the advanced bar's "mini progress bar" should be more accurate
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92ea12482d
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3f57aea897
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@ -1261,103 +1261,124 @@ static uint32_t kRed = BE(0xFF6450FF), //255, 100, 80
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- (NSImage *) advancedBar
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{
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int h, w;
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int h;
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uint32_t * p;
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uint8_t * bitmapData = [fBitmap bitmapData];
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int bytesPerRow = [fBitmap bytesPerRow];
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int8_t * pieces = malloc(MAX_PIECES);
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[self getAvailability: pieces size: MAX_PIECES];
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int pieceCount = [self pieceCount];
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int8_t * piecesAvailablity = malloc(pieceCount);
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[self getAvailability: piecesAvailablity size: pieceCount];
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//lines 2 to 14: blue, green, or gray depending on whether we have the piece or not
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int have = 0, avail = 0;
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int i, index = 0;
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float increment = (float)pieceCount / (float)MAX_PIECES, indexValue = 0;
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uint32_t color;
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BOOL change;
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for (w = 0; w < MAX_PIECES; w++)
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for (i = 0; i < MAX_PIECES; i++)
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{
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change = NO;
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if (pieces[w] < 0)
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if (piecesAvailablity[index] < 0)
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{
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if (fPieces[w] != -1)
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if (fPieces[i] != -1)
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{
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color = kBlue;
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fPieces[w] = -1;
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fPieces[i] = -1;
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change = YES;
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}
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have++;
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}
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else if (pieces[w] == 0)
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else if (piecesAvailablity[index] == 0)
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{
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if (fPieces[w] != 0)
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if (fPieces[i] != 0)
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{
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color = kGray;
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fPieces[w] = 0;
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fPieces[i] = 0;
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change = YES;
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}
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}
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else
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{
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if (pieces[w] == 1)
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if (piecesAvailablity[index] == 1)
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{
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if (fPieces[w] != 1)
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if (fPieces[i] != 1)
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{
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color = kGreen1;
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fPieces[w] = 1;
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fPieces[i] = 1;
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change = YES;
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}
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}
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else if (pieces[w] == 2)
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else if (piecesAvailablity[index] == 2)
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{
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if (fPieces[w] != 2)
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if (fPieces[i] != 2)
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{
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color = kGreen2;
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fPieces[w] = 2;
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fPieces[i] = 2;
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change = YES;
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}
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}
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else
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{
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if (fPieces[w] != 3)
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if (fPieces[i] != 3)
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{
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color = kGreen3;
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fPieces[w] = 3;
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fPieces[i] = 3;
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change = YES;
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}
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}
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avail++;
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}
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if (change)
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{
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//point to pixel (w, 2) and draw "vertically"
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p = (uint32_t *)(bitmapData + 2 * bytesPerRow) + w;
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//point to pixel (i, 2) and draw "vertically"
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p = (uint32_t *)(bitmapData + 2 * bytesPerRow) + i;
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for (h = 2; h < BAR_HEIGHT; h++)
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{
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p[0] = color;
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p = (uint32_t *)((uint8_t *)p + bytesPerRow);
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}
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}
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indexValue += increment;
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index = (int)indexValue;
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}
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//determine percentage finished and available
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float * piecesFinished = malloc(pieceCount * sizeof(float));
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[self getAmountFinished: piecesFinished size: pieceCount];
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float finished = 0, available = 0;
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for (i = 0; i < pieceCount; i++)
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{
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finished += piecesFinished[i];
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if (piecesAvailablity[i] > 0)
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available += 1.0 - piecesFinished[i];
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}
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int have = rintf((float)MAX_PIECES * finished / (float)pieceCount),
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avail = rintf((float)MAX_PIECES * available / (float)pieceCount);
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if (have + avail > MAX_PIECES) //case if both end in .5 and all pieces are available
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avail--;
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//first two lines: dark blue to show progression, green to show available
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p = (uint32_t *) bitmapData;
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for (w = 0; w < have; w++)
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p = (uint32_t *)bitmapData;
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for (i = 0; i < have; i++)
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{
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p[w] = kBlue2;
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p[w + bytesPerRow / 4] = kBlue2;
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p[i] = kBlue2;
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p[i + bytesPerRow / 4] = kBlue2;
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}
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for (; w < avail + have; w++)
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for (; i < avail + have; i++)
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{
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p[w] = kGreen3;
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p[w + bytesPerRow / 4] = kGreen3;
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p[i] = kGreen3;
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p[i + bytesPerRow / 4] = kGreen3;
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}
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for (; w < MAX_PIECES; w++)
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for (; i < MAX_PIECES; i++)
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{
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p[w] = kWhite;
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p[w + bytesPerRow / 4] = kWhite;
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p[i] = kWhite;
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p[i + bytesPerRow / 4] = kWhite;
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}
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free(pieces);
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free(piecesAvailablity);
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free(piecesFinished);
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//actually draw image
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NSImage * bar = [[NSImage alloc] initWithSize: [fBitmap size]];
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