ExperimentalGear/scripts/gamesettingsdialog.lua

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function clamp(x, min, max)
if x < min then
x = min
end
if x > max then
x = max
end
return x
end
function smootherstep(edge0, edge1, x)
-- Scale, and clamp x to 0..1 range
x = clamp((x - edge0) / (edge1 - edge0), 0.0, 1.0)
-- Evaluate polynomial
return x * x * x * (x * (x * 6 - 15) + 10)
end
function to_range(val, start, stop)
return start + (stop - start) * val
end
Animation = {
start = 0,
stop = 0,
progress = 0,
duration = 1,
smoothStart = false
}
function Animation:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function Animation:restart(start, stop, duration)
self.progress = 0
self.start = start
self.stop = stop
self.duration = duration
end
function Animation:tick(deltaTime)
self.progress = math.min(1, self.progress + deltaTime / self.duration)
if self.progress == 1 then return self.stop end
if self.smoothStart then
return to_range(smootherstep(0, 1, self.progress), self.start, self.stop)
else
return to_range(smootherstep(-1, 1, self.progress) * 2 - 1, self.start, self.stop)
end
end
local yScale = Animation:new()
local diagWidth = 600
local diagHeight = 400
local tabStroke = {start=0, stop=1}
local tabStrokeAnimation = {start=Animation:new(), stop=Animation:new()}
local settingsStrokeAnimation = {x=Animation:new(), y=Animation:new()}
local prevTab = -1
local prevSettingStroke = {x=0, y=0}
local settingStroke = {x=0, y=0}
local prevVis = false
function processSkinSettings()
for ti, tab in ipairs(SettingsDiag.tabs) do
for si, setting in ipairs(tab.settings) do
if (tab.name == 'Game') then
if (setting.name == 'Gauge') then
game.SetSkinSetting('_gaugeType', setting.value);
end
if (setting.name == 'Backup Gauge') then
game.SetSkinSetting('_gaugeARS', setting.value and 1 or 0);
end
end
end
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end
end
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function render(deltaTime, visible)
if visible and not prevVis then
yScale:restart(0, 1, 0.25)
elseif not visible and prevVis then
yScale:restart(1, 0, 0.25)
end
processSkinSettings()
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if not visible and yScale:tick(0) < 0.05 then return end
local posX = SettingsDiag.posX or 0.5
local posY = SettingsDiag.posY or 0.5
local message_1 = "Press both FXs to open/close. Use the Start button to press buttons."
local message_2 = "Use FX keys to navigate tabs. Use arrow keys to navigate and modify settings."
resX, resY = game.GetResolution()
local scale = resY / 1080
gfx.ResetTransform()
gfx.Translate(math.floor(diagWidth/2 + posX*(resX-diagWidth)), math.floor(diagHeight/2 + posY*(resY-diagHeight)))
gfx.Scale(scale, scale)
gfx.Scale(1.0, smootherstep(0, 1, yScale:tick(deltaTime)))
gfx.BeginPath()
gfx.Rect(-diagWidth/2, -diagHeight/2, diagWidth, diagHeight)
gfx.FillColor(50,50,50)
gfx.Fill()
gfx.FillColor(255,255,255)
gfx.FontSize(20)
local m_xmin, m_ymin, m_xmax, m_ymax = gfx.TextBounds(0, 0, message_1)
gfx.Text(message_1, diagWidth/2 - m_xmax, diagHeight/2 - m_ymax - 20)
m_xmin, m_ymin, m_xmax, m_ymax = gfx.TextBounds(0, 0, message_2)
gfx.Text(message_2, diagWidth/2 - m_xmax, diagHeight/2 - m_ymax)
tabStroke.start = tabStrokeAnimation.start:tick(deltaTime)
tabStroke.stop = tabStrokeAnimation.stop:tick(deltaTime)
settingStroke.x = settingsStrokeAnimation.x:tick(deltaTime)
settingStroke.y = settingsStrokeAnimation.y:tick(deltaTime)
local tabBarHeight = 0
local nextTabX = 5
gfx.TextAlign(gfx.TEXT_ALIGN_TOP + gfx.TEXT_ALIGN_LEFT)
gfx.FontSize(35)
gfx.Save() --draw tab bar
gfx.Translate(-diagWidth / 2, -diagHeight / 2)
for ti, tab in ipairs(SettingsDiag.tabs) do
local xmin,ymin, xmax,ymax = gfx.TextBounds(nextTabX, 5, tab.name)
if ti == SettingsDiag.currentTab and SettingsDiag.currentTab ~= prevTab then
tabStrokeAnimation.start:restart(tabStroke.start, nextTabX, 0.1)
tabStrokeAnimation.stop:restart(tabStroke.stop, xmax, 0.1)
end
tabBarHeight = math.max(tabBarHeight, ymax + 5)
gfx.Text(tab.name, nextTabX, 5)
nextTabX = xmax + 10
end
gfx.BeginPath()
gfx.MoveTo(0, tabBarHeight)
gfx.LineTo(diagWidth, tabBarHeight)
gfx.StrokeWidth(2)
gfx.StrokeColor(0,127,255)
gfx.Stroke()
gfx.BeginPath()
gfx.MoveTo(tabStroke.start, tabBarHeight)
gfx.LineTo(tabStroke.stop, tabBarHeight)
gfx.StrokeColor(255, 127, 0)
gfx.Stroke()
gfx.Restore() --draw tab bar end
gfx.FontSize(30)
gfx.Save() --draw current tab
gfx.Translate(-diagWidth / 2, -diagHeight / 2)
gfx.Translate(5, tabBarHeight + 5)
gfx.BeginPath()
gfx.MoveTo(0, settingStroke.y)
gfx.LineTo(settingStroke.x, settingStroke.y)
gfx.StrokeWidth(2)
gfx.StrokeColor(255, 127, 0)
gfx.Stroke()
local settingHeight = 30
local tab = SettingsDiag.tabs[SettingsDiag.currentTab]
for si, setting in ipairs(tab.settings) do
processSkinSettings(setting.name, setting.value)
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local disp = ""
if setting.type == "enum" then
disp = string.format("%s: %s", setting.name, setting.options[setting.value])
elseif setting.type == "int" then
disp = string.format("%s: %d", setting.name, setting.value)
elseif setting.type == "float" then
disp = string.format("%s: %.2f", setting.name, setting.value)
if setting.max == 1 and setting.min == 0 then --draw slider
disp = setting.name .. ": "
local xmin,ymin, xmax,ymax = gfx.TextBounds(0, 0, disp)
local width = diagWidth - 20 - xmax
gfx.BeginPath()
gfx.MoveTo(xmax + 5, 20)
gfx.LineTo(xmax + 5 + width, 20)
gfx.StrokeColor(0,127,255)
gfx.StrokeWidth(2)
gfx.Stroke()
gfx.BeginPath()
gfx.MoveTo(xmax + 5, 20)
gfx.LineTo(xmax + 5 + width * setting.value, 20)
gfx.StrokeColor(255,127,0)
gfx.StrokeWidth(2)
gfx.Stroke()
end
elseif setting.type == "button" then
disp = string.format("%s", setting.name)
local xmin, ymin, xmax,ymax = gfx.TextBounds(0, 0, disp)
gfx.BeginPath()
gfx.Rect(-2, 3, 4+xmax-xmin, 28)
gfx.FillColor(0, 64, 128)
if si == SettingsDiag.currentSetting then
gfx.StrokeColor(255, 127, 0)
else
gfx.StrokeColor(0,127,255)
end
gfx.StrokeWidth(2)
gfx.Fill()
gfx.Stroke()
gfx.FillColor(255,255,255)
else
disp = string.format("%s:", setting.name)
local xmin,ymin, xmax,ymax = gfx.TextBounds(0, 0, disp)
gfx.BeginPath()
gfx.Rect(xmax + 5, 5, 20,20)
gfx.FillColor(255, 127, 0, setting.value and 255 or 0)
gfx.StrokeColor(0,127,255)
gfx.StrokeWidth(2)
gfx.Fill()
gfx.Stroke()
gfx.FillColor(255,255,255)
end
gfx.Text(disp, 0 ,0)
if si == SettingsDiag.currentSetting then
local setting_name = setting.name .. ":"
if setting.type == "button" then
setting_name = setting.name
end
local xmin,ymin, xmax,ymax = gfx.TextBounds(0, 0, setting_name)
ymax = ymax + settingHeight * (si - 1)
if xmax ~= prevSettingStroke.x or ymax ~= prevSettingStroke.y then
settingsStrokeAnimation.x:restart(settingStroke.x, xmax, 0.1)
settingsStrokeAnimation.y:restart(settingStroke.y, ymax, 0.1)
end
prevSettingStroke.x = xmax
prevSettingStroke.y = ymax
end
gfx.Translate(0, settingHeight)
end
gfx.Restore() --draw current tab end
prevTab = SettingsDiag.currentTab
prevVis = visible
end