require('common') local Easing = require('common.easings') local Background = require('components.background') local common = require('common.common') local Numbers = require('common.numbers') local VolforceCalc = require('components.volforceCalc') local backgroundImage = gfx.CreateSkinImage("bg_pattern.png", gfx.IMAGE_REPEATX | gfx.IMAGE_REPEATY) 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) local scoreBoardBarBgImage = gfx.CreateSkinImage("song_select/textboard.png", 1) local crownImage = gfx.CreateSkinImage("song_select/crown.png", 1) local laserAnimBaseImage = gfx.CreateSkinImage("song_select/laser_anim.png", 1) local top50OverlayImage = gfx.CreateSkinImage("song_select/top50.png", 1) local top50JacketOverlayImage = gfx.CreateSkinImage("song_select/top50_jacket.png", 1) local diffCursorImage = gfx.CreateSkinImage("song_select/level_cursor.png", 1) local filterInfoBgImage = gfx.CreateSkinImage("song_select/filter_info_bg.png", 1) local sortInfoBgImage = gfx.CreateSkinImage("song_select/sort_info_bg.png", 1) 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), } 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), gfx.CreateSkinImage("song_select/medal/hard.png", 1), gfx.CreateSkinImage("song_select/medal/uc.png", 1), gfx.CreateSkinImage("song_select/medal/puc.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 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), } game.LoadSkinSample('song_wheel/cursor_change.wav'); game.LoadSkinSample('song_wheel/diff_change.wav'); local scoreNumbers = Numbers.load_number_image("score_num") local difficultyNumbers = Numbers.load_number_image("diff_num") local LEADERBOARD_PLACE_NAMES = { '1st', '2nd', '3rd', '4th', } local songPlateHeight = 172; local selectedIndex = 1; local selectedDifficulty = 1; local jacketCache = {} local top50diffs = {} local irRequestStatus = 1; -- 0=unused, 1=not requested, 2=loading, others are status codes local irRequestTimeout = 2 local irLeaderboard = {} local irLeaderboardsCache = {} 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 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 isFilterWheelActive = false; local transitionLeaveScale = 0; local transitionLeaveReappearTimer = 0; local TRANSITION_LEAVE_DURATION = 0.1; -- Window variables local resX, resY -- Aspect Ratios local landscapeWidescreenRatio = 16 / 9 local landscapeStandardRatio = 4 / 3 local portraitWidescreenRatio = 9 / 16 -- Portrait sizes local fullX, fullY local desw = 1080 local desh = 1920 local resolutionChange = function(x, y) resX = x resY = y fullX = portraitWidescreenRatio * y fullY = y game.Log('resX:' .. resX .. ' // resY:' .. resY .. ' // fullX:' .. fullX .. ' // fullY:' .. fullY, game.LOGGER_ERROR); end 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 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); end return jacketCache[song.id]; end 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.Save(); gfx.BeginPath() gfx.Scissor(0, transitionLaserY, desw, 100); gfx.ImageRect(0, 0, desw, desh, laserAnimBaseImage, 1, 0) gfx.Restore(); end function drawBackground(deltaTime) Background.draw(deltaTime) local song = songwheel.songs[selectedIndex]; local diff = song and song.difficulties[selectedDifficulty] or false; if (not isFilterWheelActive and transitionLeaveReappearTimer == 0) then -- If the score for song exists if song and diff then local jacketImage = getJacketImage(song); 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(); end end gfx.BeginPath(); gfx.ImageRect(0, 0, desw, desh, dataPanelImage, 1, 0) drawLaserAnim() if song and diff and (not isFilterWheelActive and transitionLeaveReappearTimer == 0) 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) end end function drawSong(song, y) 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 if not selectedSongDifficulty then return; end local bestScore; if selectedSongDifficulty.scores then bestScore = selectedSongDifficulty.scores[1]; end -- Draw the bg for the song plate gfx.BeginPath() 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) -- Draw the overlay for the song plate (that bottom black bar) gfx.BeginPath() gfx.ImageRect(songX, y, 515, 172, songPlateBottomBarOverlayImage, 1, 0) -- Draw the difficulty notch background gfx.BeginPath() local diffIndex = GetDisplayDifficulty(selectedSongDifficulty.jacketPath, selectedSongDifficulty.difficulty) gfx.ImageRect(songX, y+95, 83, 74, difficultyLabelImages[diffIndex], 1, 0) -- Draw the difficulty level number gfx.BeginPath() Numbers.draw_number(songX+30, y+125, 1.0, selectedSongDifficulty.level, 2, difficultyNumbers, false, 0.65, 1) -- Draw song title gfx.FontSize(24) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE) gfx.Text(song.title, songX+90, y+155); -- Draw score badge local badgeImage = badgeImages[1]; if selectedSongDifficulty.topBadge then badgeImage = badgeImages[selectedSongDifficulty.topBadge+1]; end local badgeAlpha = 1; if (selectedSongDifficulty.topBadge >= 3) then badgeAlpha = transitionFlashAlpha; -- If hard clear or above, flash the badge end gfx.BeginPath() gfx.ImageRect(songX+282, y+44, 79, 69, badgeImage, badgeAlpha, 0) -- Draw grade local gradeImage = gradeImages.none; local gradeAlpha = 1; if bestScore then gradeImage = getGradeImageForScore(bestScore.score) if (bestScore.score >= gradeCutoffs.S) then gradeAlpha = transitionFlashAlpha; -- If S, flash the badge end end gfx.BeginPath(); gfx.ImageRect(songX+391, y+47, 60, 60, gradeImage, gradeAlpha, 0); -- 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 end function drawSongList() gfx.GlobalAlpha(1-transitionLeaveScale); local numOfSongsAround = 7; -- How many songs should be up and how many should be down of the selected one local yOffset = transitionScrollOffsetY; local i=1; while (i <= numOfSongsAround) do local songIndex = getCorrectedIndex(selectedIndex, -i) drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2-songPlateHeight*i + yOffset) i=i+1; end; -- Draw the selected song drawSong(songwheel.songs[selectedIndex], desh/2-songPlateHeight/2 + yOffset) i=1; while (i <= numOfSongsAround) do local songIndex = getCorrectedIndex(selectedIndex, i) drawSong(songwheel.songs[songIndex], desh/2-songPlateHeight/2+songPlateHeight*i + yOffset) i=i+1; end; gfx.GlobalAlpha(1); end function drawData() -- Draws the song data on the left panel if isFilterWheelActive or transitionLeaveReappearTimer ~= 0 then return false end; 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 local jacketImage = getJacketImage(song); gfx.BeginPath() gfx.ImageRect(96, 324, 348, 348, jacketImage or defaultJacketImage, 1, 0) if (top50diffs[diff.id]) then gfx.BeginPath() gfx.ImageRect(96, 529, 410*0.85, 168*0.85, top50JacketOverlayImage, 1, 0) end gfx.Save() -- Draw best score gfx.BeginPath() local scoreNumber = 0; if bestScore then scoreNumber = bestScore.score end Numbers.draw_number(100, 793, 1.0, math.floor(scoreNumber / 10000), 4, scoreNumbers, true, 0.3, 1.12) Numbers.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 end end 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 end gfx.BeginPath() gfx.ImageRect(425, 724, 93/1.1, 81/1.1, badgeImage, badgeAlpha, 0) gfx.Restore() -- Draw BPM 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.FontSize(28) gfx.GlobalAlpha(transitionAfterscrollTextSongTitle); gfx.Text(song.title, 30+(1-transitionAfterscrollTextSongTitle)*20, 955); -- 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 Numbers.draw_number(85+(index-1)*DIFF_GAP, 1085, 1.0, diff.level, 2, difficultyNumbers, false, 0.8, 1) 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); -- Scoreboard drawLocalLeaderboard(diff) drawIrLeaderboard() 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); end function drawLocalLeaderboard(diff) gfx.LoadSkinFont('Digital-Serial-Bold.ttf') gfx.FontSize(26) local scoreBoardX = 75; local scoreBoardY = 1250; local sbBarWidth = 336*1.2; local sbBarHeight = 33; local sbBarContentLeftX = scoreBoardX + 80; local sbBarContentRightX = scoreBoardX + sbBarWidth/2 + 30; -- Draw the header gfx.BeginPath(); gfx.ImageRect(scoreBoardX, scoreBoardY, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0); gfx.BeginPath(); gfx.ImageRect(205, 1252.5, 800*0.045, 600*0.045, crownImage, 1, 0); gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath(); gfx.Text("LOCAL TOP", sbBarContentRightX, scoreBoardY + sbBarHeight/2); for i = 1, 5, 1 do gfx.BeginPath(); gfx.ImageRect(scoreBoardX, scoreBoardY + i*sbBarHeight, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0); gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath(); gfx.Text(game.GetSkinSetting("username"), sbBarContentLeftX, scoreBoardY + sbBarHeight/2 + i*sbBarHeight); gfx.BeginPath(); gfx.Text((diff.scores[i]) and diff.scores[i].score or "- - - - - - - -", sbBarContentRightX, scoreBoardY + sbBarHeight/2 + i*sbBarHeight); end end function drawIrLeaderboard() if not IRData.Active then return; end gfx.LoadSkinFont('Digital-Serial-Bold.ttf') gfx.FontSize(26) local scoreBoardX = 75; local scoreBoardY = 1500; local sbBarWidth = 336*1.2; local sbBarHeight = 33; local sbBarContentLeftX = scoreBoardX + 80; local sbBarContentRightX = scoreBoardX + sbBarWidth/2 + 30; -- Draw the header gfx.BeginPath(); gfx.ImageRect(scoreBoardX, scoreBoardY, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0); gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath(); if irRequestStatus == 1 or irRequestStatus == 2 then gfx.Text("Loading ranking...", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2); return; end if irRequestStatus == IRData.States.ChartRefused then gfx.Text("This chart is blacklisted", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2); return; end if irRequestStatus == IRData.States.NotFound then gfx.Text("This chart is not tracked", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2); return; end if #irLeaderboard == 0 then gfx.Text("This chart has no scores", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2); return; end gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath(); gfx.Text("IR TOP", scoreBoardX + (sbBarWidth / 2), scoreBoardY + sbBarHeight/2); for i = 1, 4, 1 do gfx.BeginPath(); gfx.ImageRect(scoreBoardX, scoreBoardY + i*sbBarHeight, sbBarWidth, sbBarHeight, scoreBoardBarBgImage, 1, 0); end -- Becuase the scores are in "random order", we have to do this for index, irScore in ipairs(irLeaderboard) do -- local irScore = irLeaderboard[i]; if irScore then local rank = index; gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath(); gfx.Text(LEADERBOARD_PLACE_NAMES[rank], sbBarContentLeftX-40, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight); gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath(); gfx.Text(string.upper(irScore.username), sbBarContentLeftX, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight); gfx.BeginPath(); gfx.Text(string.format("%d", irScore.score), sbBarContentRightX, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight); local badgeImage = badgeImages[irScore.lamp+1]; gfx.BeginPath() gfx.ImageRect(scoreBoardX + sbBarWidth - 50, scoreBoardY + sbBarHeight/2 + rank*sbBarHeight - 12.5, 31.6, 27.6, badgeImage, 1, 0) end end end function drawFilterInfo(deltatime) gfx.LoadSkinFont('NotoSans-Regular.ttf') 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') local sortOptionLabel = game.GetSkinSetting('_songWheelActiveSortOptionLabel') gfx.FontSize(24) gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE) gfx.BeginPath() gfx.Text(folderLabel or '', 167, 131); gfx.BeginPath() gfx.Text(subFolderLabel or '', 195, 166); gfx.BeginPath() gfx.ImageRect(desw - 310 - 5, 108, 310, 75, sortInfoBgImage, 1, 0) gfx.BeginPath() gfx.Text(sortOptionLabel or '', desw-150, 130); end function drawCursor() if isFilterWheelActive or transitionLeaveScale ~= 0 then return false end gfx.BeginPath() local cursorImageIndex = game.GetSkinSetting('_gaugeType') local cursorImage = cursorImages[cursorImageIndex or 1]; gfx.ImageRect(desw / 2 - 14, desh / 2 - 213 / 2, 555, 213, cursorImage, 1, 0) end 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 function refreshIrLeaderboard(deltaTime) if not IRData.Active then return; end if irRequestStatus ~= 1 then -- Only continue if the leaderboard is requesteded, but not loading or loaded. return end irLeaderboard = {} local song = songwheel.songs[selectedIndex]; local diff = song and song.difficulties[selectedDifficulty] or false; if (not diff) then return; end if (irLeaderboardsCache[diff.hash]) then irLeaderboard = irLeaderboardsCache[diff.hash]; irRequestStatus = 20; return; end if (irRequestTimeout > 0) then irRequestTimeout = irRequestTimeout - deltaTime return; end irRequestStatus = 2; -- Loading -- onIrLeaderboardFetched({ -- statusCode = 20, -- body = {} -- }) IR.Leaderboard(diff.hash, 'best', 4, onIrLeaderboardFetched) end function dump(o) if type(o) == 'table' then local s = '{ ' for k,v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. dump(v) .. ',' end return s .. '} ' else return tostring(o) end end function onIrLeaderboardFetched(res) irRequestStatus = res.statusCode; local song = songwheel.songs[selectedIndex]; local diff = song and song.difficulties[selectedDifficulty] or false; game.Log(diff.hash, game.LOGGER_ERROR) if res.statusCode == IRData.States.Success then game.Log('Raw IR reposonse: ' .. dump(res.body), game.LOGGER_ERROR) local tempIrLB = res.body; table.sort(tempIrLB, function (a,b) -- game.Log(a.score .. ' ?? ' .. b.score, game.LOGGER_ERROR) return a.score > b.score end) -- for i, tempScore in ipairs(tempIrLeaderboard) do -- irLeaderboard[tempScore.ranking] = tempScore -- end irLeaderboard = tempIrLB; irLeaderboardsCache[diff.hash] = irLeaderboard; game.Log(dump(irLeaderboard), game.LOGGER_ERROR) else game.Log("IR error " .. res.statusCode, game.LOGGER_ERROR) end end 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 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 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 -- If the original songBpm is "2021.04.01" for example, the above code can produce `nil` in the songBpm -- since it cannot parse the number out of that string. Here we implement a fallback, to not crash -- USC on whacky charts. Whacky charters, quit using batshit insane bpm values. It makes me angery >:( if (songBpm == nil) then songBpm = 120; 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 -- Leave transition if (isFilterWheelActive) then if transitionLeaveScale < 1 then transitionLeaveScale = transitionLeaveScale + deltaTime / TRANSITION_LEAVE_DURATION -- transition should last for that time in seconds else transitionLeaveScale = 1 end transitionLeaveReappearTimer = 1; transitionAfterscrollScale = 0; -- Keep songwheel in the "afterscroll" state while the filterwheel is active transitionJacketBgScrollScale = 0; -- Same thing here, just with the jacket bg else if (transitionLeaveReappearTimer ~= 0) then transitionAfterscrollScale = 0; -- Keep songwheel in the "afterscroll" state while we're waiting on filter wheel to fade out transitionJacketBgScrollScale = 0; -- Same thing here, just with the jacket bg end transitionLeaveReappearTimer = transitionLeaveReappearTimer - deltaTime / (TRANSITION_LEAVE_DURATION + 0.05) -- 0.05s is a few frames between the completetion of the fade out and songs reappearing in the AC if (transitionLeaveReappearTimer <= 0) then transitionLeaveScale = 0; transitionLeaveReappearTimer = 0; end end end draw_songwheel = function(x,y,w,h, deltaTime) gfx.Translate(x,y); gfx.Scale(w/1080, h/1920); gfx.Scissor(0,0,1080,1920); drawBackground(deltaTime); drawSongList() isFilterWheelActive = game.GetSkinSetting('_songWheelOverlayActive') == 1; drawData() drawCursor() drawFilterInfo(deltaTime) drawSearch(); gfx.BeginPath(); gfx.FontSize(18) gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP) local debugScrollingUp= "FALSE" if scrollingUp then debugScrollingUp = "TRUE" end; gfx.Text('S_I: ' .. selectedIndex .. ' // S_D: ' .. selectedDifficulty .. ' // S_UP: ' .. debugScrollingUp .. ' // AC_TS: ' .. transitionAfterscrollScale .. ' // L_TS: ' .. transitionLeaveScale .. ' // IR_CODE: ' .. irRequestStatus .. ' // IR_T: ' .. irRequestTimeout, 8, 8); gfx.ResetTransform(); end render = function (deltaTime) tickTransitions(deltaTime); game.SetSkinSetting('_currentScreen', 'songwheel') common.stopMusic(); -- detect resolution change local resx, resy = game.GetResolution(); if resx ~= resX or resy ~= resY then resolutionChange(resx, resy) end gfx.BeginPath() bgImageWidth, bgImageHeight = gfx.ImageSize(backgroundImage) gfx.Rect(0, 0, resX, resY) gfx.FillPaint(gfx.ImagePattern(0, 0, bgImageWidth, bgImageHeight, 0, backgroundImage, 0.2)) gfx.Fill() draw_songwheel((resX - fullX) / 2, 0, fullX, fullY, deltaTime); refreshIrLeaderboard(deltaTime); end songs_changed = function (withAll) irLeaderboardsCache = {} -- Reset LB cache if not withAll then return end game.SetSkinSetting('_songWheelScrollbarTotal', #songwheel.songs) game.SetSkinSetting('_songWheelScrollbarIndex', selectedIndex) 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 top50diffs[diffs[i].id] = true; totalForce = totalForce + diffs[i].force end end game.SetSkinSetting('_volforce', totalForce) end set_index = function(newIndex) transitionScrollScale = 0; transitionAfterscrollScale = 0; transitionJacketBgScrollScale = 0; game.SetSkinSetting('_songWheelScrollbarTotal', #songwheel.songs) game.SetSkinSetting('_songWheelScrollbarIndex', newIndex) scrollingUp = false; if ((newIndex > selectedIndex and not (newIndex == #songwheel.songs and selectedIndex == 1)) or (newIndex == 1 and selectedIndex == #songwheel.songs)) then scrollingUp = true; end; game.PlaySample('song_wheel/cursor_change.wav'); selectedIndex = newIndex; 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; irLeaderboard = {} irRequestStatus = 1; irRequestTimeout = 2 end;