277 lines
7.5 KiB
Lua
277 lines
7.5 KiB
Lua
require('common')
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local Easing = require('common.easings');
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local defaultFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/bg.png', 0)
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local cursorImage = gfx.CreateSkinImage('song_select/cursor.png', 0)
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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',
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'SDVX BOOTH',
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'SOUND VOLTEX I',
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'SDVX I',
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'SOUND VOLTEX 1',
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'SDVX 1'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Booth.png', 0)
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},
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{
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keys = {
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'SOUND VOLTEX INFINITE INFECTION',
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'SDVX INFINITE INFECTION',
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'SOUND VOLTEX II',
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'SDVX II',
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'SOUND VOLTEX 2',
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'SDVX 2'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Infinite Infection.png', 0)
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},
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-- {
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-- 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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-- },
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-- folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Infinite Infection.png', 0)
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-- },
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{
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keys = {
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'SOUND VOLTEX HEAVENLY HAVEN',
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'SDVX HEAVENLY HAVEN',
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'SOUND VOLTEX IV',
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'SDVX IV',
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'SOUND VOLTEX 4',
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'SDVX 4'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Heavenly Haven.png', 0)
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},
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{
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keys = {
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'SOUND VOLTEX VIVID WAVE',
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'SDVX VIVID WAVE',
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'SOUND VOLTEX V',
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'SDVX V',
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'SOUND VOLTEX 5',
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'SDVX 5'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Vivid Wave.png', 0)
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},
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{
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keys = {
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'SOUND VOLTEX EXCEED GEAR',
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'SDVX EXCEED GEAR',
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'SOUND VOLTEX VI',
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'SDVX VI',
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'SOUND VOLTEX 6',
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'SDVX 6'
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},
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folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Exceed Gear.png', 0)
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},
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}
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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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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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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, '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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local folderBgImage = defaultFolderBgImage;
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local isSpecial = false;
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for i,specialFolder in ipairs(specialFolders) do
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for i,specialFolderKey in ipairs(specialFolder.keys) do
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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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local i = 1;
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while (i <= numOfItemsAround) do
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local index = getCorrectedIndex(selectedIndex, -i)
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drawFolder(folderList[index], desh / 2 - ITEM_HEIGHT / 2 -
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ITEM_HEIGHT * i + transitionScrollOffsetY)
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i = i + 1;
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end
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-- Draw the selected song
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drawFolder(folderList[selectedIndex],
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desh / 2 - ITEM_HEIGHT / 2 + transitionScrollOffsetY)
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i = 1;
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while (i <= numOfItemsAround) do
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local index = getCorrectedIndex(selectedIndex, i)
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drawFolder(folderList[index], desh / 2 - ITEM_HEIGHT / 2 +
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ITEM_HEIGHT * i + transitionScrollOffsetY)
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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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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) * ITEM_HEIGHT;
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else
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transitionScrollOffsetY = Easing.inQuad(1-transitionScrollScale) * -ITEM_HEIGHT;
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end
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end
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render = function(deltaTime, shown)
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if not shown then return end
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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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-- 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_S_S: ' .. transitionScrollScale, 8, 1900);
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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 (newIndex == 1 and oldIndex == total)) then
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scrollingUp = true;
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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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