+ finish filterwheel leave transition & + placeholders for perm and blast cursors
This commit is contained in:
parent
32f201784d
commit
900e368a91
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@ -3,13 +3,14 @@ local Easing = require('common.easings');
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local SongSelectHeader = require('components.headers.songSelectHeader')
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local Footer = require('components.footer');
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local defaultFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/bg.png', 0)
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local defaultFolderBgImage = gfx.CreateSkinImage(
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'song_select/filter_wheel/bg.png', 0)
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local cursorImages = {
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gfx.CreateSkinImage("song_select/cursor.png", 1), -- Effective rate or fallback
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- Excessive rate
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- TODO: premissive rate
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- TODO: blastive rate
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1) -- TODO: blastive rate
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}
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local ITEM_HEIGHT = 172;
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@ -17,27 +18,20 @@ local ITEM_HEIGHT = 172;
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local specialFolders = {
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{
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keys = {
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'SOUND VOLTEX BOOTH',
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'SDVX BOOTH',
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'SOUND VOLTEX I',
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'SDVX I',
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'SOUND VOLTEX 1',
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'SDVX 1'
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'SOUND VOLTEX BOOTH', 'SDVX BOOTH', 'SOUND VOLTEX I', 'SDVX I',
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'SOUND VOLTEX 1', 'SDVX 1'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Booth.png', 0)
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},
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{
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folderBg = gfx.CreateSkinImage(
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'song_select/filter_wheel/special_folder_bgs/Booth.png', 0)
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}, {
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keys = {
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'SOUND VOLTEX INFINITE INFECTION',
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'SDVX INFINITE INFECTION',
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'SOUND VOLTEX II',
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'SDVX II',
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'SOUND VOLTEX 2',
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'SDVX 2'
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'SOUND VOLTEX INFINITE INFECTION', 'SDVX INFINITE INFECTION',
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'SOUND VOLTEX II', 'SDVX II', 'SOUND VOLTEX 2', 'SDVX 2'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Infinite Infection.png', 0)
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},
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-- {
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folderBg = gfx.CreateSkinImage(
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'song_select/filter_wheel/special_folder_bgs/Infinite Infection.png',
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0)
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}, -- {
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-- keys = {
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-- 'SOUND VOLTEX GRAVITY WARS',
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-- 'SDVX GRAVITY WARS',
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@ -50,37 +44,26 @@ local specialFolders = {
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-- },
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{
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keys = {
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'SOUND VOLTEX HEAVENLY HAVEN',
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'SDVX HEAVENLY HAVEN',
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'SOUND VOLTEX IV',
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'SDVX IV',
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'SOUND VOLTEX 4',
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'SDVX 4'
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'SOUND VOLTEX HEAVENLY HAVEN', 'SDVX HEAVENLY HAVEN',
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'SOUND VOLTEX IV', 'SDVX IV', 'SOUND VOLTEX 4', 'SDVX 4'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Heavenly Haven.png', 0)
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},
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{
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folderBg = gfx.CreateSkinImage(
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'song_select/filter_wheel/special_folder_bgs/Heavenly Haven.png', 0)
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}, {
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keys = {
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'SOUND VOLTEX VIVID WAVE',
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'SDVX VIVID WAVE',
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'SOUND VOLTEX V',
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'SDVX V',
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'SOUND VOLTEX 5',
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'SDVX 5'
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'SOUND VOLTEX VIVID WAVE', 'SDVX VIVID WAVE', 'SOUND VOLTEX V',
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'SDVX V', 'SOUND VOLTEX 5', 'SDVX 5'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Vivid Wave.png', 0)
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},
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{
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folderBg = gfx.CreateSkinImage(
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'song_select/filter_wheel/special_folder_bgs/Vivid Wave.png', 0)
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}, {
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keys = {
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'SOUND VOLTEX EXCEED GEAR',
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'SDVX EXCEED GEAR',
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'SOUND VOLTEX VI',
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'SDVX VI',
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'SOUND VOLTEX 6',
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'SDVX 6'
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'SOUND VOLTEX EXCEED GEAR', 'SDVX EXCEED GEAR', 'SOUND VOLTEX VI',
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'SDVX VI', 'SOUND VOLTEX 6', 'SDVX 6'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Exceed Gear.png', 0)
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},
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folderBg = gfx.CreateSkinImage(
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'song_select/filter_wheel/special_folder_bgs/Exceed Gear.png', 0)
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}
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}
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-- AUDIO
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@ -98,6 +81,7 @@ local transitionScrollScale = 0;
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local transitionScrollOffsetY = 0;
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local scrollingUp = false;
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local transitionEnterReverse = false;
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local transitionEnterScale = 0;
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local transitionEnterOffsetY = 0;
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@ -143,8 +127,8 @@ function getFolderData(folderLabel)
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local folderBgImage = defaultFolderBgImage;
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local isSpecial = false;
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for i,specialFolder in ipairs(specialFolders) do
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for i,specialFolderKey in ipairs(specialFolder.keys) do
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for i, specialFolder in ipairs(specialFolders) do
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for i, specialFolderKey in ipairs(specialFolder.keys) do
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if (specialFolderKey == labelMatcherString) then
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folderBgImage = specialFolder.folderBg;
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isSpecial = true;
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@ -156,7 +140,7 @@ function getFolderData(folderLabel)
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type = folderType,
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label = folderLabel,
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bgImage = folderBgImage,
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isSpecial = isSpecial,
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isSpecial = isSpecial
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}
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end
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@ -169,15 +153,15 @@ function drawFolder(label, y)
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-- Draw the bg
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gfx.BeginPath()
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gfx.ImageRect(x, y, 630*0.86, 200*0.86, folderData.bgImage, 1, 0)
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gfx.ImageRect(x, y, 630 * 0.86, 200 * 0.86, folderData.bgImage, 1, 0)
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-- Draw the folder label, but only if the folder is not special
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if (not folderData.isSpecial) then
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if (not folderData.isSpecial) then
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gfx.BeginPath();
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gfx.FontSize(38)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
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gfx.FillColor(255, 255, 255, 255);
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gfx.Text(folderData.label, x+18, y+72);
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gfx.Text(folderData.label, x + 18, y + 72);
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end
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end
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@ -194,36 +178,35 @@ function drawFolderList()
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folderList = filters.level;
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end
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yOffset = transitionEnterOffsetY + transitionScrollOffsetY
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yOffset = transitionEnterOffsetY + transitionScrollOffsetY;
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local i = 1;
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while (i <= numOfItemsAround) do
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local index = getCorrectedIndex(selectedIndex, -i)
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drawFolder(folderList[index], desh / 2 - ITEM_HEIGHT / 2 -
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ITEM_HEIGHT * i + yOffset)
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drawFolder(folderList[index],
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desh / 2 - ITEM_HEIGHT / 2 - ITEM_HEIGHT * i + yOffset)
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i = i + 1;
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end
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-- Draw the selected song
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drawFolder(folderList[selectedIndex],
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desh / 2 - ITEM_HEIGHT / 2 + yOffset)
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drawFolder(folderList[selectedIndex], desh / 2 - ITEM_HEIGHT / 2 + yOffset)
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i = 1;
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while (i <= numOfItemsAround) do
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local index = getCorrectedIndex(selectedIndex, i)
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drawFolder(folderList[index], desh / 2 - ITEM_HEIGHT / 2 +
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ITEM_HEIGHT * i + yOffset)
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drawFolder(folderList[index],
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desh / 2 - ITEM_HEIGHT / 2 + ITEM_HEIGHT * i + yOffset)
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i = i + 1;
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end
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end
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function drawCursor()
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gfx.BeginPath()
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local cursorImageIndex = game.GetSkinSetting('_gaugeType')
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local cursorImage = cursorImages[cursorImageIndex or 1];
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gfx.ImageRect(desw/2-14, desh/2-213/2, 555, 213, cursorImage, 1, 0)
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gfx.ImageRect(desw / 2 - 14, desh / 2 - 213 / 2, 555, 213, cursorImage, 1, 0)
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end
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function tickTransitions(deltaTime)
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@ -232,27 +215,40 @@ function tickTransitions(deltaTime)
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else
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transitionScrollScale = 1
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end
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if scrollingUp then
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transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * ITEM_HEIGHT;
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if scrollingUp then
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transitionScrollOffsetY = Easing.inQuad(1 - transitionScrollScale) *
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ITEM_HEIGHT;
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else
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transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * -ITEM_HEIGHT;
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transitionScrollOffsetY = Easing.inQuad(1 - transitionScrollScale) *
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-ITEM_HEIGHT;
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end
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-- ENTRY TRANSITION
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if transitionEnterScale < 1 then
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transitionEnterScale = transitionEnterScale + deltaTime / 15 -- transition should last for that time in seconds
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if transitionEnterReverse then
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if transitionEnterScale > 0 then
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transitionEnterScale = transitionEnterScale - deltaTime / 15 -- transition should last for that time in seconds
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else
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transitionEnterScale = 0
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end
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else
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transitionEnterScale = 1
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if transitionEnterScale < 1 then
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transitionEnterScale = transitionEnterScale + deltaTime / 15 -- transition should last for that time in seconds
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else
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transitionEnterScale = 1
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end
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end
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transitionEnterOffsetY = -Easing.inOutQuad(1-transitionEnterScale) * (desh+ITEM_HEIGHT*2+145);
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transitionEnterOffsetY = -Easing.inOutQuad(1 - transitionEnterScale) *
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(desh + ITEM_HEIGHT * 2 + 145 +
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(transitionEnterReverse and -4 or 0));
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end
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function drawFilterWheel(deltatime)
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gfx.ResetTransform()
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resetLayoutInformation()
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tickTransitions(deltatime);
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gfx.Scale(scale,scale);
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gfx.Scale(scale, scale);
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drawFolderList()
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@ -260,18 +256,19 @@ function drawFilterWheel(deltatime)
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end
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render = function(deltatime, shown)
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if not shown then
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if not shown then
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game.SetSkinSetting('_songWheelOverlayActive', 0);
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transitionEnterScale = 0;
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transitionEnterReverse = true
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if (transitionEnterScale > 0) then drawFilterWheel(deltatime) end
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else
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game.SetSkinSetting('_songWheelOverlayActive', 1);
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transitionEnterReverse = false
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game.SetSkinSetting('_songWheelOverlayActive', 1);
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drawFilterWheel(deltatime)
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end
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SongSelectHeader.draw(deltatime);
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Footer.draw({
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noEnterTransition = true
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});
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Footer.draw({noEnterTransition = true});
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-- Debug text
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gfx.BeginPath();
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@ -279,7 +276,8 @@ render = function(deltatime, shown)
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
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gfx.FillColor(255, 255, 255, 255);
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gfx.Text('S_M: ' .. selectionMode .. ' // S_F: ' .. selectedFolder ..
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' // S_L: ' .. selectedLevel .. ' // T_S_S: ' .. transitionScrollScale, 8, 1900);
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' // S_L: ' .. selectedLevel .. ' // T_E_S: ' ..
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transitionEnterScale, 8, 1900);
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end
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set_selection = function(newIndex, isFolder)
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@ -297,12 +295,11 @@ set_selection = function(newIndex, isFolder)
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transitionScrollScale = 0;
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scrollingUp = false;
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if ((newIndex > oldIndex and not (newIndex == total and oldIndex == 1)) or (newIndex == 1 and oldIndex == total)) then
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scrollingUp = true;
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end;
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scrollingUp = false;
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if ((newIndex > oldIndex and not (newIndex == total and oldIndex == 1)) or
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(newIndex == 1 and oldIndex == total)) then scrollingUp = true; end
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game.PlaySample('song_wheel/cursor_change.wav');
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game.PlaySample('song_wheel/cursor_change.wav');
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end
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set_mode = function(isFolder)
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@ -1,10 +1,5 @@
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require('common')
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local Easing = require('common.easings');
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local SongSelectHeader = require('components.headers.songSelectHeader');
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local Footer = require('components.footer');
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local HEADER_HEIGHT = 100;
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local BAR_ALPHA = 191;
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local backgroundImage = gfx.CreateSkinImage("song_select/bg.png", 1)
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local dataPanelImage = gfx.CreateSkinImage("song_select/data_bg_overlay.png", 1)
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@ -19,8 +14,8 @@ local songPlateBottomBarOverlayImage = gfx.CreateSkinImage("song_select/plate/bo
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local cursorImages = {
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gfx.CreateSkinImage("song_select/cursor.png", 1), -- Effective rate or fallback
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- Excessive rate
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- TODO: premissive rate
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gfx.CreateSkinImage("song_select/cursor_exc.png", 1), -- TODO: blastive rate
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gfx.CreateSkinImage("song_select/cursor_perm.png", 1), -- Premissive rate
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gfx.CreateSkinImage("song_select/cursor_blast.png", 1), -- Blastive rate
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}
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local diffCursorImage = gfx.CreateSkinImage("song_select/level_cursor.png", 1)
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@ -123,7 +118,7 @@ local transitionAfterscrollTextSongArtist = 0;
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local transitionAfterscrollDifficultiesAlpha = 0;
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local transitionAfterscrollJacketBgAlpha = 0;
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local transitionLeaveActive = false;
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local transitionLeaveReverse = false;
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local transitionLeaveScale = 0;
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local transitionLeaveOffsetY = 0;
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@ -526,17 +521,21 @@ function tickTransitions(deltaTime)
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end
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-- Leave transition
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if transitionLeaveScale < 1 then
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transitionLeaveScale = transitionLeaveScale + deltaTime / 15 -- transition should last for that time in seconds
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if (transitionLeaveReverse) then
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if transitionLeaveScale > 0 then
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transitionLeaveScale = transitionLeaveScale - deltaTime / 15 -- transition should last for that time in seconds
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else
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transitionLeaveScale = 0
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end
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else
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transitionLeaveScale = 1
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if transitionLeaveScale < 1 then
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transitionLeaveScale = transitionLeaveScale + deltaTime / 15 -- transition should last for that time in seconds
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else
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transitionLeaveScale = 1
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end
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end
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if (transitionLeaveActive) then
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transitionLeaveOffsetY = Easing.inOutQuad(transitionLeaveScale) * (desh+songPlateHeight*2+145);
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else
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transitionLeaveOffsetY = 0;
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end
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transitionLeaveOffsetY = Easing.inOutQuad(transitionLeaveScale) * (desh+songPlateHeight*2+145);
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end
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@ -558,11 +557,10 @@ render = function (deltaTime)
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drawSearch();
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if (game.GetSkinSetting('_songWheelOverlayActive') ~= 1) then
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transitionLeaveActive = false;
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transitionLeaveScale = 0;
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if (game.GetSkinSetting('_songWheelOverlayActive') ~= 1) then
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transitionLeaveReverse = true;
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else
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transitionLeaveActive = true;
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transitionLeaveReverse = false;
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end
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gfx.BeginPath();
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