#include "global.h" #include "PercentageDisplay.h" #include "GameState.h" #include "ThemeManager.h" #include "PrefsManager.h" #include "ActorUtil.h" #include "RageLog.h" #include "StageStats.h" #include "PlayerState.h" #include "XmlFile.h" #include "Course.h" REGISTER_ACTOR_CLASS( PercentageDisplay ); PercentageDisplay::PercentageDisplay() { m_pPlayerState = nullptr; m_pPlayerStageStats = nullptr; m_Last = -1; m_LastMax = -1; m_iDancePointsDigits = 0; m_bUseRemainder = false; m_bAutoRefresh = false; m_FormatPercentScore.SetFromExpression( "FormatPercentScore" ); } void PercentageDisplay::LoadFromNode( const XNode* pNode ) { pNode->GetAttrValue( "DancePointsDigits", m_iDancePointsDigits ); pNode->GetAttrValue( "AutoRefresh", m_bAutoRefresh ); { Lua *L = LUA->Get(); if(pNode->PushAttrValue(L, "FormatPercentScore")) { m_FormatPercentScore.SetFromStack( L ); if(m_FormatPercentScore.GetLuaType() != LUA_TFUNCTION) { // Not reported as an error because _fallback and default provided bad // examples in their [LifeMeterBattery Percent]:Format metric and nobody // realized it was supposed to be set to a function. -Kyz LOG->Trace("Format attribute for PercentageDisplay named '%s' is not a function. Defaulting to 'FormatPercentScore'.", GetName().c_str()); m_FormatPercentScore.SetFromExpression("FormatPercentScore"); } } else { lua_pop(L, 1); } LUA->Release(L); } const XNode *pChild = pNode->GetChild( "Percent" ); if( pChild == nullptr ) { LuaHelpers::ReportScriptError(ActorUtil::GetWhere(pNode) + ": PercentageDisplay: missing the node \"Percent\""); // Make a BitmapText just so we don't crash. m_textPercent.LoadFromFont(THEME->GetPathF("", "Common Normal")); } else { m_textPercent.LoadFromNode( pChild ); } this->AddChild( &m_textPercent ); pChild = pNode->GetChild( "PercentRemainder" ); if( !ShowDancePointsNotPercentage() && pChild != nullptr ) { m_bUseRemainder = true; m_textPercentRemainder.LoadFromNode( pChild ); this->AddChild( &m_textPercentRemainder ); } // only run the Init command after we load Fonts. ActorFrame::LoadFromNode( pNode ); } void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats ) { m_pPlayerState = pPlayerState; m_pPlayerStageStats = pPlayerStageStats; Refresh(); } void PercentageDisplay::Load( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats, const RString &sMetricsGroup, bool bAutoRefresh ) { m_pPlayerState = pPlayerState; m_pPlayerStageStats = pPlayerStageStats; m_bAutoRefresh = bAutoRefresh; m_iDancePointsDigits = THEME->GetMetricI( sMetricsGroup, "DancePointsDigits" ); m_bUseRemainder = THEME->GetMetricB( sMetricsGroup, "PercentUseRemainder" ); m_FormatPercentScore = THEME->GetMetricR( sMetricsGroup, "Format" ); m_sPercentFormat = THEME->GetMetric( sMetricsGroup, "PercentFormat" ); m_sRemainderFormat = THEME->GetMetric( sMetricsGroup, "RemainderFormat" ); if(m_FormatPercentScore.GetLuaType() != LUA_TFUNCTION) { // Not reported as an error because _fallback and default provided bad // examples in their [LifeMeterBattery Percent]:Format metric and nobody // realized it was supposed to be set to a function. -Kyz LOG->Trace("Format metric is not a function in [%s]. Defaulting to 'FormatPercentScore'.", sMetricsGroup.c_str()); m_FormatPercentScore.SetFromExpression( "FormatPercentScore" ); } if( ShowDancePointsNotPercentage() ) m_textPercent.SetName( "DancePoints" + PlayerNumberToString(m_pPlayerState->m_PlayerNumber) ); else m_textPercent.SetName( "Percent" + PlayerNumberToString(m_pPlayerState->m_PlayerNumber) ); m_textPercent.LoadFromFont( THEME->GetPathF(sMetricsGroup,"text") ); ActorUtil::SetXY( m_textPercent, sMetricsGroup ); ActorUtil::LoadAllCommands( m_textPercent, sMetricsGroup ); this->AddChild( &m_textPercent ); if( !ShowDancePointsNotPercentage() && m_bUseRemainder ) { m_textPercentRemainder.SetName( "PercentRemainder" + PlayerNumberToString(m_pPlayerState->m_PlayerNumber) ); m_textPercentRemainder.LoadFromFont( THEME->GetPathF(sMetricsGroup,"remainder") ); ActorUtil::SetXY( m_textPercentRemainder, sMetricsGroup ); ActorUtil::LoadAllCommands( m_textPercentRemainder, sMetricsGroup ); ASSERT( m_textPercentRemainder.HasCommand("Off") ); m_textPercentRemainder.SetText( "456" ); this->AddChild( &m_textPercentRemainder ); } Refresh(); } void PercentageDisplay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); if( m_bAutoRefresh ) Refresh(); } void PercentageDisplay::Refresh() { const int iActualDancePoints = m_pPlayerStageStats->m_iActualDancePoints; const int iCurPossibleDancePoints = m_pPlayerStageStats->m_iCurPossibleDancePoints; if( iActualDancePoints == m_Last && iCurPossibleDancePoints == m_LastMax ) return; m_Last = iActualDancePoints; m_LastMax = iCurPossibleDancePoints; RString sNumToDisplay; if( ShowDancePointsNotPercentage() ) { sNumToDisplay = ssprintf( "%*d", m_iDancePointsDigits, std::max( 0, iActualDancePoints ) ); } else { float fPercentDancePoints = m_pPlayerStageStats->GetPercentDancePoints(); // clamp percentage - feedback is that negative numbers look weird here. CLAMP( fPercentDancePoints, 0.f, 1.f ); if( m_bUseRemainder ) { int iPercentWhole = int(fPercentDancePoints*100); int iPercentRemainder = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 ); sNumToDisplay = ssprintf( m_sPercentFormat.c_str(), iPercentWhole ); m_textPercentRemainder.SetText( ssprintf(m_sRemainderFormat.c_str(), iPercentRemainder) ); } else { if(m_FormatPercentScore.GetLuaType() == LUA_TFUNCTION) { Lua *L = LUA->Get(); m_FormatPercentScore.PushSelf( L ); LuaHelpers::Push( L, fPercentDancePoints ); RString Error= "Error running FormatPercentScore: "; LuaHelpers::RunScriptOnStack(L, Error, 1, 1, true); // 1 arg, 1 result LuaHelpers::Pop( L, sNumToDisplay ); LUA->Release(L); } // HACK: Use the last frame in the numbers texture as '-' Replace(sNumToDisplay, '-', 'x'); } } m_textPercent.SetText( sNumToDisplay ); } bool PercentageDisplay::ShowDancePointsNotPercentage() const { // Use straight dance points in workout because the percentage denominator isn't accurate - we don't know when the players are going to stop. if( GAMESTATE->m_pCurCourse ) { if( GAMESTATE->m_pCurCourse->m_fGoalSeconds > 0 ) return true; } return false; } #include "LuaBinding.h" /** @brief Allow Lua to have access to the PercentageDisplay. */ class LunaPercentageDisplay: public Luna { public: static int LoadFromStats( T* p, lua_State *L ) { const PlayerState *pStageStats = Luna::check( L, 1 ); const PlayerStageStats *pPlayerStageStats = Luna::check( L, 2 ); p->Load( pStageStats, pPlayerStageStats ); COMMON_RETURN_SELF; } LunaPercentageDisplay() { ADD_METHOD( LoadFromStats ); } }; LUA_REGISTER_DERIVED_CLASS( PercentageDisplay, ActorFrame ) // lua end /* * (c) 2001-2003 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */