ExperimentalGear/scripts/songselect/sortwheel.lua

243 lines
7.1 KiB
Lua

local Easing = require('common.easing');
local resx, resy = game.GetResolution()
local desw, desh = 1080, 1920
-- AUDIO
game.LoadSkinSample('sort_wheel/enter.wav');
game.LoadSkinSample('sort_wheel/leave.wav');
-- IMAGES
local panelBgImage = gfx.CreateSkinImage('song_select/sort_wheel/bg.png', 0)
local activeItemBgImage = gfx.CreateSkinImage(
'song_select/sort_wheel/active_bg.png', 0)
local titleTextImage =
gfx.CreateSkinImage('song_select/sort_wheel/title.png', 0)
local selection = 1;
local renderedButtonLabels = {}
local FONT_SIZE = 32;
local MARGIN = 16;
local SUB_FONT_SIZE = 26;
local SUB_MARGIN = 8;
local SORT_ORDER_LABEL_TEXTS = {
{
label = 'Title',
asc = '# to A to Z to かな to 漢字',
dsc = '漢字 to かな to Z to A to #'
}, {label = 'Score', asc = 'Worst to best', dsc = 'Best to worst'},
{label = 'Date', asc = 'Oldest to newest', dsc = 'Newest to oldest'},
{label = 'Badge', asc = 'None to D to S', dsc = 'S to D to None'}, {
label = 'Artist',
asc = '# to A to Z to かな to 漢字',
dsc = '漢字 to かな to Z to A to #'
}, {
label = 'Effector',
asc = '# to A to Z to かな to 漢字',
dsc = '漢字 to かな to Z to A to #'
}
}
local transitionEnterReverse = false;
local transitionEnterScale = 0;
local transitionEnterOffsetX = 0;
local previousActiveState = false;
-- Window variables
local resX, resY
-- Aspect Ratios
local landscapeWidescreenRatio = 16 / 9
local landscapeStandardRatio = 4 / 3
local portraitWidescreenRatio = 9 / 16 --+ 0.0035
-- Portrait sizes
local fullX, fullY
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 tableContains(table, value)
for i, v in ipairs(table) do if v == value then return true end end
return false;
end
function drawButton(i, f, x, y)
local spaceAfter = (FONT_SIZE + MARGIN)
local sortOrder = 'asc';
if (string.find(f, 'v')) then sortOrder = 'dsc' end
local label = f:gsub(' ^', '')
label = label:gsub(' v', '')
if (string.find(sorts[selection], label) and sorts[selection] ~= f) then
-- If there is a button active with the same label, but different sort order, don't render this one
return 0;
else
-- If there is no active button with this label, if one with a label was already rendered, don't render this one
if (tableContains(renderedButtonLabels, label)) then return 0; end
table.insert(renderedButtonLabels, label);
end
if (i == selection) then
local ascLabelText = 'Ascending'
local dscLabelText = 'Descending'
for i, obj in ipairs(SORT_ORDER_LABEL_TEXTS) do
if (obj.label == label) then
ascLabelText = obj.asc;
dscLabelText = obj.dsc;
end
end
gfx.BeginPath()
gfx.ImageRect(x - 182, y - 38, 365, 82, activeItemBgImage, 1, 0)
gfx.BeginPath()
if sortOrder == 'asc' then
gfx.ImageRect(x - 150, y + FONT_SIZE + SUB_MARGIN * 2 - 31, 300, 67,
activeItemBgImage, 1, 0)
elseif sortOrder == 'dsc' then
gfx.ImageRect(x - 150, y + FONT_SIZE + SUB_MARGIN * 2 +
SUB_FONT_SIZE + SUB_MARGIN - 31, 300, 67,
activeItemBgImage, 1, 0)
end
gfx.Save()
gfx.FontSize(SUB_FONT_SIZE)
gfx.Text(ascLabelText, x, y + FONT_SIZE + SUB_MARGIN * 2);
gfx.Text(dscLabelText, x,
y + FONT_SIZE + SUB_MARGIN * 2 + SUB_FONT_SIZE + SUB_MARGIN);
gfx.Restore()
spaceAfter = spaceAfter + SUB_FONT_SIZE * 2 + SUB_MARGIN * 4;
end
gfx.BeginPath();
gfx.Text(label, x, y);
return spaceAfter;
end
function tickTransitions(deltaTime)
-- ENTRY TRANSITION
if transitionEnterReverse then
if transitionEnterScale > 0 then
transitionEnterScale = transitionEnterScale - deltaTime / 0.25 -- transition should last for that time in seconds
else
transitionEnterScale = 0
end
else
if transitionEnterScale < 1 then
transitionEnterScale = transitionEnterScale + deltaTime / 0.25 -- transition should last for that time in seconds
else
transitionEnterScale = 1
end
end
transitionEnterOffsetX = Easing.inOutQuad(1 - transitionEnterScale) * 416
end
local drawSortWheel = function (x,y,w,h, deltaTime)
gfx.Scissor(x,y,w,h);
gfx.Translate(x,y);
gfx.Scale(w/1080, h/1920);
gfx.Scissor(0,0,1080,1920);
-- Draw the dark overlay above song wheel
gfx.BeginPath();
gfx.FillColor(0, 0, 0, math.floor(transitionEnterScale * 192));
gfx.Rect(0, 0, 1080, 1920);
gfx.Fill();
-- Draw the panel background
gfx.BeginPath()
gfx.ImageRect(desw - 416 + transitionEnterOffsetX, 0, 416, desh,
panelBgImage, 1, 0)
gfx.LoadSkinFont("Digital-Serial-Bold.ttf");
gfx.FontSize(FONT_SIZE);
gfx.FillColor(255, 255, 255, 255);
gfx.TextAlign(gfx.TEXT_ALIGN_CENTER + gfx.TEXT_ALIGN_MIDDLE);
gfx.GlobalAlpha(transitionEnterScale)
-- Starting position of the first sort option
local x = 889 + transitionEnterOffsetX;
local y = desh / 2 - -- Center point
(#sorts / 2 / 2) * (FONT_SIZE + MARGIN) - -- Space taken up by half the sort options (we remove the duplicate one)
((SUB_FONT_SIZE * 2 + SUB_MARGIN * 4) / 2); -- Space for taken by order options
-- Draw the title image
gfx.BeginPath()
gfx.ImageRect(x - 72, y - 27, 144, 54, titleTextImage, 1, 0)
y = y + (54 + MARGIN)
-- Draw all the sorting options
for i, f in ipairs(sorts) do
local spaceAfter = drawButton(i, f, x, y);
y = y + spaceAfter;
end
end
function setSkinSetting()
for i, f in ipairs(sorts) do
if i == selection then
local label = f:gsub(' ^', '')
label = label:gsub(' v', '')
game.SetSkinSetting('_songWheelActiveSortOptionLabel', label);
end
end
end
function render(deltaTime, shown)
gfx.Save()
gfx.ResetTransform()
renderedButtonLabels = {};
if (shown ~= previousActiveState) then
if (shown) then
game.PlaySample('sort_wheel/enter.wav');
else
game.PlaySample('sort_wheel/leave.wav');
end
previousActiveState = shown;
end
-- detect resolution change
local resx, resy = game.GetResolution();
if resx ~= resX or resy ~= resY then
resolutionChange(resx, resy)
end
gfx.GlobalAlpha(1)
if not shown then
transitionEnterReverse = true
if (transitionEnterScale > 0) then drawSortWheel((resX - fullX) / 2, 0, fullX, fullY, deltaTime) end
else
transitionEnterReverse = false
drawSortWheel((resX - fullX) / 2, 0, fullX, fullY, deltaTime)
end
tickTransitions(deltaTime)
setSkinSetting();
gfx.Restore()
end
function set_selection(index) selection = index end