Effect Radar Implementation v1 #46
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@ -0,0 +1,74 @@
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local util = require("common.util")
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---@class CColorRGBA
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ColorRGBA = {
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---Create a new Color instance
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---@param r integer # red or monochrome value
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---@param g? integer # green value
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---@param b? integer # blue value
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---@param a? integer # alpha value, default 255
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---@return ColorRGBA
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new = function (r, g , b, a)
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---@class ColorRGBA : CColorRGBA
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---@field r integer
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---@field g integer
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---@field b integer
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---@field a integer
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local o = {
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r = r or 0,
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g = g or r,
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b = b or r,
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a = a or 255,
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}
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setmetatable(o, ColorRGBA)
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return o
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end,
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---Mix two colors
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---@param color1 ColorRGBA
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---@param color2 ColorRGBA
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---@param factor number
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---@return ColorRGBA
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mix = function (color1, color2, factor)
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local r = math.floor(util.mix(color1.r, color2.r, factor))
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local g = math.floor(util.mix(color1.g, color2.g, factor))
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local b = math.floor(util.mix(color1.b, color2.b, factor))
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local a = math.floor(util.mix(color1.a, color2.a, factor))
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return ColorRGBA.new(r, g, b, a)
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end
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}
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ColorRGBA.__index = ColorRGBA
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ColorRGBA.BLACK = ColorRGBA.new(0)
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ColorRGBA.GREY = ColorRGBA.new(128)
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ColorRGBA.WHITE = ColorRGBA.new(255)
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ColorRGBA.RED = ColorRGBA.new(255, 0, 0)
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ColorRGBA.GREEN = ColorRGBA.new(0, 255, 0)
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ColorRGBA.BLUE = ColorRGBA.new(0, 0, 255)
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ColorRGBA.YELLOW = ColorRGBA.new(255, 255, 0)
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ColorRGBA.CYAN = ColorRGBA.new(0, 255, 255)
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ColorRGBA.MAGENTA = ColorRGBA.new(255, 0, 255)
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---Split to components
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---@return integer # red
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---@return integer # green
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---@return integer # blue
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---@return integer # alpha
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function ColorRGBA:components()
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---@cast self ColorRGBA
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return self.r, self.g, self.b, self.a
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end
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---Split to components scaled to [0.0, 1.0]
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---@return number # red
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---@return number # green
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---@return number # blue
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---@return number # alpha
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function ColorRGBA:componentsFloat()
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---@cast self ColorRGBA
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local scale = 255
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return self.r / scale, self.g / scale, self.b / scale, self.a / scale
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end
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@ -0,0 +1,28 @@
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---@class CPoint2D
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Point2D = {
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---Create a Point2D instance
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---@param x? number # default 0.0
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---@param y? number # default 0.0
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---@return Point2D
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new = function(x, y)
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---@class Point2D : CPoint2D
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---@field x number
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---@field y number
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local o = {
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x = x + .0 or .0,
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y = y + .0 or .0,
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}
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setmetatable(o, Point2D)
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return o
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end
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}
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Point2D.__index = Point2D
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Point2D.ZERO = Point2D.new(0, 0)
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function Point2D:coords()
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---@cast self Point2D
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return self.x, self.y
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end
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@ -59,6 +59,10 @@ local function lerp(x, x0, y0, x1, y1)
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return y0 + (x - x0) * (y1 - y0) / (x1 - x0)
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end
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local function mix(x, y, a)
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return (1 - a) * x + a * y
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end
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--modulo operation for index value
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local function modIndex(index, mod)
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return (index - 1) % mod + 1
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@ -84,6 +88,7 @@ return {
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roundToZero = roundToZero,
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areaOverlap = areaOverlap,
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lerp = lerp,
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mix = mix,
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modIndex = modIndex,
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firstAlphaNum = firstAlphaNum,
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}
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@ -0,0 +1,443 @@
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--[[
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S2 song attribute radar component
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Original code thanks to RealFD, he's a real homie
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]]
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require("common.globals")
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require("api.point2d")
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require("api.color")
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local Dim = require("common.dimensions")
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Dim.updateResolution()
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local RADAR_PURPLE = ColorRGBA.new(238, 130, 238)
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local RADAR_MAGENTA = ColorRGBA.new(191, 70, 235)
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local RADAR_GREEN = ColorRGBA.new(0, 255, 100)
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---@param p1 Point2D
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---@param p2 Point2D
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---@param width number
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---@param color ColorRGBA
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local function drawLine(p1, p2, width, color)
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gfx.BeginPath()
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gfx.MoveTo(p1:coords())
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gfx.LineTo(p2:coords())
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gfx.StrokeColor(color:components())
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gfx.StrokeWidth(width)
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gfx.Stroke()
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end
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---@param pos Point2D
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---@param text string
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---@param outlineWidth number
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---@param color ColorRGBA
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local function renderOutlinedText(pos, text, outlineWidth, color)
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local x, y = pos:coords()
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gfx.FillColor(ColorRGBA.BLACK:components());
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gfx.Text(text, x - outlineWidth, y + outlineWidth);
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gfx.Text(text, x - outlineWidth, y - outlineWidth);
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gfx.Text(text, x + outlineWidth, y + outlineWidth);
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gfx.Text(text, x + outlineWidth, y - outlineWidth);
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gfx.FillColor(color:components());
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gfx.Text(text, x, y);
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end
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---@param pos Point2D
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---@param graphdata table
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local function drawDebugText(pos, graphdata)
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local color = ColorRGBA.WHITE
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gfx.Save()
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gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_CENTER)
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--renderOutlinedText(x, 20, '"' .. txtFilePath .. '"', 1, 255, 255, 255)
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renderOutlinedText(pos, "NOTES = " .. graphdata.notes, 1, color)
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renderOutlinedText(pos, "PEAK = " .. graphdata.peak, 1, color)
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renderOutlinedText(pos, "TSUMAMI = " .. graphdata.tsumami, 1, color)
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renderOutlinedText(pos, "TRICKY = " .. graphdata.tricky, 1, color)
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renderOutlinedText(pos, "ONE-HAND = " .. graphdata.onehand, 1, color)
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renderOutlinedText(pos, "HAND-TRIP = " .. graphdata.handtrip, 1, color)
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--renderOutlinedText(pos, "NOTES (Relative) = " .. graphdata.notes_relative, 1, color)
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--renderOutlinedText(pos, "TOTAL-MESURES = " .. graphdata.measures, 1, color)
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gfx.Restore()
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end
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---@class CRadarAttributes
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RadarAttributes = {
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---Create RadarAttributes instance
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---@param text? string # default ""
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---@param pos? Point2D # default (0, 0)
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---@param color? ColorRGBA # default BLACK
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---@return RadarAttributes
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new = function (text, pos, color)
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---@class RadarAttributes
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---@field text string
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---@field pos Point2D
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---@field color ColorRGBA
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local o = {
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text = text or "",
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pos = pos or Point2D.ZERO,
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color = color or ColorRGBA.BLACK
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}
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setmetatable(o, RadarAttributes)
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return o
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end
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}
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RadarAttributes.__index = RadarAttributes
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---@class CRadar
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Radar = {
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---@type RadarAttributes[][]
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ATTRIBUTES = {
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{RadarAttributes.new("notes", Point2D.new(0, -30), ColorRGBA.CYAN),},
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{RadarAttributes.new("peak", Point2D.new(40, -20), ColorRGBA.RED),},
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{RadarAttributes.new("tsumami", Point2D.new(40, 20), RADAR_PURPLE),},
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{RadarAttributes.new("tricky", Point2D.new(0, 30), ColorRGBA.YELLOW),},
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{
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RadarAttributes.new("hand", Point2D.new(-40, 20), RADAR_MAGENTA),
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RadarAttributes.new("trip", Point2D.new(5, 18), RADAR_MAGENTA),
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},
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{
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RadarAttributes.new("one", Point2D.new(-40, -20), RADAR_GREEN),
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RadarAttributes.new("hand", Point2D.new(-5, 18), RADAR_GREEN),
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}
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},
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RADIUS = 100.0,
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---Create Radar instance
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---@param pos Point2D
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---@param radius? number
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---@return Radar
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new = function (pos, radius)
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---@class Radar : CRadar
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local o = {
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_graphdata = {
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notes = 0,
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peak = 0,
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tsumami = 0,
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tricky = 0,
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handtrip = 0,
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onehand = 0,
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},
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_hexagonMesh = gfx.CreateShadedMesh("radar"),
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outlineVertices = {},
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attributePositions = {},
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pos = pos or Point2D.ZERO,
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scale = radius and radius / Radar.RADIUS or 1.0,
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}
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local sides = #Radar.ATTRIBUTES
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local angleStep = (2 * math.pi) / sides
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local rotationAngle = angleStep / 2
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local outlineRadius = Radar.RADIUS
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local attributeRadius = Radar.RADIUS + 20
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for i = 0, sides - 1 do
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local attrIdx = i + 1
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local angle = i * angleStep - rotationAngle
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local cosAngle = math.cos(angle)
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local sinAngle = math.sin(angle)
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-- cache outline vertices
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table.insert(o.outlineVertices, Point2D.new(outlineRadius * cosAngle, outlineRadius * sinAngle))
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-- cache attribute positions
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table.insert(o.attributePositions, {})
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for j = 1, #Radar.ATTRIBUTES[attrIdx] do
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local attr = Radar.ATTRIBUTES[attrIdx][j]
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local attributePos = Point2D.new(attributeRadius * cosAngle, attributeRadius * sinAngle)
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attributePos.x = attributePos.x + attr.pos.x
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attributePos.y = attributePos.y + attr.pos.y
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table.insert(o.attributePositions, j, attributePos)
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end
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end
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setmetatable(o, Radar)
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return o
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end,
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}
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Radar.__index = Radar
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---@param w number
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---@param color ColorRGBA
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function Radar:drawOutline(w, color)
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---@cast self Radar
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for i = 1, #self.outlineVertices do
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local j = i % #self.outlineVertices + 1
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drawLine(self.outlineVertices[i], self.outlineVertices[j], w, color)
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end
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end
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---@param color ColorRGBA
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---@param ticks? integer
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function Radar:drawRadialTicks(color, ticks)
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---@cast self Radar
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ticks = ticks or 3
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gfx.Save()
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gfx.StrokeColor(color:components())
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for i, vertex in ipairs(self.outlineVertices) do
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gfx.BeginPath()
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gfx.MoveTo(0, 0)
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gfx.LineTo(vertex.x, vertex.y)
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gfx.Stroke()
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local lineLength = math.sqrt(vertex.x * vertex.x + vertex.y * vertex.y)
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local tinyLineLength = 10
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local tinyLineAngle = math.atan(vertex.y / vertex.x)
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if vertex.x < 0 then
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tinyLineAngle = tinyLineAngle + math.pi
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end
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local halfTinyLineLength = tinyLineLength / 2
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for j = 1, ticks do
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local distanceFromCenter = j * lineLength / (ticks + 1) -- Adjusted for 3 middle lines
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local offsetX = distanceFromCenter * (vertex.x / lineLength)
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local offsetY = distanceFromCenter * (vertex.y / lineLength)
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local endX = halfTinyLineLength * math.cos(tinyLineAngle - math.pi / 2) -- Rotate by -90 degrees
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local endY = halfTinyLineLength * math.sin(tinyLineAngle - math.pi / 2) -- Rotate by -90 degrees
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local offsetX2 = halfTinyLineLength * math.cos(tinyLineAngle + math.pi / 2)
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local offsetY2 = halfTinyLineLength * math.sin(tinyLineAngle + math.pi / 2)
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gfx.BeginPath()
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gfx.MoveTo(offsetX - offsetX2, offsetY - offsetY2)
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gfx.LineTo(endX + offsetX + offsetX2 + offsetX2, endY + offsetY + offsetY2 + offsetY2)
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gfx.Stroke()
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end
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end
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gfx.Restore()
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end
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---@param fillColor ColorRGBA
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function Radar:drawBackground(fillColor)
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---@cast self Radar
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gfx.Save()
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gfx.BeginPath()
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gfx.MoveTo(self.outlineVertices[1].x, self.outlineVertices[1].y)
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for i = 2, #self.outlineVertices do
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gfx.LineTo(self.outlineVertices[i].x, self.outlineVertices[i].y)
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end
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gfx.ClosePath()
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gfx.FillColor(fillColor:components())
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gfx.Fill()
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gfx.Restore()
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end
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function Radar:drawAttributes()
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---@cast self Radar
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gfx.Save()
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gfx.FontSize(20)
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for i = 1, #self.attributePositions do
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local attrPos = self.attributePositions[i]
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for j = 1, #attrPos do
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local pos = attrPos[j]
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local attr = Radar.ATTRIBUTES[i][j]
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gfx.TextAlign(gfx.TEXT_ALIGN_MIDDLE + gfx.TEXT_ALIGN_CENTER)
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renderOutlinedText(pos, string.upper(attr.text), 1, attr.color)
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end
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end
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gfx.Restore()
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end
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function Radar:drawRadarMesh()
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---@cast self Radar
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local scaleFact = {
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self._graphdata.notes,
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self._graphdata.peak,
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self._graphdata.tsumami,
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self._graphdata.tricky,
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self._graphdata.handtrip,
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self._graphdata.onehand,
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}
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local color1 = ColorRGBA.new(255, 12, 48, 230) -- magenta-ish
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local color2 = ColorRGBA.new(112, 119, 255, 230) -- light blue-ish purple
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local currentTime = 0
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-- Calculate the maximum size based on the constraint
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local maxSize = self.RADIUS * self.scale + 10
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local maxLineLength = maxSize + (maxSize / 2)
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self._hexagonMesh:SetParam("maxSize", maxLineLength + .0)
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-- Set the color of the hexagon
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self._hexagonMesh:SetParamVec4("colorMax", color1:componentsFloat())
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self._hexagonMesh:SetParamVec4("colorCenter", color2:componentsFloat())
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-- Set the primitive type to triangles
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self._hexagonMesh:SetPrimitiveType(self._hexagonMesh.PRIM_TRIFAN)
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-- Calculate the vertices of the hexagon
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local sides = #Radar.ATTRIBUTES
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local angleStep = (2 * math.pi) / sides
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local rotationAngle = angleStep / 2
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--local rotationAngle = -math.pi / 2
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local vertices = {}
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table.insert(vertices, {{0, 0}, {0, 0}})
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for i = 0, sides do
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local j = i % sides + 1
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local angle = i * angleStep - rotationAngle
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--local angle = math.rad(60 * (i-1)) + rotationAngle
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local scale = scaleFact[j]
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local lineLength = maxLineLength * scale
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lineLength = math.min(lineLength, maxLineLength) -- Cap the length
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local px = lineLength * math.cos(angle)
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local py = lineLength * math.sin(angle)
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table.insert(vertices, {{px, py}, {0, 0}})
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end
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-- Set the hexagon's vertices
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self._hexagonMesh:SetData(vertices)
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--self._hexagonMesh:SetPosition(-maxSize, maxSize)
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self._hexagonMesh:Draw()
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--NOTE: Bug: forcerender resets every transformation, need to re-setup view transform afterwards
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gfx.ForceRender()
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end
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function Radar:drawGraph()
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---@cast self Radar
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gfx.Save()
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gfx.Reset()
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gfx.ResetScissor()
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Dim.updateResolution()
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Dim.transformToScreenSpace()
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gfx.FontSize(28)
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gfx.Translate(self.pos.x, self.pos.y)
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gfx.Scale(self.scale, self.scale)
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local strokeColor = ColorRGBA.new(255, 255, 255, 100)
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local fillColor = ColorRGBA.new(0, 0, 0, 191)
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self:drawBackground(strokeColor, fillColor)
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self:drawOutline(3, ColorRGBA.WHITE)
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self:drawRadarMesh()
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self:drawRadialTicks()
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self:drawAttributes()
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local pos = Point2D.new(self.pos:coords())
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pos.y = pos.y - self.RADIUS
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--drawDebugText(pos, self._graphdata)
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gfx.Restore()
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--NOTE: Bug workaround: forcerender resets every transformation, re-setup view transform
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Dim.transformToScreenSpace()
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end
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---Compute radar attribute values from ksh
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---@param info string # chart directory path
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||||
---@param dif string # chart name without extension
|
||||
function Radar:updateGraph(info, dif)
|
||||
---@cast self Radar
|
||||
|
||||
--local pattern = "(.*[\\/])"
|
||||
--local extractedSubstring = info:match(pattern)
|
||||
--local txtFilePath = extractedSubstring .. "radar\\" .. dif .. ".txt"
|
||||
|
||||
--local song = io.open(txtFilePath, "r")
|
||||
local song = io.open(info.."/"..dif..".ksh")
|
||||
game.Log(info.."/"..dif..".ksh", game.LOGGER_DEBUG)
|
||||
game.Log(song and "file open" or "file not found", game.LOGGER_DEBUG)
|
||||
if song then
|
||||
local chartData = song:read("*all")
|
||||
song:close()
|
||||
|
||||
local notesCount, knobCount, oneHandCount, handTripCount = 0, 0, 0, 0
|
||||
local trickyValue = 0
|
||||
local totalMeasures = 0
|
||||
local totalSongLength = 0
|
||||
local tsumamiValue = 0
|
||||
|
||||
for line in chartData:gmatch("[^\r\n]+") do
|
||||
local noteType, fxType, laserType = line:match("(%d%d%d%d)|(%d%d)|([%-%a ]+)")
|
||||
|
||||
if noteType and fxType then
|
||||
local noteCount = noteType:match("1") and 1 or 0
|
||||
|
||||
notesCount = notesCount + noteCount
|
||||
knobCount = knobCount + (fxType == "02" and 1 or 0)
|
||||
|
||||
oneHandCount = oneHandCount + (laserType:match("[79A-D:]") and 1 or 0)
|
||||
handTripCount = handTripCount + (laserType:match("[HKPUV:]") and 1 or 0)
|
||||
if laserType ~= "--" then
|
||||
tsumamiValue = tsumamiValue + 0.5
|
||||
end
|
||||
end
|
||||
|
||||
if line == "--" then
|
||||
totalMeasures = totalMeasures + 1
|
||||
elseif line:match("t=(%d+)") then
|
||||
local bpm = tonumber(line:match("t=(%d+)"))
|
||||
totalSongLength = math.max(totalSongLength, bpm)
|
||||
end
|
||||
|
||||
if line:match("beat=") or line:match("stop=") or
|
||||
line:match("zoom_top=") or line:match("zoom_bottom=") or line:match("center_split=") then
|
||||
trickyValue = trickyValue + 0.5
|
||||
end
|
||||
end
|
||||
|
||||
local graphValues = {
|
||||
notes = (notesCount / totalSongLength),
|
||||
peak = (notesCount / totalMeasures) * 10,
|
||||
tsumami = tsumamiValue,
|
||||
tricky = trickyValue,
|
||||
handtrip = handTripCount,
|
||||
onehand = oneHandCount,
|
||||
}
|
||||
|
||||
game.Log("graphValues", game.LOGGER_DEBUG)
|
||||
for k,v in pairs(graphValues) do
|
||||
game.Log(k..": "..v, game.LOGGER_DEBUG)
|
||||
end
|
||||
|
||||
local scaleFactors = {
|
||||
notes = 2,
|
||||
peak = 50,
|
||||
tsumami = 500,
|
||||
tricky = 50,
|
||||
handtrip = 100,
|
||||
onehand = 50,
|
||||
}
|
||||
|
||||
for key, factor in pairs(scaleFactors) do
|
||||
-- Apply the scaling factor to each value
|
||||
self._graphdata[key] = graphValues[key] / factor
|
||||
|
||||
-- Limit to a maximum of 125%
|
||||
self._graphdata[key] = math.min(1.25, self._graphdata[key])
|
||||
end
|
||||
|
||||
game.Log("_graphdata", game.LOGGER_DEBUG)
|
||||
for k,v in pairs(self._graphdata) do
|
||||
game.Log(k..": "..v, game.LOGGER_DEBUG)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return Radar
|
|
@ -9,6 +9,9 @@ local Numbers = require('components.numbers')
|
|||
|
||||
local VolforceCalc = require('components.volforceCalc')
|
||||
|
||||
require("api.point2d")
|
||||
require("components.radar")
|
||||
|
||||
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)
|
||||
|
@ -39,8 +42,6 @@ local searchInfoPanelImage = gfx.CreateSkinImage("song_select/search_info_panel.
|
|||
|
||||
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),
|
||||
|
@ -125,6 +126,9 @@ local songPlateHeight = 172
|
|||
local selectedIndex = 1
|
||||
local selectedDifficulty = 1
|
||||
|
||||
local radar = Radar.new(Point2D.new(0, 0))
|
||||
local updateRadar = true
|
||||
|
||||
local jacketCache = {}
|
||||
|
||||
local top50diffs = {}
|
||||
|
@ -424,8 +428,8 @@ function drawData() -- Draws the song data on the left panel
|
|||
gfx.ImageRect(96, 529, 410*0.85, 168*0.85, top50JacketOverlayImage, 1, 0)
|
||||
end
|
||||
|
||||
gfx.Save()
|
||||
-- Draw best score
|
||||
gfx.Save()
|
||||
gfx.BeginPath()
|
||||
|
||||
local scoreNumber = 0
|
||||
|
@ -464,29 +468,32 @@ function drawData() -- Draws the song data on the left panel
|
|||
gfx.Restore()
|
||||
|
||||
-- Draw BPM
|
||||
gfx.Save()
|
||||
gfx.BeginPath()
|
||||
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
|
||||
gfx.Text(song.bpm, 85, 920)
|
||||
gfx.Restore()
|
||||
|
||||
-- Draw song title
|
||||
gfx.Save()
|
||||
gfx.FontSize(28)
|
||||
gfx.GlobalAlpha(transitionAfterscrollTextSongTitle)
|
||||
gfx.Text(song.title, 30+(1-transitionAfterscrollTextSongTitle)*20, 955)
|
||||
gfx.Restore()
|
||||
|
||||
-- Draw artist
|
||||
gfx.Save()
|
||||
gfx.GlobalAlpha(transitionAfterscrollTextSongArtist)
|
||||
gfx.Text(song.artist, 30+(1-transitionAfterscrollTextSongArtist)*30, 997)
|
||||
|
||||
gfx.GlobalAlpha(1)
|
||||
gfx.Restore()
|
||||
|
||||
-- Draw difficulties
|
||||
local DIFF_X_START = 98.5
|
||||
local DIFF_GAP = 114.8
|
||||
gfx.Save()
|
||||
gfx.GlobalAlpha(transitionAfterscrollDifficultiesAlpha)
|
||||
for i, diff in ipairs(song.difficulties) do
|
||||
gfx.BeginPath()
|
||||
|
@ -508,20 +515,20 @@ function drawData() -- Draws the song data on the left panel
|
|||
gfx.BeginPath()
|
||||
gfx.ImageRect(DIFF_X_START+(index-1)*DIFF_GAP-tw/2, 1050, tw, th, diffLabelImage, 1, 0)
|
||||
end
|
||||
gfx.GlobalAlpha(1)
|
||||
|
||||
gfx.Restore()
|
||||
|
||||
-- Scoreboard
|
||||
|
||||
drawLocalLeaderboard(diff)
|
||||
drawIrLeaderboard()
|
||||
|
||||
gfx.Save()
|
||||
gfx.FontSize(22)
|
||||
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
|
||||
gfx.GlobalAlpha(transitionAfterscrollDataOverlayAlpha)
|
||||
gfx.Text(diff.effector, 270, 1180) -- effected by
|
||||
gfx.Text(diff.illustrator, 270, 1210) -- illustrated by
|
||||
gfx.GlobalAlpha(1)
|
||||
gfx.Restore()
|
||||
|
||||
end
|
||||
|
||||
|
@ -1069,6 +1076,30 @@ function tickTransitions(deltaTime)
|
|||
end
|
||||
end
|
||||
|
||||
---This function is basically a workaround for the ForceRender call
|
||||
local function drawRadar()
|
||||
gfx.FontSize(28)
|
||||
gfx.Translate(500, 500)
|
||||
|
||||
local strokeColor = ColorRGBA.new(255, 255, 255, 255)
|
||||
local fillColor = ColorRGBA.new(0, 0, 0, 191)
|
||||
|
||||
gfx.ResetScissor()
|
||||
radar:drawBackground(fillColor)
|
||||
radar:drawOutline(3, strokeColor)
|
||||
|
||||
--NOTE: Bug: forcerender resets every transformation, need to re-setup view transform afterwards
|
||||
radar:drawRadarMesh()
|
||||
|
||||
Dim.transformToScreenSpace()
|
||||
|
||||
gfx.Save()
|
||||
gfx.Translate(500,500)
|
||||
radar:drawRadialTicks(strokeColor)
|
||||
radar:drawAttributes()
|
||||
gfx.Restore()
|
||||
end
|
||||
|
||||
draw_songwheel = function(deltaTime)
|
||||
drawBackground(deltaTime)
|
||||
|
||||
|
@ -1077,6 +1108,9 @@ draw_songwheel = function(deltaTime)
|
|||
isFilterWheelActive = game.GetSkinSetting('_songWheelOverlayActive') == 1
|
||||
|
||||
drawData()
|
||||
|
||||
drawRadar()
|
||||
|
||||
drawCursor()
|
||||
|
||||
drawFilterInfo(deltaTime)
|
||||
|
@ -1105,6 +1139,13 @@ render = function (deltaTime)
|
|||
|
||||
Sound.stopMusic()
|
||||
|
||||
if updateRadar then
|
||||
local difficultyNames = {"nov","adv","exh","mxm","inf","grv","hvn","vvd","exc"}
|
||||
local diff = songwheel.songs[selectedIndex].difficulties[selectedDifficulty].difficulty + 1
|
||||
radar:updateGraph(songwheel.songs[selectedIndex].path, difficultyNames[diff])
|
||||
updateRadar = false
|
||||
end
|
||||
|
||||
Dim.updateResolution()
|
||||
|
||||
Wallpaper.render()
|
||||
|
@ -1148,6 +1189,7 @@ songs_changed = function (withAll)
|
|||
game.SetSkinSetting('_volforce', totalForce)
|
||||
end
|
||||
|
||||
|
||||
set_index = function(newIndex)
|
||||
transitionScrollScale = 0
|
||||
transitionAfterscrollScale = 0
|
||||
|
@ -1162,11 +1204,15 @@ set_index = function(newIndex)
|
|||
scrollingUp = true
|
||||
end
|
||||
|
||||
updateRadar = true
|
||||
|
||||
game.PlaySample('song_wheel/cursor_change.wav')
|
||||
|
||||
selectedIndex = newIndex
|
||||
end
|
||||
|
||||
local json = require("common.json")
|
||||
|
||||
set_diff = function(newDiff)
|
||||
if newDiff ~= selectedDifficulty then
|
||||
jacketCache = {} -- Clear the jacket cache for the new diff jackets
|
||||
|
@ -1174,6 +1220,8 @@ set_diff = function(newDiff)
|
|||
game.PlaySample('song_wheel/diff_change.wav')
|
||||
end
|
||||
|
||||
updateRadar = true
|
||||
|
||||
selectedDifficulty = newDiff
|
||||
irLeaderboard = {}
|
||||
irRequestStatus = 1
|
||||
|
|
|
@ -0,0 +1,66 @@
|
|||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
const float PI_2 = 1.57079632679489661923;
|
||||
|
||||
layout(location=1) in vec2 fsTex;
|
||||
layout(location=2) in vec3 fragPos;
|
||||
|
||||
layout(location=0) out vec4 target;
|
||||
|
||||
uniform vec4 colorCenter;
|
||||
uniform vec4 colorMax;
|
||||
|
||||
uniform float maxSize;
|
||||
|
||||
float lerp(float x, vec2 p0, vec2 p1)
|
||||
{
|
||||
return p0.y + (p1.y - p0.y) * ((x - p0.x)/(p1.x - p0.x));
|
||||
}
|
||||
|
||||
vec4 toHSV(vec4 rgb)
|
||||
{
|
||||
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
|
||||
vec4 p = mix(vec4(rgb.bg, K.wz), vec4(rgb.gb, K.xy), step(rgb.b, rgb.g));
|
||||
vec4 q = mix(vec4(p.xyw, rgb.r), vec4(rgb.r, p.yzx), step(p.x, rgb.r));
|
||||
|
||||
float d = q.x - min(q.w, q.y);
|
||||
float e = 1.0e-10;
|
||||
return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, rgb.a);
|
||||
}
|
||||
|
||||
vec4 toRGB(vec4 hsv)
|
||||
{
|
||||
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
|
||||
vec3 p = abs(fract(hsv.xxx + K.xyz) * 6.0 - K.www);
|
||||
return vec4(hsv.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), hsv.y), hsv.a);
|
||||
}
|
||||
|
||||
// x is in [0.0, 1.0]
|
||||
vec4 lerpColor(float x, vec4 color1, vec4 color2)
|
||||
{
|
||||
// convert RGB color space to HSV
|
||||
vec4 hsv1 = toHSV(color1), hsv2 = toHSV(color2);
|
||||
float hue = (mod(mod((hsv2.x-hsv1.x), 1.) + 1.5, 1.)-0.5)*x + hsv1.x;
|
||||
vec4 hsv = vec4(hue, mix(hsv1.yzw, hsv2.yzw, x));
|
||||
// convert HSV color space back to RGB
|
||||
return toRGB(hsv);
|
||||
}
|
||||
|
||||
float EaseInSine(float x)
|
||||
{
|
||||
return 1.0 - cos((x * PI) / 2.0);
|
||||
}
|
||||
|
||||
vec4 coordToColor(vec2 pos, float maxSize)
|
||||
{
|
||||
float r = length(pos);
|
||||
float factor = lerp(r, vec2(0,0), vec2(maxSize,1));
|
||||
return lerpColor(EaseInSine(factor), colorCenter, colorMax);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
target = coordToColor(fragPos.xy, maxSize);
|
||||
}
|
|
@ -0,0 +1,22 @@
|
|||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout(location=0) in vec2 inPos;
|
||||
layout(location=1) in vec2 inTex;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
layout(location=1) out vec2 fsTex;
|
||||
layout(location=2) out vec3 fragPos;
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 world;
|
||||
|
||||
void main()
|
||||
{
|
||||
fsTex = inTex;
|
||||
gl_Position = proj * world * vec4(inPos.xy, 0, 1);
|
||||
fragPos = vec3(inPos.xy, 0);
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
layout(location=1) in vec2 fsTex;
|
||||
layout(location=0) out vec4 target;
|
||||
layout(location=2) in vec4 inColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
target = inColor;
|
||||
}
|
|
@ -0,0 +1,94 @@
|
|||
#version 330
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
|
||||
const float PI = 3.1415926535897932384626433832795;
|
||||
const float PI_2 = 1.57079632679489661923;
|
||||
|
||||
layout(location=0) in vec2 inPos;
|
||||
layout(location=1) in vec2 inTex;
|
||||
|
||||
out gl_PerVertex
|
||||
{
|
||||
vec4 gl_Position;
|
||||
};
|
||||
layout(location=1) out vec2 fsTex;
|
||||
layout(location=2) out vec4 vertexColor;
|
||||
|
||||
uniform mat4 proj;
|
||||
uniform mat4 world;
|
||||
|
||||
uniform vec4 colorCenter;
|
||||
uniform vec4 colorMax;
|
||||
|
||||
uniform float maxSize;
|
||||
|
||||
// Polar coordinate utility functions
|
||||
float hypot(vec2 pos)
|
||||
{
|
||||
return sqrt(pos.x * pos.x + pos.y * pos.y);
|
||||
}
|
||||
|
||||
/*
|
||||
float atan2(vec2 pos)
|
||||
{
|
||||
if (pos.x > 0)
|
||||
{
|
||||
return atan(pos.y / pos.x);
|
||||
}
|
||||
|
||||
if (pos.x < 0 && pos.y >= 0)
|
||||
{
|
||||
return atan(pos.y / pos.x) + PI;
|
||||
}
|
||||
|
||||
if (pos.x < 0 && pos.y < 0)
|
||||
{
|
||||
return atan(pos.y / pos.x) - PI;
|
||||
}
|
||||
|
||||
if (pos.x == 0 && pos.y > 0)
|
||||
{
|
||||
return PI_2;
|
||||
}
|
||||
|
||||
if (pos.x == 0 && pos.y < 0)
|
||||
{
|
||||
return -PI_2;
|
||||
}
|
||||
|
||||
// The following is not mathematically correct, as it's undefined
|
||||
return 0.0;
|
||||
}
|
||||
|
||||
vec2 toPolar(vec2 cartesian)
|
||||
{
|
||||
return vec2(hypot(pos), atan2(pos));
|
||||
}
|
||||
*/
|
||||
|
||||
float lerp(float x, vec2 p0, vec2 p1)
|
||||
{
|
||||
return p0.y + (p1.y - p0.y) * ((x - p0.x)/(p1.x - p0.x));
|
||||
}
|
||||
|
||||
// x is in [0.0, 1.0]
|
||||
vec4 lerpColor(float x, vec4 color1, vec4 color2)
|
||||
{
|
||||
return color1 + (color2 - color1) * x;
|
||||
}
|
||||
|
||||
vec4 coordToColor(vec2 pos, float maxSize)
|
||||
{
|
||||
float r = hypot(pos);
|
||||
//float phi = atan2(pos);
|
||||
|
||||
float factor = lerp(r, vec2(0,0), vec2(maxSize,1));
|
||||
|
||||
return lerpColor(factor, colorCenter, colorMax);
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = proj * world * vec4(inPos.xy, 0, 1);
|
||||
vertexColor = coordToColor(inPos.xy, maxSize);
|
||||
}
|
Loading…
Reference in New Issue