From: Steinar H. Gunderson Date: Fri, 4 Mar 2005 23:52:10 +0000 (+0000) Subject: Yet more refactoring. X-Git-Url: https://git.sesse.net/?p=ccbs;a=commitdiff_plain;h=ebac39647fc6d0005380d4b9ebd10f1157eb7fd1 Yet more refactoring. --- diff --git a/bigscreen/groupscreen.cpp b/bigscreen/groupscreen.cpp index a1141f0..e4f7b4a 100644 --- a/bigscreen/groupscreen.cpp +++ b/bigscreen/groupscreen.cpp @@ -216,143 +216,36 @@ void GroupScreen::find_column_widths(const Group &group, std::vector & } } -// some refactoring done, more should be -void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height) +/* + * At the bottom, for a single player, is "who's playing, what will he/she be + * playing, and optionally, how much to lead/win and how much to secure + * qualification" (the last one only in the final round). We assume playing is + * done in a modified zigzag; all the random songs are played first in + * zigzag/wrapping order (player 1 song 1, player 2 song 2, player 3 song 3, + * player 1 song 2, player 2 song 3, player 3 song 1, etc... assuming three + * songs and three players) and then all the chosen songs are played (we assume + * only one chosen song). + * + * The lines are as follows: + * + * + * + * High score: by at + * Needs to lead: + * Needs to secure qualification: + * Needs to win group: + */ +void GroupScreen::draw_next_up_single(unsigned char *buf, const Group &group, const std::vector &colwidth, + std::map &song_scores, std::map &player_scores, + const std::vector &max_score, const std::vector &min_score) { - std::vector td; - - scores_changed.reset_flag(); - set_screen_size(width, height); - - /* - * We'll probably need some values from here later on (although not all), just fetch them - * all while we're at it. - */ - std::map song_scores, player_scores; - conn.perform(FetchMaxScoreForSongs(tournament, &song_scores)); - conn.perform(FetchMaxScoreForPlayers(tournament, round, &player_scores)); - - Group group; - conn.perform(FetchGroup(tournament, round, parallel, &group)); - gettimeofday(&last_updated, NULL); - - memset(buf, 0, width * height * 4); - - std::vector colwidth; - - draw_main_heading(td); - find_column_widths(group, colwidth); - draw_column_headings(td, group, colwidth); - draw_scores(td, group, colwidth); - - unsigned num_scores = group.players[0].scores.size(); - - /* - * Approximate (but probably working quite well in practice) heuristic - * for finding the min and max rank of a player works as follows: - * - * First of all, find out, for each player in the group, what the - * maximum remaining score possibly can be (the minimum score is of - * course identical to the player's current total). For a random song, - * this is of course 1000 * (maximum feet rating) (but of course, that - * depends on whether we can play single or double! for now, assume - * double is okay, but this logic will be deferred to FetchMaxScore - * anyhow); for a random song, we simply pick the highest-ranking song - * we can find, EXCEPT those the player has chosen earlier AND the - * random songs this round, AND all random songs from elimination rounds - * (ie. rounds with only one group). (Phew!) This doesn't solve problems - * we'd face with more than one chosen song, but it should be good enough. - * - * After we've found the max and min scores for all players, it's a simple - * matter of sorting; the best attainable rank for player X is obtained if - * X gets max score and all others get min score, the worst attainable rank - * is obtained if X gets min score and all others get max score. - */ - std::vector max_score, min_score; - for (std::vector::const_iterator i = group.players.begin(); i != group.players.end(); ++i) { - unsigned min_score_tp = 0, max_score_tp = 0; - for (std::vector::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) { - if (j->score != -1) { - // already given - min_score_tp += j->score; - max_score_tp += j->score; - } else { - unsigned max_score_this_song; - if (j->song.id != -1) { - // random song, or we know what song the player picked - max_score_this_song = song_scores[j->song.id]; - } else { - max_score_this_song = player_scores[i->id]; - } - max_score_tp += max_score_this_song; - } - } - max_score.push_back(max_score_tp); - min_score.push_back(min_score_tp); - } - - // now finally find min and max rank, and draw it all - unsigned show_players = get_show_players(group); - unsigned y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5); - for (unsigned i = 0; i < group.players.size() && (i/num_machines) < show_players; ++i) { - unsigned best_rank = 1, worst_rank = 1; - for (unsigned j = 0; j < group.players.size(); ++j) { - if (i == j) - continue; - - if (max_score[i] < min_score[j]) - ++best_rank; - if (min_score[i] <= max_score[j]) - ++worst_rank; - } - - char text[16]; - if (best_rank == worst_rank) - std::sprintf(text, "%u", best_rank); - else - std::sprintf(text, "%u-%u", best_rank, worst_rank); - - if (i % num_machines != machine) - continue; - - // find out where to place this - unsigned x = 40 + colwidth[0]; - for (unsigned j = 1; j <= num_scores + 1; ++j) - x += colwidth[j] + 20; - - unsigned this_width = my_draw_text(text, NULL, 22.0); - my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 2] / 2 - this_width / 2, y); - - if (show_players > 7) - y += 40 - (show_players - 7) * 4; - else - y += 40; - } - - /* - * Next up (at the bottom) is "who's playing, what will he/she be playing, and - * optionally, how much to lead/win and how much to secure qualification" (the - * last one only in the final round). We assume playing is done in a modified - * zigzag; all the random songs are played first in zigzag/wrapping order (player - * 1 song 1, player 2 song 2, player 3 song 3, player 1 song 2, player 2 song 3, - * player 3 song 1, etc... assuming three songs and three players) and then all - * the chosen songs are played (we assume only one chosen song). - * - * The lines are as follows: - * - * - * - * High score: by at - * Needs to lead: - * Needs to secure qualification: - * Needs to win group: - */ + unsigned num_scores = group.players[0].scores.size(); /* Find the first player with the fewest songs played and part of this machine. */ unsigned min_played_songs = 9999, num_random_songs = 0; - Player *next_player = NULL; + const Player *next_player = NULL; unsigned m = 0; - for (std::vector::iterator i = group.players.begin(); i != group.players.end(); ++i) { + for (std::vector::const_iterator i = group.players.begin(); i != group.players.end(); ++i) { unsigned this_played = 0, this_random_songs = 0; for (std::vector::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) { if (j->score != -1) @@ -369,7 +262,7 @@ void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height) } /* Find out what song this player is supposed to play next; try random songs first */ - Score *next_song = NULL; + const Score *next_song = NULL; for (unsigned i = 0; i < num_random_songs; ++i) { unsigned j = (i + next_player->position - 1) % num_random_songs; @@ -542,6 +435,122 @@ void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height) } } } +} + +// some refactoring done, more should be +void GroupScreen::draw(unsigned char *buf, unsigned width, unsigned height) +{ + std::vector td; + + scores_changed.reset_flag(); + set_screen_size(width, height); + + /* + * We'll probably need some values from here later on (although not all), just fetch them + * all while we're at it. + */ + std::map song_scores, player_scores; + conn.perform(FetchMaxScoreForSongs(tournament, &song_scores)); + conn.perform(FetchMaxScoreForPlayers(tournament, round, &player_scores)); + + Group group; + conn.perform(FetchGroup(tournament, round, parallel, &group)); + gettimeofday(&last_updated, NULL); + + memset(buf, 0, width * height * 4); + + std::vector colwidth; + + draw_main_heading(td); + find_column_widths(group, colwidth); + draw_column_headings(td, group, colwidth); + draw_scores(td, group, colwidth); + + unsigned num_scores = group.players[0].scores.size(); + + /* + * Approximate (but probably working quite well in practice) heuristic + * for finding the min and max rank of a player works as follows: + * + * First of all, find out, for each player in the group, what the + * maximum remaining score possibly can be (the minimum score is of + * course identical to the player's current total). For a random song, + * this is of course 1000 * (maximum feet rating) (but of course, that + * depends on whether we can play single or double! for now, assume + * double is okay, but this logic will be deferred to FetchMaxScore + * anyhow); for a random song, we simply pick the highest-ranking song + * we can find, EXCEPT those the player has chosen earlier AND the + * random songs this round, AND all random songs from elimination rounds + * (ie. rounds with only one group). (Phew!) This doesn't solve problems + * we'd face with more than one chosen song, but it should be good enough. + * + * After we've found the max and min scores for all players, it's a simple + * matter of sorting; the best attainable rank for player X is obtained if + * X gets max score and all others get min score, the worst attainable rank + * is obtained if X gets min score and all others get max score. + */ + std::vector max_score, min_score; + for (std::vector::const_iterator i = group.players.begin(); i != group.players.end(); ++i) { + unsigned min_score_tp = 0, max_score_tp = 0; + for (std::vector::const_iterator j = i->scores.begin(); j != i->scores.end(); ++j) { + if (j->score != -1) { + // already given + min_score_tp += j->score; + max_score_tp += j->score; + } else { + unsigned max_score_this_song; + if (j->song.id != -1) { + // random song, or we know what song the player picked + max_score_this_song = song_scores[j->song.id]; + } else { + max_score_this_song = player_scores[i->id]; + } + max_score_tp += max_score_this_song; + } + } + max_score.push_back(max_score_tp); + min_score.push_back(min_score_tp); + } + + // now finally find min and max rank, and draw it all + unsigned show_players = get_show_players(group); + unsigned y = (show_players <= 7) ? 140 : (140 - (show_players - 7) * 5); + for (unsigned i = 0; i < group.players.size() && (i/num_machines) < show_players; ++i) { + unsigned best_rank = 1, worst_rank = 1; + for (unsigned j = 0; j < group.players.size(); ++j) { + if (i == j) + continue; + + if (max_score[i] < min_score[j]) + ++best_rank; + if (min_score[i] <= max_score[j]) + ++worst_rank; + } + + char text[16]; + if (best_rank == worst_rank) + std::sprintf(text, "%u", best_rank); + else + std::sprintf(text, "%u-%u", best_rank, worst_rank); + + if (i % num_machines != machine) + continue; + + // find out where to place this + unsigned x = 40 + colwidth[0]; + for (unsigned j = 1; j <= num_scores + 1; ++j) + x += colwidth[j] + 20; + + unsigned this_width = my_draw_text(text, NULL, 22.0); + my_draw_text_deferred(td, text, 22.0, x + colwidth[num_scores + 2] / 2 - this_width / 2, y); + + if (show_players > 7) + y += 40 - (show_players - 7) * 4; + else + y += 40; + } + + draw_next_up_single(buf, group, colwidth, song_scores, player_scores, max_score, min_score); valid = true; draw_all_deferred_text(buf, td, last_text); diff --git a/bigscreen/groupscreen.h b/bigscreen/groupscreen.h index 38ab516..9c32629 100644 --- a/bigscreen/groupscreen.h +++ b/bigscreen/groupscreen.h @@ -25,6 +25,9 @@ private: void draw_main_heading(std::vector &td); void draw_column_headings(std::vector &td, const Group &group, const std::vector &colwidth); void draw_scores(std::vector &td, const Group &group, const std::vector &colwidth); + void draw_next_up_single(unsigned char *buf, const Group &group, const std::vector &colwidth, + std::map &song_scores, std::map &player_scores, + const std::vector &max_score, const std::vector &min_score); void find_column_widths(const Group &group, std::vector &colwidth); public: