rFactor2_vk_hud/src/overlay/elements/leaderboard/mod.rs

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Rust
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use std::{
ffi::{c_char, CStr},
sync::Arc,
};
use anyhow::Result;
use rfactor_sm_reader::{rF2VehicleTelemetry, VehicleScoringInfoV01};
use ui::prelude::*;
use utilities::prelude::Color;
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use crate::overlay::{
rfactor_data::{DataReceiver, GamePhase},
UiOverlay,
};
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use crate::write_log;
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pub struct LeaderBoard {
gui_handler: Arc<GuiHandler>,
gui: Arc<GuiBuilder>,
main_grid: Arc<Grid>,
entries: Vec<LeaderBoardEntry>,
entry_backgrounds: [Color; 2],
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player_background: Color,
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}
impl LeaderBoard {
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const GRID: &str = include_str!("leaderboard_grid.xml");
const ENTRY: &str = include_str!("leaderboard_entry.xml");
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pub fn new(gui_handler: &Arc<GuiHandler>) -> Result<Self> {
let gui = GuiBuilder::from_str(gui_handler, Self::GRID)?;
let main_grid = gui.element("main_grid")?;
Ok(Self {
gui_handler: gui_handler.clone(),
gui,
main_grid,
entries: Vec::new(),
entry_backgrounds: [Color::try_from("#838383")?, Color::try_from("#545454")?],
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player_background: Color::try_from("#b4bf26")?,
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})
}
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fn c_char_to_string(c: [c_char; 32usize]) -> String {
unsafe { CStr::from_ptr(&c as *const c_char) }
.to_str()
.unwrap()
.to_string()
}
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fn update_leaderboard<F>(
&mut self,
vehicle_scorings: &[VehicleScoringInfoV01],
f: F,
) -> Result<()>
where
F: Fn(&mut LeaderBoardEntry, &VehicleScoringInfoV01) -> Result<()>,
{
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for vehicle_scoring in vehicle_scorings {
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let driver_name = Self::c_char_to_string(vehicle_scoring.mDriverName);
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// check driver list
match self
.entries
.iter_mut()
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.find(|entry| vehicle_scoring.mID == entry.id())
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{
Some(entry) => {
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if entry.name() != driver_name {
entry.change_name(driver_name)?;
}
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entry.update_place(vehicle_scoring.mPlace)?;
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f(entry, vehicle_scoring)?;
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}
None => {
let entry = LeaderBoardEntry::new(
&self.gui_handler,
vehicle_scoring.mID,
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driver_name,
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vehicle_scoring.mPlace,
vehicle_scoring.mTimeBehindLeader,
vehicle_scoring.mTimeBehindNext,
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vehicle_scoring.mBestLapTime,
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)?;
self.entries.push(entry);
}
}
}
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write_log!("create entries");
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// check if entry count in grid is the same as the gathered entries
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let force_update = if !self.entries.is_empty()
&& self
.main_grid
.child_at(0, self.entries.len() - 1)?
.is_none()
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{
for i in 0..self.entries.len() {
self.main_grid.detach(0, i)?;
}
true
} else {
false
};
// check if any entry needs resorting
if force_update || self.entries.iter().any(|entry| entry.needs_resorting()) {
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write_log!("leader board update required");
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self.entries
.sort_by(|lhs, rhs| lhs.place().cmp(&rhs.place()));
for (i, entry) in self.entries.iter_mut().enumerate() {
entry.resorting_finished();
entry.change_background_color(self.entry_backgrounds[i % 2])?;
self.main_grid.attach(entry.snippet(), 0, i, 1, 1)?;
}
}
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Ok(())
}
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fn race_leaderboard(&mut self, vehicle_scorings: &[VehicleScoringInfoV01]) -> Result<()> {
self.update_leaderboard(vehicle_scorings, |entry, scoring| {
entry.update_time_behind_leader(scoring.mTimeBehindLeader)
})
}
fn quali_leaderboard(&mut self, vehicle_scorings: &[VehicleScoringInfoV01]) -> Result<()> {
self.update_leaderboard(vehicle_scorings, |entry, scoring| {
entry.update_best_lap(scoring.mBestLapTime)
})
}
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}
impl UiOverlay for LeaderBoard {}
impl DataReceiver for LeaderBoard {
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fn game_phase_change(&mut self, phase: GamePhase) -> Result<()> {
match phase {
GamePhase::Practice | GamePhase::Qualifying | GamePhase::Race => self.gui.enable(),
_ => self.gui.disable(),
}
}
fn update_for_phase(&self, phase: GamePhase) -> bool {
match phase {
GamePhase::Practice | GamePhase::Qualifying | GamePhase::Race => true,
_ => false,
}
}
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fn scoring_update(
&mut self,
phase: GamePhase,
vehicle_scorings: &[VehicleScoringInfoV01],
) -> Result<()> {
write_log!("=================== leader board: scoring update ===================");
match phase {
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GamePhase::Practice | GamePhase::Qualifying => {
self.quali_leaderboard(vehicle_scorings)?
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}
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GamePhase::Race => self.race_leaderboard(vehicle_scorings)?,
_ => (),
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}
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write_log!("leader board update finished");
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Ok(())
}
fn telemetry_update(
&mut self,
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player_id: Option<i32>,
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_telemetries: &[rF2VehicleTelemetry],
) -> Result<()> {
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if let Some(player_id) = player_id {
if let Some(entry) = self.entries.iter().find(|entry| entry.id() == player_id) {
entry.change_background_color(self.player_background)?;
}
}
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Ok(())
}
}
struct LeaderBoardEntry {
id: i32,
name: String,
place: u8,
time_behind_leader: f64,
time_behind_next: f64,
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best_lap: f64,
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snippet: Arc<GuiSnippet>,
grid: Arc<Grid>,
name_label: Arc<Label>,
place_label: Arc<Label>,
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time_label: Arc<Label>,
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place_updated: bool,
}
impl LeaderBoardEntry {
pub fn new(
gui_handler: &Arc<GuiHandler>,
id: i32,
name: String,
place: u8,
time_behind_leader: f64,
time_behind_next: f64,
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best_lap: f64,
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) -> Result<Self> {
let snippet = GuiSnippet::from_str(gui_handler, LeaderBoard::ENTRY)?;
let background = snippet.element("grid")?;
let name_label: Arc<Label> = snippet.element("name")?;
let place_label: Arc<Label> = snippet.element("place")?;
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let time_label: Arc<Label> = snippet.element("time")?;
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name_label.set_text(&name)?;
place_label.set_text(place)?;
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time_label.set_text("---")?;
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Ok(Self {
id,
name,
place,
time_behind_leader,
time_behind_next,
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best_lap,
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snippet,
grid: background,
name_label,
place_label,
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time_label,
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place_updated: true,
})
}
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pub fn id(&self) -> i32 {
self.id
}
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pub fn place(&self) -> u8 {
self.place
}
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pub fn name(&self) -> &str {
&self.name
}
pub fn change_name(&mut self, name: String) -> Result<()> {
self.name = name;
self.name_label.set_text(&self.name)
}
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pub fn snippet(&self) -> Arc<GuiSnippet> {
self.snippet.clone()
}
pub fn change_background_color(&self, color: Color) -> Result<()> {
self.grid.set_background(color)
}
pub fn update_place(&mut self, place: u8) -> Result<()> {
if self.place != place {
self.place_updated = true;
}
self.place = place;
self.place_label.set_text(self.place)
}
pub fn update_time_behind_leader(&mut self, time: f64) -> Result<()> {
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if self.time_behind_leader != time {
self.time_behind_leader = time;
// check if we are leader
if self.time_behind_leader == 0.0 {
self.time_label.set_text("---")?;
} else {
self.time_label
.set_text(format!("+{:.3}", self.time_behind_leader))?;
}
}
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Ok(())
}
pub fn update_best_lap(&mut self, time: f64) -> Result<()> {
if self.best_lap != time {
self.best_lap = time;
if self.best_lap < 0.0 {
self.time_label.set_text("---")?;
} else {
let text = if self.best_lap > 60.0 {
let full_minutes = (self.best_lap / 60.0).floor();
let remainder = self.best_lap - (full_minutes * 60.0);
format!("{:.0}:{:.3}", full_minutes, remainder)
} else {
format!("{:.3}", self.best_lap)
};
self.time_label.set_text(text)?;
}
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}
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Ok(())
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}
pub fn update_time_behind_next(&mut self, time: f64) -> Result<()> {
self.time_behind_next = time;
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self.time_label
.set_text(format!("+{:.3}", self.time_behind_next))
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}
pub fn needs_resorting(&self) -> bool {
self.place_updated
}
pub fn resorting_finished(&mut self) {
self.place_updated = false;
}
}