAYERS];
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RageSound m_soundStart; // sound played if the player passes or fails
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ThemeMetric<bool> SUMMARY;
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ThemeMetric<RString> ROLLING_NUMBERS_CLASS;
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ThemeMetric<RString> ROLLING_NUMBERS_MAX_COMBO_CLASS;
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/** @brief Did a player save a screenshot of their score? */
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bool m_bSavedScreenshot[NUM_PLAYERS];
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};
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#endif
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/**
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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