use PercentageDisplay
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@@ -11,7 +11,6 @@
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*/
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#include "LifeMeterBattery.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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@@ -22,13 +21,8 @@ const float BATTERY_X[NUM_PLAYERS] = { -92, +92 };
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const float NUM_X[NUM_PLAYERS] = { BATTERY_X[0], BATTERY_X[1] };
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const float NUM_Y = +2;
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const float PERCENT_X[NUM_PLAYERS] = { +20, -20 };
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const float PERCENT_Y = 0;
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const float BATTERY_BLINK_TIME = 1.2f;
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const int NUM_DANCE_POINT_DIGITS = 5;
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LifeMeterBattery::LifeMeterBattery()
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{
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@@ -62,27 +56,18 @@ void LifeMeterBattery::Load( PlayerNumber pn )
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if( bPlayerEnabled )
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this->AddChild( &m_textNumLives );
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m_textPercent.LoadFromNumbers( THEME->GetPathToN("LifeMeterBattery percent") );
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m_textPercent.EnableShadow( false );
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m_textPercent.SetZoom( 0.7f );
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if(PREFSMAN->m_bDancePointsForOni)
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m_textPercent.SetText( " " );
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else
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m_textPercent.SetText( "00.0%" );
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if( bPlayerEnabled )
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this->AddChild( &m_textPercent );
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m_sprFrame.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetZoomX( pn==PLAYER_1 ? 1.0f : -1.0f );
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m_sprBattery.SetX( BATTERY_X[pn] );
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m_textNumLives.SetX( NUM_X[pn] );
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m_textNumLives.SetY( NUM_Y );
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m_textPercent.SetX( PERCENT_X[pn] );
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m_textPercent.SetY( PERCENT_Y );
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m_textPercent.SetDiffuse( PlayerToColor(pn) ); // light blue
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if( bPlayerEnabled )
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{
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m_Percent.SetName( "LifeMeterBattery" );
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m_Percent.Load( pn );
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this->AddChild( &m_Percent );
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}
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Refresh();
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}
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@@ -152,26 +137,6 @@ void LifeMeterBattery::ChangeLife( HoldNoteScore score, TapNoteScore tscore )
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void LifeMeterBattery::OnDancePointsChange()
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{
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int iActualDancePoints = GAMESTATE->m_CurStageStats.iActualDancePoints[m_PlayerNumber];
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CString sNumToDisplay;
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if(!PREFSMAN->m_bDancePointsForOni)
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{
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int iPossibleDancePoints = GAMESTATE->m_CurStageStats.iPossibleDancePoints[m_PlayerNumber];
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iPossibleDancePoints = max( 1, iPossibleDancePoints );
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float fPercentDancePoints = iActualDancePoints / (float)iPossibleDancePoints + 0.00001f; // correct for rounding errors
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// LOG->Trace( "Actual %d, Possible %d, Percent %f\n", iActualDancePoints, iPossibleDancePoints, fPercentDancePoints );
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float fNumToDisplay = MAX( 0, fPercentDancePoints*100 );
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sNumToDisplay = ssprintf("%03.1f%%", fNumToDisplay);
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if( sNumToDisplay.GetLength() == 4 )
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sNumToDisplay = "0" + sNumToDisplay;
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}
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else
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sNumToDisplay = ssprintf( "%*d", NUM_DANCE_POINT_DIGITS , iActualDancePoints );
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m_textPercent.SetText( sNumToDisplay );
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}
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@@ -16,6 +16,7 @@
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#include "Sprite.h"
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#include "BitmapText.h"
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#include "RageSound.h"
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#include "PercentageDisplay.h"
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class LifeMeterBattery : public LifeMeter
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@@ -48,7 +49,8 @@ private:
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Sprite m_sprFrame;
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Sprite m_sprBattery;
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BitmapText m_textNumLives;
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BitmapText m_textPercent;
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PercentageDisplay m_Percent;
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RageSound m_soundLoseLife;
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RageSound m_soundGainLife;
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