void ScreenNetEvaluation::Init()
{
	ScreenEvaluation::Init();

	m_bHasStats = false;
	m_iCurrentPlayer = 0;

	FOREACH_EnabledPlayer( pn )
	{
		m_pActivePlayer = pn;
	}

	m_iShowSide = (m_pActivePlayer == PLAYER_1) ? 2 : 1;

	m_rectUsersBG.SetWidth( USERSBG_WIDTH );
	m_rectUsersBG.SetHeight( USERSBG_HEIGHT );
	m_rectUsersBG.RunCommands( USERSBG_COMMAND );
	// XXX: The name should be set with m_iShowSide and then
	// LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND should be used. -aj
	m_rectUsersBG.SetName( "UsersBG" );

	m_rectUsersBG.SetXY(
		THEME->GetMetricF("ScreenNetEvaluation",fmt::sprintf("UsersBG%dX",m_iShowSide)),
		THEME->GetMetricF("ScreenNetEvaluation",fmt::sprintf("UsersBG%dY",m_iShowSide)) );
	LOAD_ALL_COMMANDS_AND_ON_COMMAND( m_rectUsersBG );

	this->AddChild( &m_rectUsersBG );

	RedoUserTexts();

	NSMAN->ReportNSSOnOff( 5 );
}
void ScreenDebugOverlay::Init()
{
	Screen::Init();

	// Init debug mappings
	// TODO: Arch-specific?
	{
		g_Mappings.Clear();

		g_Mappings.holdForDebug1 = DeviceInput(DEVICE_KEYBOARD, KEY_F3);
		g_Mappings.holdForDebug2.MakeInvalid();
		g_Mappings.holdForSlow = DeviceInput(DEVICE_KEYBOARD, KEY_ACCENT);
		g_Mappings.holdForFast = DeviceInput(DEVICE_KEYBOARD, KEY_TAB);

		/* TODO: Find a better way of indicating which option is which here.
		 * Maybe we should take a page from ScreenEdit's menus and make
		 * RowDefs()? */

		int i=0;
		g_Mappings.gameplayButton[i++]	= DeviceInput(DEVICE_KEYBOARD, KEY_F8);
		g_Mappings.gameplayButton[i++]	= DeviceInput(DEVICE_KEYBOARD, KEY_F7);
		g_Mappings.gameplayButton[i++]	= DeviceInput(DEVICE_KEYBOARD, KEY_F6);
		i=0;
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C1);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C2);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C3);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C4);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C5);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C6);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C7);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C8);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C9);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_C0);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cq);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cw);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ce);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cr);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ct);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cy);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Ci);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Co);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_Cp);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_UP);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_DOWN);
		g_Mappings.debugButton[i++] = DeviceInput(DEVICE_KEYBOARD, KEY_BACK);
		g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F5)] = 0;
		g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F6)] = 1;
		g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F7)] = 2;
		g_Mappings.pageButton[DeviceInput(DEVICE_KEYBOARD, KEY_F8)] = 3;
	}

	map<RString,int> iNextDebugButton;
	int iNextGameplayButton = 0;
	FOREACH( IDebugLine*, *g_pvpSubscribers, p )
	{
		RString sPageName = (*p)->GetPageName();

		DeviceInput di;
		switch( (*p)->GetType() )
		{
		case IDebugLine::all_screens:
			di = g_Mappings.debugButton[iNextDebugButton[sPageName]++];
			break;
		case IDebugLine::gameplay_only:
			di = g_Mappings.gameplayButton[iNextGameplayButton++];
			break;
		}
		(*p)->m_Button = di;

		if( find(m_asPages.begin(), m_asPages.end(), sPageName) == m_asPages.end() )
			m_asPages.push_back( sPageName );
	}

	m_iCurrentPage = 0;
	m_bForcedHidden = false;

	m_Quad.StretchTo( RectF( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
	m_Quad.SetDiffuse( BACKGROUND_COLOR );
	this->AddChild( &m_Quad );

	// if you're going to add user commands, make sure to have the overrides
	// set after parsing the metrics. -aj
	m_textHeader.SetName( "HeaderText" );
	m_textHeader.LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "header") );
	LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( m_textHeader );
	m_textHeader.SetText( DEBUG_MENU );
	this->AddChild( &m_textHeader );

	FOREACH_CONST( RString, m_asPages, s )
	{
		int iPage = s - m_asPages.begin();

		DeviceInput di;
		bool b = GetKeyFromMap( g_Mappings.pageButton, iPage, di );
		ASSERT( b );

		RString sButton = INPUTMAN->GetDeviceSpecificInputString( di );

		BitmapText *p = new BitmapText;
		p->SetName( "PageText" );
		p->LoadFromFont( THEME->GetPathF("ScreenDebugOverlay", "page") );
		LOAD_ALL_COMMANDS_AND_ON_COMMAND( p );
		// todo: Y value is still hardcoded. -aj
		p->SetXY( PAGE_START_X+iPage*PAGE_SPACING_X, SCREEN_TOP+20 );
		p->SetText( *s + " (" + sButton + ")" );
		m_vptextPages.push_back( p );
		this->AddChild( p );
	}