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PaneDisplay.lua
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PaneDisplay.lua
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-- get the machine_profile now at file init; no need to keep fetching with each SetCommand
local machine_profile = PROFILEMAN:GetMachineProfile()
-- the height of the footer is defined in ./Graphics/_footer.lua, but we'll
-- use it here when calculating where to position the PaneDisplay
local footer_height = 32
-- height of the PaneDisplay in pixels
local pane_height = 60
local text_zoom = WideScale(0.8, 0.9)
-- -----------------------------------------------------------------------
-- Convenience function to return the SongOrCourse and StepsOrTrail for a
-- for a player.
local GetSongAndSteps = function(player)
local SongOrCourse = (GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentCourse()) or GAMESTATE:GetCurrentSong()
local StepsOrTrail = (GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentTrail(player)) or GAMESTATE:GetCurrentSteps(player)
return SongOrCourse, StepsOrTrail
end
-- -----------------------------------------------------------------------
local GetScoreFromProfile = function(profile, SongOrCourse, StepsOrTrail)
-- if we don't have everything we need, return nil
if not (profile and SongOrCourse and StepsOrTrail) then return nil end
return profile:GetHighScoreList(SongOrCourse, StepsOrTrail):GetHighScores()[1]
end
local GetScoreForPlayer = function(player)
local highScore
if PROFILEMAN:IsPersistentProfile(player) then
local SongOrCourse, StepsOrTrail = GetSongAndSteps(player)
highScore = GetScoreFromProfile(PROFILEMAN:GetProfile(player), SongOrCourse, StepsOrTrail)
end
return highScore
end
-- -----------------------------------------------------------------------
local SetNameAndScore = function(name, score, nameActor, scoreActor)
if not scoreActor or not nameActor then return end
scoreActor:settext(score)
nameActor:settext(name)
end
local GetMachineTag = function(gsEntry)
if not gsEntry then return end
if gsEntry["machineTag"] then
-- Make sure we only use up to 4 characters for space concerns.
return gsEntry["machineTag"]:sub(1, 4):upper()
end
-- User doesn't have a machineTag set. We'll "make" one based off of
-- their name.
if gsEntry["name"] then
-- 4 Characters is the "intended" length.
return gsEntry["name"]:sub(1,4):upper()
end
return ""
end
local GetScoresRequestProcessor = function(res, params)
local master = params.master
if master == nil then return end
-- If we're not hovering over a song when we get the request, then we don't
-- have to update anything. We don't have to worry about courses here since
-- we don't run the RequestResponseActor in CourseMode.
if GAMESTATE:GetCurrentSong() == nil then return end
local data = res.statusCode == 200 and JsonDecode(res.body) or nil
local requestCacheKey = params.requestCacheKey
-- If we have data, and the requestCacheKey is not in the cache, cache it.
if data ~= nil and SL.GrooveStats.RequestCache[requestCacheKey] == nil then
SL.GrooveStats.RequestCache[requestCacheKey] = {
Response=res,
Timestamp=GetTimeSinceStart()
}
end
for i=1,2 do
local paneDisplay = master:GetChild("PaneDisplayP"..i)
local machineScore = paneDisplay:GetChild("MachineHighScore")
local machineName = paneDisplay:GetChild("MachineHighScoreName")
local playerScore = paneDisplay:GetChild("PlayerHighScore")
local playerName = paneDisplay:GetChild("PlayerHighScoreName")
local loadingText = paneDisplay:GetChild("Loading")
local playerStr = "player"..i
local rivalNum = 1
local worldRecordSet = false
local personalRecordSet = false
-- First check to see if the leaderboard even exists.
if data and data[playerStr] and data[playerStr]["gsLeaderboard"] then
-- And then also ensure that the chart hash matches the currently parsed one.
-- It's better to just not display anything than display the wrong scores.
if SL["P"..i].Streams.Hash == data[playerStr]["chartHash"] then
for gsEntry in ivalues(data[playerStr]["gsLeaderboard"]) do
if gsEntry["rank"] == 1 then
SetNameAndScore(
GetMachineTag(gsEntry),
string.format("%.2f%%", gsEntry["score"]/100),
machineName,
machineScore
)
worldRecordSet = true
end
if gsEntry["isSelf"] then
-- Let's check if the GS high score is higher than the local high score
local player = PlayerNumber[i]
local localScore = GetScoreForPlayer(player)
-- GS's score entry is a value like 9823, so we need to divide it by 100 to get 98.23
local gsScore = gsEntry["score"] / 100
-- GetPercentDP() returns a value like 0.9823, so we need to multiply it by 100 to get 98.23
if not localScore or gsScore >= localScore:GetPercentDP() * 100 then
-- It is! Let's use it instead of the local one.
SetNameAndScore(
GetMachineTag(gsEntry),
string.format("%.2f%%", gsScore),
playerName,
playerScore
)
personalRecordSet = true
end
end
if gsEntry["isRival"] then
local rivalScore = paneDisplay:GetChild("Rival"..rivalNum.."Score")
local rivalName = paneDisplay:GetChild("Rival"..rivalNum.."Name")
SetNameAndScore(
GetMachineTag(gsEntry),
string.format("%.2f%%", gsEntry["score"]/100),
rivalName,
rivalScore
)
rivalNum = rivalNum + 1
end
end
end
end
-- Fall back to to using the machine profile's record if we never set the world record.
-- This chart may not have been ranked, or there is no WR, or the request failed.
if not worldRecordSet then
machineName:queuecommand("SetDefault")
machineScore:queuecommand("SetDefault")
end
-- Fall back to to using the personal profile's record if we never set the record.
-- This chart may not have been ranked, or we don't have a score for it, or the request failed.
if not personalRecordSet then
playerName:queuecommand("SetDefault")
playerScore:queuecommand("SetDefault")
end
-- Iterate over any remaining rivals and hide them.
-- This also handles the failure case as rivalNum will never have been incremented.
for j=rivalNum,3 do
local rivalScore = paneDisplay:GetChild("Rival"..j.."Score")
local rivalName = paneDisplay:GetChild("Rival"..j.."Name")
rivalScore:settext("??.??%")
rivalName:settext("----")
end
if res.error or res.statusCode ~= 200 then
local error = res.error and ToEnumShortString(res.error) or nil
if error == "Timeout" then
loadingText:settext("Timed Out")
elseif error or (res.statusCode ~= nil and res.statusCode ~= 200) then
loadingText:settext("Failed")
end
else
if data and data[playerStr] then
if data[playerStr]["isRanked"] then
loadingText:settext("Loaded")
else
loadingText:settext("Not Ranked")
end
else
-- Just hide the text
loadingText:queuecommand("Set")
end
end
end
end
-- -----------------------------------------------------------------------
-- define the x positions of four columns, and the y positions of three rows of PaneItems
local pos = {
col = { WideScale(-20,-143), WideScale(-1,-23), WideScale(54,76), WideScale(-280, 190) },
row = { -30, -17, 49, 4 }
}
local num_rows = 4
local num_cols = 3
-- HighScores handled as special cases for now until further refactoring
local PaneItems = {
-- first row
{ name=THEME:GetString("RadarCategory","Taps"), rc='RadarCategory_TapsAndHolds'},
{ name=THEME:GetString("RadarCategory","Jumps"), rc='RadarCategory_Jumps'},
-- { name=THEME:GetString("ScreenSelectMusic","NPS") },
-- second row
{ name=THEME:GetString("RadarCategory","Holds"), rc='RadarCategory_Holds'},
{ name=THEME:GetString("RadarCategory","Mines"), rc='RadarCategory_Mines'},
-- { name=THEME:GetString("RadarCategory","Lifts"), rc='RadarCategory_Lifts'},
-- third row
{ name=THEME:GetString("RadarCategory","Hands"), rc='RadarCategory_Hands'},
-- { name=THEME:GetString("RadarCategory","Fakes"), rc='RadarCategory_Fakes'},
-- fourth row
{ name=THEME:GetString("RadarCategory","Rolls"), rc='RadarCategory_Rolls'}
-- { name=THEME:GetString("RadarCategory","Fakes"), rc='RadarCategory_Fakes'},
}
-- -----------------------------------------------------------------------
local af = Def.ActorFrame{ Name="PaneDisplayMaster" }
af[#af+1] = RequestResponseActor(17, 50)..{
Name="GetScoresRequester",
OnCommand=function(self)
-- Create variables for both players, even if they're not currently active.
self.IsParsing = {false, false}
end,
-- Broadcasted from ./PerPlayer/DensityGraph.lua
P1ChartParsingMessageCommand=function(self) self.IsParsing[1] = true end,
P2ChartParsingMessageCommand=function(self) self.IsParsing[2] = true end,
P1ChartParsedMessageCommand=function(self)
self.IsParsing[1] = false
self:queuecommand("ChartParsed")
end,
P2ChartParsedMessageCommand=function(self)
self.IsParsing[2] = false
self:queuecommand("ChartParsed")
end,
ChartParsedCommand=function(self)
local master = self:GetParent()
if not IsServiceAllowed(SL.GrooveStats.GetScores) then
if SL.GrooveStats.IsConnected then
-- loadingText is made visible when requests complete.
-- If we disable the service from a previous request, surface it to the user here.
for i=1,2 do
local loadingText = master:GetChild("PaneDisplayP"..i):GetChild("Loading")
loadingText:settext("Disabled")
loadingText:visible(true)
end
end
return
end
-- Make sure we're still not parsing either chart.
if self.IsParsing[1] or self.IsParsing[2] then return end
-- This makes sure that the Hash in the ChartInfo cache exists.
local sendRequest = false
local headers = {}
local query = {}
local requestCacheKey = ""
for i=1,2 do
local pn = "P"..i
if SL[pn].ApiKey ~= "" and SL[pn].Streams.Hash ~= "" then
query["chartHashP"..i] = SL[pn].Streams.Hash
headers["x-api-key-player-"..i] = SL[pn].ApiKey
requestCacheKey = requestCacheKey .. SL[pn].Streams.Hash .. SL[pn].ApiKey .. pn
local loadingText = master:GetChild("PaneDisplayP"..i):GetChild("Loading")
loadingText:visible(true)
loadingText:settext("Loading ...")
sendRequest = true
end
end
-- Only send the request if it's applicable.
if sendRequest then
requestCacheKey = CRYPTMAN:SHA256String(requestCacheKey.."-player-scores")
local params = {requestCacheKey=requestCacheKey, master=master}
RemoveStaleCachedRequests()
-- If the data is still in the cache, run the request processor directly
-- without making a request with the cached response.
if SL.GrooveStats.RequestCache[requestCacheKey] ~= nil then
local res = SL.GrooveStats.RequestCache[requestCacheKey].Response
GetScoresRequestProcessor(res, params)
else
self:playcommand("MakeGrooveStatsRequest", {
endpoint="player-scores.php?"..NETWORK:EncodeQueryParameters(query),
method="GET",
headers=headers,
timeout=10,
callback=GetScoresRequestProcessor,
args=params,
})
end
end
end
}
for player in ivalues(PlayerNumber) do
local pn = ToEnumShortString(player)
af[#af+1] = Def.ActorFrame{ Name="PaneDisplay"..ToEnumShortString(player) }
local af2 = af[#af]
af2.InitCommand=function(self)
self:visible(GAMESTATE:IsHumanPlayer(player))
if player == PLAYER_1 then
self:x(_screen.w * 0.25 - 5)
elseif player == PLAYER_2 then
self:x(_screen.w * 0.75 + 5)
end
self:y(_screen.h - footer_height - pane_height)
end
af2.PlayerJoinedMessageCommand=function(self, params)
if player==params.Player then
-- ensure BackgroundQuad is colored before it is made visible
self:GetChild("BackgroundQuad"):playcommand("Set")
self:visible(true)
:zoom(0):croptop(0):bounceend(0.3):zoom(1)
:playcommand("Update")
end
end
af2.PlayerUnjoinedMessageCommand=function(self, params)
if player==params.Player then
self:accelerate(0.3):croptop(1):sleep(0.01):zoom(0):queuecommand("Hide")
end
end
af2.PlayerProfileSetMessageCommand=function(self, params)
if player == params.Player then
self:playcommand("Set")
end
end
af2.HideCommand=function(self) self:visible(false) end
af2.OnCommand=function(self) self:playcommand("Set") end
af2.SLGameModeChangedMessageCommand=function(self) self:playcommand("Set") end
af2.CurrentCourseChangedMessageCommand=function(self) self:playcommand("Set") end
af2.CurrentSongChangedMessageCommand=function(self) self:playcommand("Set") end
af2["CurrentSteps"..pn.."ChangedMessageCommand"]=function(self) self:playcommand("Set") end
af2["CurrentTrail"..pn.."ChangedMessageCommand"]=function(self) self:playcommand("Set") end
-- -----------------------------------------------------------------------
-- colored background Quad
-- -----------------------------------------------------------------------
-- loop through the six sub-tables in the PaneItems table
-- add one BitmapText as the label and one BitmapText as the value for each PaneItem
for i, item in ipairs(PaneItems) do
local col = ((i-1)%num_cols) + 1
local row = math.floor((i-1)/num_cols) + 1
af2[#af2+1] = Def.ActorFrame{
Name=item.name,
-- numerical value
LoadFont("_eurostile normal")..{
InitCommand=function(self)
self:zoom(.5):diffuse(Color.White):horizalign(right)
self:x(pos.col[col])
self:y(pos.row[row])
end,
SetCommand=function(self)
local SongOrCourse, StepsOrTrail = GetSongAndSteps(player)
if not SongOrCourse then self:settext("?"); return end
if not StepsOrTrail then self:settext(""); return end
if item.rc then
local val = StepsOrTrail:GetRadarValues(player):GetValue( item.rc )
-- the engine will return -1 as the value for autogenerated content; show a question mark instead if so
self:settext( val >= 0 and val or "?" )
end
end
},
-- label
LoadFont("_eurostile normal")..{
Text=item.name,
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):horizalign(left)
self:x(pos.col[col]+9999)
self:y(pos.row[row])
end
},
}
end
-- Machine/World Record Machine Tag
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="MachineHighScoreName",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):maxwidth(30)
self:x(pos.col[3]-130*text_zoom)
self:y(pos.row[1])
end,
SetCommand=function(self)
-- We overload this actor to work both for GrooveStats and also offline.
-- If we're connected, we let the ResponseProcessor set the text
if IsServiceAllowed(SL.GrooveStats.GetScores) then
self:settext("----")
else
self:queuecommand("SetDefault")
end
end,
SetDefaultCommand=function(self)
local SongOrCourse, StepsOrTrail = GetSongAndSteps(player)
local machineScore = GetScoreFromProfile(machine_profile, SongOrCourse, StepsOrTrail)
self:settext(machineScore and machineScore:GetName() or "----")
DiffuseEmojis(self:ClearAttributes())
end
}
-- Machine/World Record HighScore
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="MachineHighScore",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):horizalign(right)
self:x(pos.col[3]+25*text_zoom)
self:y(pos.row[1])
end,
SetCommand=function(self)
-- We overload this actor to work both for GrooveStats and also offline.
-- If we're connected, we let the ResponseProcessor set the text
if IsServiceAllowed(SL.GrooveStats.GetScores) then
self:settext("??.??%")
else
self:queuecommand("SetDefault")
end
end,
SetDefaultCommand=function(self)
local SongOrCourse, StepsOrTrail = GetSongAndSteps(player)
local machineScore = GetScoreFromProfile(machine_profile, SongOrCourse, StepsOrTrail)
if machineScore ~= nil then
self:settext(FormatPercentScore(machineScore:GetPercentDP()))
else
self:settext("??.??%")
end
end
}
-- Player Profile/GrooveStats Machine Tag
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="PlayerHighScoreName",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):maxwidth(30)
self:x(pos.col[3]-50*text_zoom)
self:y(pos.row[2])
end,
SetCommand=function(self)
-- We overload this actor to work both for GrooveStats and also offline.
-- If we're connected, we let the ResponseProcessor set the text
if IsServiceAllowed(SL.GrooveStats.GetScores) then
self:settext("----")
else
self:queuecommand("SetDefault")
end
end,
SetDefaultCommand=function(self)
local playerScore = GetScoreForPlayer(player)
self:settext(playerScore and playerScore:GetName() or "----")
DiffuseEmojis(self:ClearAttributes())
end
}
-- Player Profile/GrooveStats HighScore
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="PlayerHighScore",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):horizalign(right)
self:x(pos.col[3]+90*text_zoom)
self:y(pos.row[2])
end,
SetCommand=function(self)
-- We overload this actor to work both for GrooveStats and also offline.
-- If we're connected, we let the ResponseProcessor set the text
if IsServiceAllowed(SL.GrooveStats.GetScores) then
self:settext("??.??%")
else
self:queuecommand("SetDefault")
end
end,
SetDefaultCommand=function(self)
local playerScore = GetScoreForPlayer(player)
if playerScore ~= nil then
self:settext(FormatPercentScore(playerScore:GetPercentDP()))
else
self:settext("??.??%")
end
end
}
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="Loading",
Text="Loading ... ",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black)
self:x(0)
self:y(0)
self:visible(false)
end,
SetCommand=function(self)
self:settext("Loading ...")
self:visible(false)
end
}
-- Add actors for Rival score data. Hidden by default
-- We position relative to column 3 for spacing reasons.
for i=1,3 do
-- Rival Machine Tag
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="Rival"..i.."Name",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):maxwidth(30)
self:x(pos.col[3]+50*text_zoom)
self:y(pos.row[i])
end,
OnCommand=function(self)
self:visible(IsServiceAllowed(SL.GrooveStats.GetScores))
end,
SetCommand=function(self)
self:settext("----")
end
}
-- Rival HighScore
af2[#af2+1] = LoadFont("_eurostile normal")..{
Name="Rival"..i.."Score",
InitCommand=function(self)
self:zoom(text_zoom):diffuse(Color.Black):horizalign(right)
self:x(pos.col[3]+125*text_zoom)
self:y(pos.row[i])
end,
OnCommand=function(self)
self:visible(IsServiceAllowed(SL.GrooveStats.GetScores))
end,
SetCommand=function(self)
self:settext("??.??%")
end
}
end
end
return af