ExperimentalGear/scripts/songselect/filterwheel.lua

331 lines
10 KiB
Lua

require('common')
local Easing = require('common.easings');
local SongSelectHeader = require('components.headers.songSelectHeader')
local Footer = require('components.footer');
local defaultFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/bg.png', 0)
local collectionFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/col_bg.png', 0)
local subFolderBgImage = gfx.CreateSkinImage('song_select/filter_wheel/sub_bg.png', 0)
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_exc.png", 1), -- TODO: premissive rate
gfx.CreateSkinImage("song_select/cursor_exc.png", 1) -- TODO: blastive rate
}
local ITEM_HEIGHT = 172;
local specialFolders = {
{
keys = {
'SOUND VOLTEX BOOTH', 'SDVX BOOTH', 'SOUND VOLTEX I', 'SDVX I',
'SOUND VOLTEX 1', 'SDVX 1', 'SDVX I BOOTH'
},
folderBg = gfx.CreateSkinImage(
'song_select/filter_wheel/special_folder_bgs/Booth.png', 0)
}, {
keys = {
'SOUND VOLTEX INFINITE INFECTION', 'SDVX INFINITE INFECTION',
'SOUND VOLTEX II', 'SDVX II', 'SOUND VOLTEX 2', 'SDVX 2', 'SDVX II INFINITE INFECTION'
},
folderBg = gfx.CreateSkinImage(
'song_select/filter_wheel/special_folder_bgs/Infinite Infection.png',
0)
},
{
keys = {
'SOUND VOLTEX GRAVITY WARS',
'SDVX GRAVITY WARS',
'SOUND VOLTEX III',
'SDVX III',
'SOUND VOLTEX 3',
'SDVX 3',
'SDVX III GRAVITY WARS',
},
folderBg = gfx.CreateSkinImage('song_select/filter_wheel/special_folder_bgs/Gravity Wars.png', 0)
},
{
keys = {
'SOUND VOLTEX HEAVENLY HAVEN', 'SDVX HEAVENLY HAVEN',
'SOUND VOLTEX IV', 'SDVX IV', 'SOUND VOLTEX 4', 'SDVX 4', 'SDVX IV HEAVENLY HAVEN'
},
folderBg = gfx.CreateSkinImage(
'song_select/filter_wheel/special_folder_bgs/Heavenly Haven.png', 0)
}, {
keys = {
'SOUND VOLTEX VIVID WAVE', 'SDVX VIVID WAVE', 'SOUND VOLTEX V',
'SDVX V', 'SOUND VOLTEX 5', 'SDVX 5', 'SDVX V VIVID WAVE'
},
folderBg = gfx.CreateSkinImage(
'song_select/filter_wheel/special_folder_bgs/Vivid Wave.png', 0)
}, {
keys = {
'SOUND VOLTEX EXCEED GEAR', 'SDVX EXCEED GEAR', 'SOUND VOLTEX VI',
'SDVX VI', 'SOUND VOLTEX 6', 'SDVX 6', 'SDVX VI EXCEED GEAR'
},
folderBg = gfx.CreateSkinImage(
'song_select/filter_wheel/special_folder_bgs/Exceed Gear.png', 0)
}, {
keys = {
'NAUTICA',
},
folderBg = gfx.CreateSkinImage(
'song_select/filter_wheel/special_folder_bgs/Nautica.png', 0)
}
}
-- AUDIO
game.LoadSkinSample('song_wheel/cursor_change.wav');
local resx, resy = game.GetResolution()
local desw, desh = 1080, 1920
local scale = 1;
local selectionMode = 'folders';
local selectedFolder = 1;
local selectedLevel = 1;
local transitionScrollScale = 0;
local transitionScrollOffsetY = 0;
local scrollingUp = false;
local transitionEnterReverse = false;
local transitionEnterScale = 0;
local transitionEnterOffsetY = 0;
function resetLayoutInformation()
resx, resy = game.GetResolution()
scale = resx / desw
end
function getCorrectedIndex(from, offset)
local total = 1;
if selectionMode == 'folders' then
total = #filters.folder;
else
total = #filters.level;
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 getFolderData(folderLabel)
local folderType = 'unknown';
local isSpecial = false;
local folderBgImage = defaultFolderBgImage;
if selectionMode == 'levels' then
folderBgImage = subFolderBgImage
end
if (string.find(folderLabel, 'Folder: ')) then
folderType = 'folder';
folderLabel = folderLabel:gsub('Folder: ', '') -- Delete default prefix
elseif (string.find(folderLabel, 'Collection: ')) then
folderType = 'collection';
folderLabel = folderLabel:gsub('Collection: ', '') -- Delete default prefix
folderBgImage = collectionFolderBgImage;
elseif (string.find(folderLabel, 'Level: ')) then
folderType = 'level';
folderLabel = folderLabel:gsub('Level: ', '') -- Delete default prefix
folderLabel = 'LEVEL ' .. folderLabel;
end
local labelMatcherString = string.upper(folderLabel)
for i, specialFolder in ipairs(specialFolders) do
for i, specialFolderKey in ipairs(specialFolder.keys) do
if (specialFolderKey == labelMatcherString) then
folderBgImage = specialFolder.folderBg;
isSpecial = true;
end
end
end
return {
type = folderType,
label = folderLabel,
bgImage = folderBgImage,
isSpecial = isSpecial
}
end
function drawFolder(label, y)
if (not label) then return end
local x = desw / 2 + 0
local folderData = getFolderData(label)
-- Draw the bg
gfx.BeginPath()
gfx.ImageRect(x, y, 630 * 0.86, 200 * 0.86, folderData.bgImage, 1, 0)
-- Draw the folder label, but only if the folder is not special
if (not folderData.isSpecial) then
gfx.BeginPath();
gfx.FontSize(38)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_MIDDLE)
gfx.FillColor(255, 255, 255, 255);
gfx.Text(folderData.label, x + 18, y + 72);
end
end
function drawFolderList()
local numOfItemsAround = 7;
local selectedIndex = 1;
local folderList = filters.folder;
if selectionMode == 'folders' then
selectedIndex = selectedFolder
folderList = filters.folder;
else
selectedIndex = selectedLevel
folderList = filters.level;
end
yOffset = transitionEnterOffsetY + transitionScrollOffsetY;
local i = 1;
while (i <= numOfItemsAround) do
local index = getCorrectedIndex(selectedIndex, -i)
drawFolder(folderList[index],
desh / 2 - ITEM_HEIGHT / 2 - ITEM_HEIGHT * i + yOffset)
i = i + 1;
end
-- Draw the selected song
drawFolder(folderList[selectedIndex], desh / 2 - ITEM_HEIGHT / 2 + yOffset)
i = 1;
while (i <= numOfItemsAround) do
local index = getCorrectedIndex(selectedIndex, i)
drawFolder(folderList[index],
desh / 2 - ITEM_HEIGHT / 2 + ITEM_HEIGHT * i + yOffset)
i = i + 1;
end
end
function drawCursor()
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 tickTransitions(deltaTime)
if transitionScrollScale < 1 then
transitionScrollScale = transitionScrollScale + deltaTime / 0.1 -- transition should last for that time in seconds
else
transitionScrollScale = 1
end
if scrollingUp then
transitionScrollOffsetY = Easing.inQuad(1 - transitionScrollScale) *
ITEM_HEIGHT;
else
transitionScrollOffsetY = Easing.inQuad(1 - transitionScrollScale) *
-ITEM_HEIGHT;
end
-- ENTRY TRANSITION
if transitionEnterReverse then
if transitionEnterScale > 0 then
transitionEnterScale = transitionEnterScale - deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionEnterScale = 0
end
else
if transitionEnterScale < 1 then
transitionEnterScale = transitionEnterScale + deltaTime / 0.5 -- transition should last for that time in seconds
else
transitionEnterScale = 1
end
end
transitionEnterOffsetY = -Easing.inOutQuad(1 - transitionEnterScale) *
(desh + ITEM_HEIGHT * 2 + 145 +
(transitionEnterReverse and -4 or 0));
end
function drawFilterWheel(deltatime)
gfx.ResetTransform()
resetLayoutInformation()
tickTransitions(deltatime);
gfx.Scale(scale, scale);
drawFolderList()
drawCursor()
end
render = function(deltatime, shown)
if not shown then
game.SetSkinSetting('_songWheelOverlayActive', 0);
transitionEnterReverse = true
if (transitionEnterScale > 0) then drawFilterWheel(deltatime) end
else
transitionEnterReverse = false
game.SetSkinSetting('_songWheelOverlayActive', 1);
drawFilterWheel(deltatime)
end
SongSelectHeader.draw(deltatime);
Footer.draw({noEnterTransition = true});
-- Debug text
gfx.BeginPath();
gfx.FontSize(18)
gfx.TextAlign(gfx.TEXT_ALIGN_LEFT + gfx.TEXT_ALIGN_TOP)
gfx.FillColor(255, 255, 255, 255);
gfx.Text('S_M: ' .. selectionMode .. ' // S_F: ' .. selectedFolder ..
' // S_L: ' .. selectedLevel .. ' // T_E_S: ' ..
transitionEnterScale, 8, 1900);
end
set_selection = function(newIndex, isFolder)
local oldIndex = 1;
local total = 1;
if isFolder then
oldIndex = selectedFolder
selectedFolder = newIndex
total = #filters.folder;
else
oldIndex = selectedLevel
selectedLevel = newIndex
total = #filters.level;
end
transitionScrollScale = 0;
scrollingUp = false;
if ((newIndex > oldIndex and not (newIndex == total and oldIndex == 1)) or
(newIndex == 1 and oldIndex == total)) then scrollingUp = true; end
game.PlaySample('song_wheel/cursor_change.wav');
end
set_mode = function(isFolder)
if isFolder then
selectionMode = 'folders'
else
selectionMode = 'levels'
end
end