Files
itgmania212121/stepmania/src/ScreenEvaluation.h
T

149 lines
4.2 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"
const int MAX_SONGS_TO_SHOW = 5; // In summary, we show last 3 stages, plus extra stages if passed
const int NUM_JUDGE_LINES = 9; // marvelous, perfect, great, good, boo, miss, ok, max_combo, error
const int NUM_STATS_LINES = 4; // jumps, holds, mines, hands
// 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 CommitScores( const StageStats &stageStats, int iPersonalHighScoreIndex[NUM_PLAYERS], int iMachineHighScoreIndex[NUM_PLAYERS], RankingCategory rc[NUM_PLAYERS] );
CString m_sName;
Type m_Type;
float m_fScreenCreateTime;
BGAnimation m_bgFailedBack;
BGAnimation m_bgFailedOverlay;
BGAnimation m_bgPassedOverlay;
MenuElements m_Menu;
// banner area
Banner m_LargeBanner;
Sprite m_sprLargeBannerFrame;
Sprite m_sprStage;
DifficultyIcon m_DifficultyIcon[NUM_PLAYERS];
BitmapText m_textPlayerOptions[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];
// 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
Sprite m_sprMachineRecord[NUM_PLAYERS];
Sprite m_sprPersonalRecord[NUM_PLAYERS];
bool m_bTryExtraStage;
Sprite m_sprTryExtraStage;
AutoActor m_FullCombo[NUM_PLAYERS];
bool m_bFailed;
// 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!)
};
#endif