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