d27a25e472
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.
51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
#ifndef GRADEDISPLAY_H
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#define GRADEDISPLAY_H
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/*
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-----------------------------------------------------------------------------
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Class: GradeDisplay
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Desc: The grade shows on ScreenEvaluation
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "Sprite.h"
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#include "PrefsManager.h"
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#include "Grade.h"
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#include "PlayerNumber.h"
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class GradeDisplay : public Sprite
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{
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public:
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GradeDisplay();
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virtual bool Load( RageTextureID ID );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void SetGrade( PlayerNumber pn, Grade g );
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void Spin();
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void SettleImmediately();
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void SettleQuickly();
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Grade GetGrade () const {return m_Grade;}
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protected:
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int GetFrameNo( PlayerNumber pn, Grade g );
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PlayerNumber m_PlayerNumber;
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Grade m_Grade;
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// for scrolling; 0 = no, 1 = normal, 2 = quick
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int m_bDoScrolling;
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RectF m_frectStartTexCoords;
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RectF m_frectDestTexCoords;
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RectF m_frectCurTexCoords;
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float m_fTimeLeftInScroll;
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};
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#endif
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