ExperimentalGear/scripts/songselect/songwheel.lua

788 lines
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Lua
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require('common')
local Easing = require('common.easings')
local Background = require('components.background');
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local VolforceCalc = require('components.volforceCalc');
local dataPanelImage = gfx.CreateSkinImage("song_select/data_bg_overlay.png", 1)
local dataGlowOverlayImage = gfx.CreateSkinImage("song_select/data_panel/data_glow_overlay.png", 1)
local gradeBgImage = gfx.CreateSkinImage("song_select/data_panel/grade_bg.png", 1)
local badgeBgImage = gfx.CreateSkinImage("song_select/data_panel/clear_badge_bg.png", 1)
local effectedBgImage = gfx.CreateSkinImage("song_select/data_panel/effected_bg.png", 1)
local illustratedBgImage = gfx.CreateSkinImage("song_select/data_panel/illust_bg.png", 1)
local songPlateBg = gfx.CreateSkinImage("song_select/plate/bg.png", 1)
local songPlateBottomBarOverlayImage = gfx.CreateSkinImage("song_select/plate/bottom_bar_overlay.png", 1)
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local scrollbarBgImage = gfx.CreateSkinImage("song_select/scrollbar/bg.png", 1)
local scrollbarFillImage = gfx.CreateSkinImage("song_select/scrollbar/fill.png", 1)
local laserAnimBaseImage = gfx.CreateSkinImage("song_select/laser_anim.png", 1)
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local top50OverlayImage = gfx.CreateSkinImage("song_select/top50.png", 1)
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local top50JacketOverlayImage = gfx.CreateSkinImage("song_select/top50_jacket.png", 1)
local cursorImages = {
gfx.CreateSkinImage("song_select/cursor.png", 1), -- Effective rate or fallback
gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- Excessive rate
gfx.CreateSkinImage("song_select/cursor_perm.png", 1), -- Premissive rate
gfx.CreateSkinImage("song_select/cursor_blast.png", 1), -- Blastive rate
}
local diffCursorImage = gfx.CreateSkinImage("song_select/level_cursor.png", 1)
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local filterInfoBgImage = gfx.CreateSkinImage("song_select/filter_info_bg.png", 1)
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local sortInfoBgImage = gfx.CreateSkinImage("song_select/sort_info_bg.png", 1)
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local searchBgImage = gfx.CreateSkinImage("song_select/search_bg.png", 1)
local defaultJacketImage = gfx.CreateSkinImage("song_select/loading.png", 0)
local difficultyLabelImages = {
gfx.CreateSkinImage("song_select/plate/difficulty_labels/novice.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/advanced.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/exhaust.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/maximum.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/infinite.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/gravity.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/heavenly.png", 1),
gfx.CreateSkinImage("song_select/plate/difficulty_labels/vivid.png", 1),
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}
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local badgeImages = {
gfx.CreateSkinImage("song_select/medal/nomedal.png", 1),
gfx.CreateSkinImage("song_select/medal/played.png", 1),
gfx.CreateSkinImage("song_select/medal/clear.png", 1),
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gfx.CreateSkinImage("song_select/medal/hard.png", 1),
gfx.CreateSkinImage("song_select/medal/uc.png", 1),
gfx.CreateSkinImage("song_select/medal/puc.png", 1),
}
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local gradeCutoffs = {
D = 0000000,
C = 7000000,
B = 8000000,
A = 8700000,
A_P = 9000000,
AA = 9300000,
AA_P = 9500000,
AAA = 9700000,
AAA_P = 9800000,
S = 9900000,
}
local gradeImages = {
S = gfx.CreateSkinImage("common/grades/S.png", 0),
AAA_P = gfx.CreateSkinImage("common/grades/AAA+.png", 0),
AAA = gfx.CreateSkinImage("common/grades/AAA.png", 0),
AA_P = gfx.CreateSkinImage("common/grades/AA+.png", 0),
AA = gfx.CreateSkinImage("common/grades/AA.png", 0),
A_P = gfx.CreateSkinImage("common/grades/A+.png", 0),
A = gfx.CreateSkinImage("common/grades/A.png", 0),
B = gfx.CreateSkinImage("common/grades/B.png", 0),
C = gfx.CreateSkinImage("common/grades/C.png", 0),
D = gfx.CreateSkinImage("common/grades/D.png", 0),
none = gfx.CreateSkinImage("common/grades/none.png", 0),
}
local difficultyLabelUnderImages = {
gfx.CreateSkinImage("songtransition/difficulty_labels/nov.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/adv.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/exh.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/mxm.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/inf.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/grv.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/hvn.png", 0),
gfx.CreateSkinImage("songtransition/difficulty_labels/vvd.png", 0),
}
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game.LoadSkinSample('song_wheel/cursor_change.wav');
game.LoadSkinSample('song_wheel/diff_change.wav');
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local difficultyNumbers;
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local scoreNumbers;
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local resx, resy = game.GetResolution()
local desw, desh;
local scale;
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local songPlateHeight = 172;
local selectedIndex = 1;
local selectedDifficulty = 1;
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local jacketCache = {}
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local top50diffs = {}
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local transitionScrollScale = 0;
local transitionScrollOffsetY = 0;
local scrollingUp = false;
local transitionAfterscrollScale = 0;
local transitionAfterscrollDataOverlayAlpha = 0;
local transitionAfterscrollGradeAlpha = 0;
local transitionAfterscrollBadgeAlpha = 0;
local transitionAfterscrollTextSongTitle = 0;
local transitionAfterscrollTextSongArtist = 0;
local transitionAfterscrollDifficultiesAlpha = 0;
local transitionAfterscrollJacketBgAlpha = 0;
local transitionJacketBgScrollScale = 0;
local transitionJacketBgScrollAlpha = 0;
local transitionJacketBgScrollPosX = 0;
local transitionLaserScale = 0;
local transitionLaserY = 0;
-- Flash transition (animation)
-- Used for flashing the badges
-- 0 = minimum brightness; 0.5 = maximum brightness; 1 = minimum brightness again
local transitionFlashScale = 0;
local transitionFlashAlpha = 1;
local transitionLeaveReverse = false;
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local transitionLeaveScale = 0;
local transitionLeaveOffsetY = 0;
function resetLayoutInformation()
resx, resy = game.GetResolution()
desw = 1080
desh = 1920
scale = resx / desw
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end
function load_number_image(path)
local images = {}
for i = 0, 9 do
images[i + 1] = gfx.CreateSkinImage(string.format("%s/%d.png", path, i), 0)
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end
return images
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end
function draw_number(x, y, alpha, num, digits, images, is_dim, scale, kern)
scale = scale or 1;
kern = kern or 1;
local tw, th = gfx.ImageSize(images[1])
tw = tw * scale;
th = th * scale;
x = x + (tw * (digits - 1)) / 2
y = y - th / 2
for i = 1, digits do
local mul = 10 ^ (i - 1)
local digit = math.floor(num / mul) % 10
local a = alpha
if is_dim and num < mul then
a = 0.4
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end
gfx.BeginPath()
gfx.ImageRect(x, y, tw, th, images[digit + 1], a, 0)
x = x - (tw * kern)
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end
end
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function getCorrectedIndex(from, offset)
total = #songwheel.songs;
if (math.abs(offset) > total) then
if (offset < 0) then
offset = offset + total*math.floor(math.abs(offset)/total);
else
offset = offset - total*math.floor(math.abs(offset)/total);
end
end
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index = from + offset;
if index < 1 then
index = total + (from+offset) -- this only happens if the offset is negative
end;
if index > total then
indexesUntilEnd = total - from;
index = offset - indexesUntilEnd -- this only happens if the offset is positive
end;
return index;
end;
function getJacketImage(song)
if not jacketCache[song.id] or jacketCache[song.id]==defaultJacketImage then
jacketCache[song.id] = gfx.LoadImageJob(song.difficulties[
math.min(selectedDifficulty, #song.difficulties)
].jacketPath, defaultJacketImage, 500, 500);
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end
return jacketCache[song.id];
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end
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function getGradeImageForScore(score)
local gradeImage = gradeImages.none;
local bestGradeCutoff = 0;
for gradeName, scoreCutoff in pairs(gradeCutoffs) do
if scoreCutoff <= score then
if scoreCutoff > bestGradeCutoff then
gradeImage = gradeImages[gradeName];
bestGradeCutoff = scoreCutoff;
end
end
end
return gradeImage;
end
function drawLaserAnim()
gfx.BeginPath()
gfx.Scissor(0, transitionLaserY, desw, 100);
gfx.ImageRect(0, 0, desw, desh, laserAnimBaseImage, 1, 0)
gfx.ResetScissor();
end
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function drawBackground(deltaTime)
Background.draw(deltaTime)
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-- If the score for song exists
local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
if song and diff then
local jacketImage = getJacketImage(song);
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gfx.BeginPath()
gfx.ImageRect(transitionJacketBgScrollPosX, 0, 900, 900, jacketImage or defaultJacketImage, transitionJacketBgScrollAlpha, 0)
gfx.BeginPath();
gfx.FillColor(0,0,0,math.floor(transitionJacketBgScrollAlpha*64));
gfx.Rect(0,0,900,900);
gfx.Fill();
gfx.ClosePath();
gfx.BeginPath();
end
gfx.ImageRect(0, 0, desw, desh, dataPanelImage, 1, 0)
drawLaserAnim()
if song and diff then
gfx.BeginPath()
gfx.ImageRect(0, 0, desw, desh, dataGlowOverlayImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(341, 754, 85, 85, gradeBgImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(391, 687, 180*0.85, 226*0.85, badgeBgImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(95, 1165, 433, 30, effectedBgImage, transitionAfterscrollDataOverlayAlpha, 0)
gfx.BeginPath()
gfx.ImageRect(95, 1195, 433, 30, illustratedBgImage, transitionAfterscrollDataOverlayAlpha, 0)
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end
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end
function drawSong(song, y)
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if (not song) then return end;
local songX = desw/2+28
local selectedSongDifficulty = song.difficulties[math.min(selectedDifficulty, #song.difficulties)] -- Limit selecting difficulty that is above the number that the song has
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if not selectedSongDifficulty then
return;
end
local bestScore;
if selectedSongDifficulty.scores then
bestScore = selectedSongDifficulty.scores[1];
end
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-- Draw the bg for the song plate
gfx.BeginPath()
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gfx.ImageRect(songX, y, 515, 172, songPlateBg, 1, 0)
-- Draw jacket
local jacketImage = getJacketImage(song);
gfx.BeginPath()
gfx.ImageRect(songX+4, y+4, 163, 163, jacketImage or defaultJacketImage, 1, 0)
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-- Draw the overlay for the song plate (that bottom black bar)
gfx.BeginPath()
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gfx.ImageRect(songX, y, 515, 172, songPlateBottomBarOverlayImage, 1, 0)
-- Draw the difficulty notch background
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gfx.BeginPath()
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local diffIndex = GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty)
gfx.ImageRect(songX, y+95, 83, 74, difficultyLabelImages[diffIndex], 1, 0)
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-- Draw the difficulty level number
gfx.BeginPath()
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draw_number(songX+30, y+125, 1.0, selectedSongDifficulty.level, 2, difficultyNumbers, false, 0.65, 1)
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-- Draw song title
gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.Text(song.title, songX+90, y+155);
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-- Draw score badge
local badgeImage = badgeImages[1];
if selectedSongDifficulty.topBadge then
badgeImage = badgeImages[selectedSongDifficulty.topBadge+1];
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end
local badgeAlpha = 1;
if (selectedSongDifficulty.topBadge >= 3) then
badgeAlpha = transitionFlashAlpha; -- If hard clear or above, flash the badge
end
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gfx.BeginPath()
gfx.ImageRect(songX+282, y+44, 79, 69, badgeImage, badgeAlpha, 0)
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-- Draw grade
local gradeImage = gradeImages.none;
local gradeAlpha = 1;
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if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
if (bestScore.score >= gradeCutoffs.S) then
gradeAlpha = transitionFlashAlpha; -- If S, flash the badge
end
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end
gfx.BeginPath();
gfx.ImageRect(songX+391, y+47, 60, 60, gradeImage, gradeAlpha, 0);
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-- Draw top 50 label if applicable
if (top50diffs[selectedSongDifficulty.id]) then
gfx.BeginPath();
gfx.ImageRect(songX+82, y+109, 506*0.85, 26*0.85, top50OverlayImage, 1, 0);
end
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end
function drawSongList()
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local numOfSongsAround = 7; -- How many songs should be up and how many should be down of the selected one
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local yOffset = transitionLeaveOffsetY + transitionScrollOffsetY;
local i=1;
while (i <= numOfSongsAround) do
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local songIndex = getCorrectedIndex(selectedIndex, -i)
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drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2-songPlateHeight*i + yOffset)
i=i+1;
end;
-- Draw the selected song
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drawSong(songwheel.songs[selectedIndex], desh/2-songPlateHeight/2 + yOffset)
i=1;
while (i <= numOfSongsAround) do
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local songIndex = getCorrectedIndex(selectedIndex, i)
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drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2+songPlateHeight*i + yOffset)
i=i+1;
end;
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end
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function drawCursor()
gfx.BeginPath()
local cursorImageIndex = game.GetSkinSetting('_gaugeType')
local cursorImage = cursorImages[cursorImageIndex or 1];
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gfx.ImageRect(desw/2-14, desh/2-213/2, 555, 213, cursorImage, 1, 0)
end
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function drawScrollbar()
gfx.BeginPath()
local bgW = 13*0.85;
local bgH = 1282*0.85;
local scrollPosX = desw-20
local scrollPosY = desh/2-bgH/2
gfx.ImageRect(scrollPosX, scrollPosY, bgW, bgH, scrollbarBgImage, 1, 0)
gfx.BeginPath()
local fillW = 27*0.85
local fillH = 65*0.85
local fillPosOffsetY = (bgH-fillH)*(
(selectedIndex-1) /
math.max(1,#songwheel.songs-1)
)
gfx.ImageRect(scrollPosX-6, scrollPosY+fillPosOffsetY, fillW, fillH, scrollbarFillImage, 1, 0)
end
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local scoreNumbers = load_number_image("score_num");
function drawData() -- Draws the song data on the left panel
local song = songwheel.songs[selectedIndex];
local diff = song and song.difficulties[selectedDifficulty] or false;
local bestScore = diff and diff.scores[1];
if not song then return false end
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local jacketImage = getJacketImage(song);
gfx.BeginPath()
gfx.ImageRect(96, 324, 348, 348, jacketImage or defaultJacketImage, 1, 0)
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if (top50diffs[diff.id]) then
gfx.BeginPath()
gfx.ImageRect(96, 529, 410*0.85, 168*0.85, top50JacketOverlayImage, 1, 0)
end
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gfx.Save()
-- Draw best score
gfx.BeginPath()
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local scoreNumber = 0;
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if bestScore then
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scoreNumber = bestScore.score
end
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draw_number(100, 793, 1.0, math.floor(scoreNumber / 10000), 4, scoreNumbers, true, 0.3, 1.12)
draw_number(253, 798, 1.0, scoreNumber, 4, scoreNumbers, true, 0.22, 1.12)
-- Draw grade
local gradeImage = gradeImages.none;
local gradeAlpha = transitionAfterscrollGradeAlpha;
if bestScore then
gradeImage = getGradeImageForScore(bestScore.score)
if (transitionAfterscrollGradeAlpha == 1 and bestScore.score >= gradeCutoffs.S) then
gradeAlpha = transitionFlashAlpha; -- If S, flash the badge
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end
end
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gfx.BeginPath();
gfx.ImageRect(360, 773, 45, 45, gradeImage, gradeAlpha, 0);
-- Draw badge
badgeImage = badgeImages[diff.topBadge+1];
local badgeAlpha = transitionAfterscrollBadgeAlpha;
if (transitionAfterscrollBadgeAlpha == 1 and diff.topBadge >= 3) then
badgeAlpha = transitionFlashAlpha; -- If hard clear or above, flash the badge, but only after the initial transition
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end
gfx.BeginPath()
gfx.ImageRect(425, 724, 93/1.1, 81/1.1, badgeImage, badgeAlpha, 0)
gfx.Restore()
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-- Draw BPM
gfx.BeginPath();
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gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.Save()
gfx.LoadSkinFont('Digital-Serial-Bold.ttf')
gfx.GlobalAlpha(transitionAfterscrollDataOverlayAlpha) -- TODO: split this out
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gfx.Text(song.bpm, 85, 920);
gfx.Restore()
-- Draw song title
gfx.FontSize(28)
gfx.GlobalAlpha(transitionAfterscrollTextSongTitle);
gfx.Text(song.title, 30+(1-transitionAfterscrollTextSongTitle)*20, 955);
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-- Draw artist
gfx.GlobalAlpha(transitionAfterscrollTextSongArtist);
gfx.Text(song.artist, 30+(1-transitionAfterscrollTextSongArtist)*30, 997);
gfx.GlobalAlpha(1);
-- Draw difficulties
local DIFF_X_START = 98.5
local DIFF_GAP = 114.8;
gfx.GlobalAlpha(transitionAfterscrollDifficultiesAlpha);
for i, diff in ipairs(song.difficulties) do
gfx.BeginPath()
local index = diff.difficulty+1
if i == selectedDifficulty then
gfx.ImageRect(DIFF_X_START+(index-1)*DIFF_GAP-(163*0.8)/2, 1028, 163*0.8, 163*0.8, diffCursorImage, 1, 0)
end
draw_number(85+(index-1)*DIFF_GAP, 1085, 1.0, diff.level, 2, difficultyNumbers, false, 0.8, 1)
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local diffLabelImage = difficultyLabelUnderImages[
GetDisplayDifficulty(diff.jacketPath, diff.difficulty)
];
local tw, th = gfx.ImageSize(diffLabelImage)
tw=tw*0.9
th=th*0.9
gfx.BeginPath()
gfx.ImageRect(DIFF_X_START+(index-1)*DIFF_GAP-tw/2, 1050, tw, th, diffLabelImage, 1, 0)
end
gfx.GlobalAlpha(1);
gfx.FontSize(22)
gfx.GlobalAlpha(transitionAfterscrollDataOverlayAlpha);
gfx.Text(diff.effector, 270, 1180);
gfx.Text(diff.illustrator, 270, 1210);
gfx.GlobalAlpha(1);
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end
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function drawFilterInfo(deltatime)
gfx.BeginPath()
gfx.ImageRect(5, 95, 417*0.85, 163*0.85, filterInfoBgImage, 1, 0)
local folderLabel = game.GetSkinSetting('_songWheelActiveFolderLabel')
local subFolderLabel = game.GetSkinSetting('_songWheelActiveSubFolderLabel')
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local sortOptionLabel = game.GetSkinSetting('_songWheelActiveSortOptionLabel')
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gfx.FontSize(24)
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE)
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gfx.BeginPath()
gfx.Text(folderLabel or '', 167, 131);
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gfx.BeginPath()
gfx.Text(subFolderLabel or '', 195, 166);
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gfx.BeginPath()
gfx.ImageRect(desw - 310 - 5, 108, 310, 75, sortInfoBgImage, 1, 0)
gfx.BeginPath()
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gfx.Text(sortOptionLabel or '', desw-150, 130);
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end
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function drawSearch()
if (not songwheel.searchInputActive) then
return;
end
gfx.BeginPath();
local tw, th = gfx.ImageSize(searchBgImage)
gfx.ImageRect(desw-tw/2, 0, tw/2, th/2, searchBgImage, 1, 0)
gfx.FontSize(28);
gfx.Text(songwheel.searchText, desw-200, 30);
end
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function tickTransitions(deltaTime)
if transitionScrollScale < 1 then
transitionScrollScale = transitionScrollScale + deltaTime / 0.1 -- transition should last for that time in seconds
else
transitionScrollScale = 1
end
if transitionAfterscrollScale < 1 then
if transitionScrollScale == 1 then
-- Only start the after scroll transition when the scroll transition is finished
transitionAfterscrollScale = transitionAfterscrollScale + deltaTime / 15
end
else
transitionAfterscrollScale = 1;
end
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if scrollingUp then
transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * songPlateHeight;
else
transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * -songPlateHeight;
end
if transitionAfterscrollScale < 0.02 then
transitionAfterscrollDataOverlayAlpha = math.min(1, transitionAfterscrollScale / 0.02)
else
transitionAfterscrollDataOverlayAlpha = 1;
end
-- Grade alpha
if transitionAfterscrollScale >= 0.03 and transitionAfterscrollScale < 0.033 then
transitionAfterscrollGradeAlpha = 0.5;
elseif transitionAfterscrollScale >= 0.04 then
transitionAfterscrollGradeAlpha = 1;
else
transitionAfterscrollGradeAlpha = 0;
end
-- Badge alpha
if transitionAfterscrollScale >= 0.032 and transitionAfterscrollScale < 0.035 then
transitionAfterscrollBadgeAlpha = 0.5;
elseif transitionAfterscrollScale >= 0.042 then
transitionAfterscrollBadgeAlpha = 1;
else
transitionAfterscrollBadgeAlpha = 0;
end
-- Song title alpha and pos
if transitionAfterscrollScale < 0.025 then
transitionAfterscrollTextSongTitle = Easing.outQuad(math.min(1, (transitionAfterscrollScale) / 0.025));
else
transitionAfterscrollTextSongTitle = 1
end
-- Song artist alpha and pos
if transitionAfterscrollScale < 0.025 then
transitionAfterscrollTextSongArtist = Easing.outQuad(math.min(1, (transitionAfterscrollScale) / 0.025));
else
transitionAfterscrollTextSongArtist = 1
end
-- Difficulties alpha
if transitionAfterscrollScale < 0.025 then
transitionAfterscrollDifficultiesAlpha = math.min(1, transitionAfterscrollScale / 0.025)
else
transitionAfterscrollDifficultiesAlpha = 1;
end
-- Jacket bg animation
if transitionJacketBgScrollScale < 1 then
transitionJacketBgScrollScale = transitionJacketBgScrollScale + deltaTime / 20 -- transition should last for that time in seconds
else
transitionJacketBgScrollScale = 0
end
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if transitionJacketBgScrollScale < 0.05 or transitionJacketBgScrollScale >= 1 then
transitionJacketBgScrollAlpha = 0;
elseif transitionJacketBgScrollScale >= 0.05 and transitionJacketBgScrollScale < 0.1 then
transitionJacketBgScrollAlpha = math.min(1, (transitionJacketBgScrollScale-0.05) / 0.05);
elseif transitionJacketBgScrollScale >= 0.8 and transitionJacketBgScrollScale < 1 then
transitionJacketBgScrollAlpha = math.max(0,
math.min(1, 1-((transitionJacketBgScrollScale-0.8) / 0.05))
);
else
transitionJacketBgScrollAlpha = 1;
end
transitionJacketBgScrollPosX = 0+(transitionJacketBgScrollScale*(0.8/1))*-300;
-- Laser anim
if transitionLaserScale < 1 then
transitionLaserScale = transitionLaserScale + deltaTime / 2 -- transition should last for that time in seconds
else
transitionLaserScale = 0
end
transitionLaserY = desh - math.min(transitionLaserScale * 2 * desh, desh);
-- Flash transition
if transitionFlashScale < 1 then
local songBpm = 120;
if (songwheel.songs[selectedIndex] and game.GetSkinSetting('animations_affectWithBPM')) then
songBpm = songwheel.songs[selectedIndex].bpm;
-- Is a variable BPM
if (type(songBpm) == "string") then
local s = split(songBpm, '-');
songBpm = tonumber(s[1]); -- Lowest bpm value
end
end
transitionFlashScale = transitionFlashScale + deltaTime / (60/songBpm) -- transition should last for that time in seconds
else
transitionFlashScale = 0
end
if transitionFlashScale < 0.5 then
transitionFlashAlpha = transitionFlashScale * 2;
else
transitionFlashAlpha = 1-((transitionFlashScale-0.5) * 2);
end
transitionFlashAlpha = 1+transitionFlashAlpha*0.5
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-- Leave transition
if (transitionLeaveReverse) then
if transitionLeaveScale > 0 then
transitionLeaveScale = transitionLeaveScale - deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionLeaveScale = 0
end
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else
if transitionLeaveScale < 1 then
transitionLeaveScale = transitionLeaveScale + deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionLeaveScale = 1
end
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end
transitionLeaveOffsetY = Easing.inOutQuad(transitionLeaveScale) * (desh+songPlateHeight*2+145);
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end
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render = function (deltaTime)
resetLayoutInformation();
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tickTransitions(deltaTime);
gfx.Scale(scale, scale);
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if not difficultyNumbers then
difficultyNumbers = load_number_image('diff_num')
end
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drawBackground(deltaTime);
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drawSongList()
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drawCursor()
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drawScrollbar()
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drawData()
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drawFilterInfo(deltaTime)
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drawSearch();
if (game.GetSkinSetting('_songWheelOverlayActive') ~= 1) then
transitionLeaveReverse = true;
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else
transitionLeaveReverse = false;
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end
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gfx.BeginPath();
gfx.FontSize(18)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
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local debugScrollingUp= "FALSE"
if scrollingUp then debugScrollingUp = "TRUE" end;
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gfx.Text('S_I: ' .. selectedIndex .. ' // S_D: ' .. selectedDifficulty .. ' // S_UP: ' .. debugScrollingUp .. ' // AC_TS: ' .. transitionAfterscrollScale, 8, 8);
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end
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songs_changed = function (withAll)
if not withAll then return end
local diffs = {}
for i = 1, #songwheel.allSongs do
local song = songwheel.allSongs[i]
for j = 1, #song.difficulties do
local diff = song.difficulties[j]
diff.force = VolforceCalc.calc(diff)
table.insert(diffs, diff)
end
end
table.sort(diffs, function (l, r)
return l.force > r.force
end)
totalForce = 0
for i = 1, 50 do
if diffs[i] then
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top50diffs[diffs[i].id] = true;
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totalForce = totalForce + diffs[i].force
end
end
game.SetSkinSetting('_volforce', totalForce)
end
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set_index = function(newIndex)
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transitionScrollScale = 0;
transitionAfterscrollScale = 0;
transitionJacketBgScrollScale = 0;
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scrollingUp = false;
if ((newIndex > selectedIndex and not (newIndex == #songwheel.songs and selectedIndex == 1)) or (newIndex == 1 and selectedIndex == #songwheel.songs)) then
scrollingUp = true;
end;
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game.PlaySample('song_wheel/cursor_change.wav');
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selectedIndex = newIndex;
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end;
set_diff = function(newDiff)
if newDiff ~= selectedDifficulty then
jacketCache = {}; -- Clear the jacket cache for the new diff jackets
game.PlaySample('song_wheel/diff_change.wav');
end
selectedDifficulty = newDiff;
end;