#include "global.h" #include "PlayerScoreList.h" #include "GameCommand.h" #include "PlayerState.h" // // PlayerScoreItem // void PlayerScoreItem::Init( const PlayerState *pPlayerState, const PlayerStageStats *pPlayerStageStats ) { m_sprFrame.Load( THEME->GetPathG("PlayerScoreItem","Frame") ); this->AddChild( m_sprFrame ); m_score.Load( pPlayerState, pPlayerStageStats, "PlayerScoreItem Percent", true ); this->AddChild( &m_score ); } // // PlayerScoreList // PlayerScoreList::PlayerScoreList() { m_timerRefreshCountdown.Touch(); } static void PositionItem( LuaExpression &expr, Actor *pSelf, int iItemIndex, int iNumItems ) { Lua *L = LUA->Get(); expr.PushSelf( L ); ASSERT( !lua_isnil(L, -1) ); pSelf->PushSelf( L ); LuaHelpers::Push( iItemIndex, L ); LuaHelpers::Push( iNumItems, L ); lua_call( L, 3, 0 ); // 3 args, 0 results LUA->Release(L); } void PlayerScoreList::Init( vector vpPlayerState, vector vpPlayerStageStats ) { ASSERT( !vpPlayerState.empty() ); ASSERT( !vpPlayerStageStats.empty() ); m_vpPlayerState = vpPlayerState; m_vpPlayerStageStats = vpPlayerStageStats; m_vsprBullet.resize( vpPlayerState.size() ); m_vScoreItem.resize( vpPlayerState.size() ); // { LuaExpression expr; expr.SetFromExpression( THEME->GetMetric("PlayerScoreList","ItemPositionCommandFunction") ); Actor a; FOREACH( const PlayerState*, m_vpPlayerState, iter ) { int i = iter - m_vpPlayerState.begin(); PositionItem( expr, &a, i, vpPlayerState.size() ); m_vtsPositions.push_back( a.DestTweenState() ); } } GameCommand gc; FOREACH( const PlayerState*, m_vpPlayerState, iter ) { int i = iter - m_vpPlayerState.begin(); gc.m_iIndex = i; gc.m_MultiPlayer = (*iter)->m_mp; Lua *L = LUA->Get(); gc.PushSelf( L ); lua_setglobal( L, "ThisGameCommand" ); LUA->Release( L ); m_vsprBullet[i].Load( THEME->GetPathG("PlayerScoreList","Bullet") ); m_vsprBullet[i]->DestTweenState() = m_vtsPositions[i]; this->AddChild( m_vsprBullet[i] ); m_vScoreItem[i].Init( vpPlayerState[i], vpPlayerStageStats[i] ); this->AddChild( &m_vScoreItem[i] ); LUA->UnsetGlobal( "ThisGameCommand" ); } } void PlayerScoreList::Update( float fDelta ) { ActorFrame::Update( fDelta ); bool bTimeToRefresh = m_timerRefreshCountdown.PeekDeltaTime() > 0.5f; if( bTimeToRefresh ) m_timerRefreshCountdown.Touch(); if( bTimeToRefresh ) Refresh(); } struct EnabledPlayerIndexAndScore { int iEnabledPlayerIndex; float fScore; bool operator<( const EnabledPlayerIndexAndScore &other ) const { return fScore > other.fScore; } }; void PlayerScoreList::Refresh() { vector v; FOREACH( const PlayerStageStats*, m_vpPlayerStageStats, iter ) { int i = iter - m_vpPlayerStageStats.begin(); EnabledPlayerIndexAndScore t = { i, (*iter)->GetPercentDancePoints() }; v.push_back( t ); } stable_sort( v.begin(), v.end() ); FOREACH( EnabledPlayerIndexAndScore, v, iter ) { int i = iter - v.begin(); PlayerScoreItem &psi = m_vScoreItem[iter->iEnabledPlayerIndex]; psi.SetDrawOrder( -i ); psi.BeginTweening( 0.5f, Actor::TWEEN_DECELERATE ); psi.DestTweenState() = m_vtsPositions[i]; } this->SortByDrawOrder(); } /* * (c) 2004 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. */