#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" ThemeMetric PERCENT_DECIMAL_PLACES ( "PercentageDisplay", "PercentDecimalPlaces" ); ThemeMetric PERCENT_TOTAL_SIZE ( "PercentageDisplay", "PercentTotalSize" ); PercentageDisplay::PercentageDisplay() { m_pSource = NULL; } void PercentageDisplay::Load( PlayerNumber pn, PlayerStageStats* pSource, const CString &sMetricsGroup, bool bAutoRefresh ) { m_PlayerNumber = pn; m_pSource = pSource; m_bAutoRefresh = bAutoRefresh; m_Last = -1; m_LastMax = -1; DANCE_POINT_DIGITS.Load( sMetricsGroup, "DancePointsDigits" ); PERCENT_USE_REMAINDER.Load( sMetricsGroup, "PercentUseRemainder" ); APPLY_SCORE_DISPLAY_OPTIONS.Load( sMetricsGroup, "ApplyScoreDisplayOptions" ); if( PREFSMAN->m_bDancePointsForOni ) m_textPercent.SetName( ssprintf("DancePointsP%i", pn+1) ); else m_textPercent.SetName( ssprintf("PercentP%i", pn+1) ); m_textPercent.LoadFromFont( THEME->GetPathF(sMetricsGroup,"text") ); ActorUtil::SetXYAndOnCommand( m_textPercent, sMetricsGroup ); m_textPercent.AddCommand( "Off", THEME->GetMetricA(sMetricsGroup, m_textPercent.GetName()+"OffCommand") ); this->AddChild( &m_textPercent ); if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER ) { m_textPercentRemainder.SetName( ssprintf("PercentRemainderP%d",pn+1) ); m_textPercentRemainder.LoadFromFont( THEME->GetPathF(sMetricsGroup,"remainder") ); ActorUtil::SetXYAndOnCommand( m_textPercentRemainder, sMetricsGroup ); m_textPercentRemainder.AddCommand( "Off", THEME->GetMetricA(sMetricsGroup, m_textPercentRemainder.GetName()+"OffCommand") ); m_textPercentRemainder.SetText( "456" ); this->AddChild( &m_textPercentRemainder ); } Refresh(); } void PercentageDisplay::TweenOffScreen() { m_textPercent.PlayCommand( "Off" ); if( !PREFSMAN->m_bDancePointsForOni && (bool)PERCENT_USE_REMAINDER ) m_textPercentRemainder.PlayCommand( "Off" ); } void PercentageDisplay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); if( m_bAutoRefresh ) Refresh(); } void PercentageDisplay::Refresh() { const int iActualDancePoints = m_pSource->iActualDancePoints; const int iCurPossibleDancePoints = m_pSource->iCurPossibleDancePoints; if( iActualDancePoints == m_Last && iCurPossibleDancePoints == m_LastMax ) return; m_Last = iActualDancePoints; m_LastMax = iCurPossibleDancePoints; CString sNumToDisplay; if( PREFSMAN->m_bDancePointsForOni ) { sNumToDisplay = ssprintf( "%*d", (int) DANCE_POINT_DIGITS, max( 0, iActualDancePoints ) ); } else { float fPercentDancePoints = m_pSource->GetPercentDancePoints(); float fCurMaxPercentDancePoints = m_pSource->GetCurMaxPercentDancePoints(); if ( APPLY_SCORE_DISPLAY_OPTIONS ) { switch( GAMESTATE->m_pPlayerState[m_PlayerNumber]->m_CurrentPlayerOptions.m_ScoreDisplay ) { case PlayerOptions::SCORING_ADD: // nothing to do break; case PlayerOptions::SCORING_SUBTRACT: fPercentDancePoints = 1.0f - ( fCurMaxPercentDancePoints - fPercentDancePoints ); break; case PlayerOptions::SCORING_AVERAGE: if( fCurMaxPercentDancePoints == 0.0f ) // don't divide by zero fats fPercentDancePoints = 0.0f; else fPercentDancePoints = fPercentDancePoints / fCurMaxPercentDancePoints; break; } } // clamp percentage - feedback is that negative numbers look weird here. CLAMP( fPercentDancePoints, 0.f, 1.f ); if( PERCENT_USE_REMAINDER ) { int iPercentWhole = int(fPercentDancePoints*100); int iPercentRemainder = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 ); sNumToDisplay = ssprintf( "%2d", iPercentWhole ); m_textPercentRemainder.SetText( ssprintf(".%01d%%", iPercentRemainder) ); } else { sNumToDisplay = FormatPercentScore( fPercentDancePoints ); // HACK: Use the last frame in the numbers texture as '-' sNumToDisplay.Replace('-','x'); } } m_textPercent.SetText( sNumToDisplay ); } CString PercentageDisplay::FormatPercentScore( float fPercentDancePoints ) { // TRICKY: printf will round, but we want to truncate. Otherwise, we may display a percent // score that's too high and doesn't match up with the calculated grade. float fTruncInterval = powf( 0.1f, (float)PERCENT_TOTAL_SIZE-1 ); // TRICKY: ftruncf is rounding 1.0000000 to 0.99990004. Give a little boost to // fPercentDancePoints to correct for this. fPercentDancePoints += 0.000001f; fPercentDancePoints = ftruncf( fPercentDancePoints, fTruncInterval ); CString s = ssprintf( "%*.*f%%", (int)PERCENT_TOTAL_SIZE, (int)PERCENT_DECIMAL_PLACES, fPercentDancePoints*100 ); return s; } LuaFunction_Float( FormatPercentScore, PercentageDisplay::FormatPercentScore(a1) ) /* * (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. */