107 lines
3.0 KiB
C++
107 lines
3.0 KiB
C++
#include "global.h"
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#include "PercentageDisplay.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#include "PrefsManager.h"
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#include "ActorUtil.h"
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#include "RageLog.h"
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#include "StageStats.h"
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#define DANCE_POINT_DIGITS THEME->GetMetricI(m_sName,"DancePointsDigits")
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#define PERCENT_DECIMAL_PLACES THEME->GetMetricI(m_sName,"PercentDecimalPlaces")
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#define PERCENT_TOTAL_SIZE THEME->GetMetricI(m_sName,"PercentTotalSize")
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#define PERCENT_USE_REMAINDER THEME->GetMetricB(m_sName,"PercentUseRemainder")
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PercentageDisplay::PercentageDisplay()
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{
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m_pSource = NULL;
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}
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void PercentageDisplay::Load( PlayerNumber pn, StageStats* pSource, bool bAutoRefresh )
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{
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ASSERT( m_sName != "" ); // set this!
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m_PlayerNumber = pn;
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m_pSource = pSource;
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m_bAutoRefresh = bAutoRefresh;
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m_Last = -1;
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if( PREFSMAN->m_bDancePointsForOni )
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m_textPercent.SetName( ssprintf("DancePointsP%i", pn+1) );
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else
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m_textPercent.SetName( ssprintf("PercentP%i", pn+1) );
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m_textPercent.LoadFromFont( THEME->GetPathN(m_sName,"text") );
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SET_XY_AND_ON_COMMAND( m_textPercent );
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this->AddChild( &m_textPercent );
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if( !PREFSMAN->m_bDancePointsForOni && PERCENT_USE_REMAINDER )
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{
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m_textPercentRemainder.SetName( ssprintf("PercentRemainderP%d",pn+1) );
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m_textPercentRemainder.LoadFromFont( THEME->GetPathToN(m_sName + " remainder") );
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SET_XY_AND_ON_COMMAND( m_textPercentRemainder );
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m_textPercentRemainder.SetText( "456" );
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this->AddChild( &m_textPercentRemainder );
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}
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Refresh();
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}
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void PercentageDisplay::TweenOffScreen()
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{
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OFF_COMMAND( m_textPercent );
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if( !PREFSMAN->m_bDancePointsForOni && PERCENT_USE_REMAINDER )
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OFF_COMMAND( m_textPercentRemainder );
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}
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void PercentageDisplay::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( m_bAutoRefresh )
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Refresh();
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}
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void PercentageDisplay::Refresh()
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{
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const int iActualDancePoints = m_pSource->iActualDancePoints[m_PlayerNumber];
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if( iActualDancePoints == m_Last )
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return;
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m_Last = iActualDancePoints;
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CString sNumToDisplay;
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if( !PREFSMAN->m_bDancePointsForOni )
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{
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float fPercentDancePoints = m_pSource->GetPercentDancePoints( m_PlayerNumber );
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// clamp percentage - feedback is that negative numbers look weird here.
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CLAMP( fPercentDancePoints, 0.f, 1.f );
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if( PERCENT_USE_REMAINDER )
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{
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int iPercentWhole = int(fPercentDancePoints*100);
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int iPercentRemainder = int( (fPercentDancePoints*100 - int(fPercentDancePoints*100)) * 10 );
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sNumToDisplay = ssprintf( "%2d", iPercentWhole );
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m_textPercentRemainder.SetText( ssprintf(".%01d%%", iPercentRemainder) );
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}
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else
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{
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float fNumToDisplay = fPercentDancePoints*100;
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sNumToDisplay = ssprintf( "%*.*f%%", PERCENT_TOTAL_SIZE, PERCENT_DECIMAL_PLACES, fNumToDisplay );
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// HACK: Use the last frame in the numbers texture as '-'
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sNumToDisplay.Replace('-','x');
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}
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}
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else
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sNumToDisplay = ssprintf( "%*d", DANCE_POINT_DIGITS, max( 0, iActualDancePoints ) );
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m_textPercent.SetText( sNumToDisplay );
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}
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/*
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* Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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* Chris Danford
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*/
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