344 lines
10 KiB
Lua
344 lines
10 KiB
Lua
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 defaultFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/bg.png', 0)
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local collectionFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/col_bg.png', 0)
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local subFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/sub_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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}
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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', 'SDVX BOOTH', 'SOUND VOLTEX I', 'SDVX I',
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'SOUND VOLTEX 1', 'SDVX 1', 'SDVX I BOOTH'
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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', 'SDVX INFINITE INFECTION',
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'SOUND VOLTEX II', 'SDVX II', 'SOUND VOLTEX 2', 'SDVX 2', 'SDVX II INFINITE INFECTION'
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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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{
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keys = {
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'SOUND VOLTEX GRAVITY WARS',
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'SDVX GRAVITY WARS',
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'SOUND VOLTEX III',
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'SDVX III',
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'SOUND VOLTEX 3',
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'SDVX 3',
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'SDVX III GRAVITY WARS',
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Gravity Wars.png', 0)
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},
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{
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keys = {
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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', 'SDVX IV HEAVENLY HAVEN'
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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', 'SDVX VIVID WAVE', 'SOUND VOLTEX V',
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'SDVX V', 'SOUND VOLTEX 5', 'SDVX 5', 'SDVX V VIVID WAVE'
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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', 'SDVX EXCEED GEAR', 'SOUND VOLTEX VI',
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'SDVX VI', 'SOUND VOLTEX 6', 'SDVX 6', 'SDVX VI EXCEED GEAR'
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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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keys = {
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'NAUTICA',
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},
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folderBg = gfx.CreateSkinImage(
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'song_select/filter_wheel/special_folder_bgs/Nautica.png', 0)
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}
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}
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-- AUDIO
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game.LoadSkinSample('song_wheel/cursor_change.wav');
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local resx, resy = game.GetResolution()
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local desw, desh = 1080, 1920
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local scale = 1;
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local selectionMode = 'folders';
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local selectedFolder = 1;
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local selectedLevel = 1;
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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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function resetLayoutInformation()
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resx, resy = game.GetResolution()
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scale = resx / desw
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end
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function getCorrectedIndex(from, offset)
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local total = 1;
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if selectionMode == 'folders' then
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total = #filters.folder;
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else
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total = #filters.level;
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end
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index = from + offset;
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if index < 1 then
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index = total + (from + offset) -- this only happens if the offset is negative
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end
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if index > total then
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indexesUntilEnd = total - from;
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index = offset - indexesUntilEnd -- this only happens if the offset is positive
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end
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return index;
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end
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function getFolderData(folderLabel)
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local folderType = 'unknown';
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local isSpecial = false;
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local folderBgImage = defaultFolderBgImage;
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if not folderLabel then
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return {
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type = folderType,
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label = 'UNKNOWN',
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bgImage = folderBgImage,
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isSpecial = isSpecial
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}
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end
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if selectionMode == 'levels' then
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folderBgImage = subFolderBgImage
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end
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if (string.find(folderLabel, 'Folder: ')) then
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folderType = 'folder';
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folderLabel = folderLabel:gsub('Folder: ', '') -- Delete default prefix
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elseif (string.find(folderLabel, 'Collection: ')) then
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folderType = 'collection';
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folderLabel = folderLabel:gsub('Collection: ', '') -- Delete default prefix
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folderBgImage = collectionFolderBgImage;
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elseif (string.find(folderLabel, 'Level: ')) then
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folderType = 'level';
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folderLabel = folderLabel:gsub('Level: ', '') -- Delete default prefix
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folderLabel = 'LEVEL ' .. folderLabel;
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end
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local labelMatcherString = string.upper(folderLabel)
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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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end
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end
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end
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return {
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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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}
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end
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function drawFolder(label, y)
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if (not label) then return end
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local x = desw / 2 + 0
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local folderData = getFolderData(label)
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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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-- 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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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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end
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end
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function drawFolderList()
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local numOfItemsAround = 7;
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local selectedIndex = 1;
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local folderList = filters.folder;
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if selectionMode == 'folders' then
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selectedIndex = selectedFolder
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folderList = filters.folder;
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else
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selectedIndex = selectedLevel
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folderList = filters.level;
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end
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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],
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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], 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],
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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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end
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function tickTransitions(deltaTime)
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if transitionScrollScale < 1 then
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transitionScrollScale = transitionScrollScale + deltaTime / 0.1 -- transition should last for that time in seconds
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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) *
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ITEM_HEIGHT;
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else
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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 transitionEnterReverse then
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if transitionEnterScale > 0 then
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transitionEnterScale = transitionEnterScale - deltaTime / 0.5 -- 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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if transitionEnterScale < 1 then
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transitionEnterScale = transitionEnterScale + deltaTime / 0.5 -- 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) *
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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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drawFolderList()
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drawCursor()
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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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game.SetSkinSetting('_songWheelOverlayActive', 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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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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game.SetSkinSetting('_songWheelActiveFolderLabel', getFolderData(filters.folder[selectedFolder]).label);
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game.SetSkinSetting('_songWheelActiveSubFolderLabel', getFolderData(filters.level[selectedLevel]).label);
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SongSelectHeader.draw(deltatime);
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Footer.draw();
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-- Debug text
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gfx.BeginPath();
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gfx.FontSize(18)
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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_E_S: ' ..
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transitionEnterScale, 8, 1870);
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end
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set_selection = function(newIndex, isFolder)
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local oldIndex = 1;
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local total = 1;
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if isFolder then
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oldIndex = selectedFolder
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selectedFolder = newIndex
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total = #filters.folder;
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else
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oldIndex = selectedLevel
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selectedLevel = newIndex
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total = #filters.level;
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end
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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
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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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end
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set_mode = function(isFolder)
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if isFolder then
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selectionMode = 'folders'
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else
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selectionMode = 'levels'
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end
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end
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