[ScreenNetEvaluation] add GetNumActivePlayers() binding, as well as UpdateNetEvalStats message (has one param, ActivePlayerIndex).
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@@ -33,16 +33,13 @@ void ScreenNetEvaluation::Init()
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m_pActivePlayer = pn;
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}
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if( m_pActivePlayer == PLAYER_1 )
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m_iShowSide = 2;
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else
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m_iShowSide = 1;
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m_iShowSide = (m_pActivePlayer == PLAYER_1) ? 2 : 1;
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m_rectUsersBG.SetWidth( USERSBG_WIDTH );
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m_rectUsersBG.SetHeight( USERSBG_HEIGHT );
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m_rectUsersBG.RunCommands( USERSBG_COMMAND );
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// XXX: The name should be ssprintf( "UsersBG%d", m_iShowSide ) and then
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// then LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND should be used.
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// XXX: The name should be set with m_iShowSide and then
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// LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND should be used. -aj
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m_rectUsersBG.SetName( "UsersBG" );
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m_rectUsersBG.SetXY(
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@@ -206,8 +203,30 @@ void ScreenNetEvaluation::UpdateStats()
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}
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m_textPlayerOptions[m_pActivePlayer].SetText( NSMAN->m_EvalPlayerData[m_iCurrentPlayer].playerOptions );
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// broadcast a message so themes know that the active player has changed. -aj
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Message msg("UpdateNetEvalStats");
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msg.SetParam( "ActivePlayerIndex", m_pActivePlayer );
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MESSAGEMAN->Broadcast(msg);
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}
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// lua start
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#include "LuaBinding.h"
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class LunaScreenNetEvaluation: public Luna<ScreenNetEvaluation>
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{
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public:
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static int GetNumActivePlayers( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumActivePlayers() ); return 1; }
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LunaScreenNetEvaluation()
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{
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ADD_METHOD( GetNumActivePlayers );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ScreenNetEvaluation, ScreenEvaluation )
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// lua end
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#endif
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/*
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@@ -10,6 +10,12 @@ class ScreenNetEvaluation: public ScreenEvaluation
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public:
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virtual void Init();
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// sm-ssc:
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int GetNumActivePlayers(){ return m_iActivePlayers; }
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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virtual void MenuLeft( const InputEventPlus &input );
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virtual void MenuUp( const InputEventPlus &input );
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