432 lines
18 KiB
Lua
432 lines
18 KiB
Lua
local SKIN = {
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total_notes_counter_margin = { x = 22.5 },
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exam_counter_margin = { x = 18 },
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dan_yellow_box_offset = { x = 126 },
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dan_level_counter_margin = { x = 9 },
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dan_hori_name = { x = 296.6, y = 118.6, width = 247.5 },
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dan_exam_value_center = { x = 295, width = -5 },
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yellow_box_bottom = { y = 528 },
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}
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DanSelect = {}
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DanSelect.__index = DanSelect
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local _tex = {}
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local function T(subset, name)
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local key = subset .. "/" .. name
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local id = _tex[key]
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if id == nil then
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id = tex.get_texture("dan_select/" .. subset .. "/" .. name)
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_tex[key] = id
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end
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return id
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end
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local function cfg(name)
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return tex.get_skin_config(name)
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end
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-- Texture draw-offset at index 0 (TextureObject::x[0] / y[0] / x2[0]).
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local function tex_x0(subset, name)
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local info = tex.get_texture_info(subset, name)
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if info and info.x and info.x[1] then return info.x[1] end
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return 0
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end
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local function tex_y0(subset, name)
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local info = tex.get_texture_info(subset, name)
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if info and info.y and info.y[1] then return info.y[1] end
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return 0
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end
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local function tex_x2(subset, name)
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local info = tex.get_texture_info(subset, name)
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if info and info.x2 and info.x2[1] then return info.x2[1] end
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return 0
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end
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-- exam.type -> icon texture name (exam_icon_id in box_dan.cpp). "renda" resolves to
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-- exam_roll, falling back to exam_drumroll in older skins. Returns the resolved name.
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local EXAM_ICON = {
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gauge = "exam_gauge", combo = "exam_combo",
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hit = "exam_hit", judgebad = "exam_judgebad",
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judgegood = "exam_judgegood", judgeperfect = "exam_judgeperfect",
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score = "exam_score", renda = "exam_roll",
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}
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local function exam_icon_name(type)
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local name = EXAM_ICON[type]
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if not name then return nil end
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if T("yellow_box", name) then return name end
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if T("yellow_box", "exam_drumroll") then return "exam_drumroll" end
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return nil
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end
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local yb_box = { path = nil, state = "closed" }
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function DanSelect.new()
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local self = setmetatable({ now = 0 }, DanSelect)
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yb_box.path, yb_box.state = nil, "closed"
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return self
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end
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local YB_DIFF_ANIMS = { 13, 14, 15, 16, 17, 18 }
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local function draw_dan_yellow_box(is_diff, fade)
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local right_x = tex.get_animation(is_diff and 14 or 10).attribute
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local left_x = tex.get_animation(is_diff and 13 or 9).attribute
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local center_width = tex.get_animation(is_diff and 15 or 11).attribute
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local top_y = tex.get_animation(16).attribute
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local center_height = tex.get_animation(17).attribute
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local bottom_y = (SKIN.yellow_box_bottom or { y = 0 }).y
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local info = tex.get_texture_info("yellow_box", "yellow_box_bottom_right")
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local eh = (info and info.height) or 0
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tex.draw_texture(T("yellow_box", "yellow_box_bottom_right"), { x = right_x, y = bottom_y, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_bottom_left"), { x = left_x, y = bottom_y, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_top_right"), { x = right_x, y = top_y, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_top_left"), { x = left_x, y = top_y, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_bottom"), { x = left_x + eh, y = bottom_y, x2 = center_width, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_right"), { x = right_x, y = top_y + eh, y2 = center_height, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_left"), { x = left_x, y = top_y + eh, y2 = center_height, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_top"), { x = left_x + eh, y = top_y, x2 = center_width, fade = fade })
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tex.draw_texture(T("yellow_box", "yellow_box_center"), { x = left_x + eh, y = top_y + eh, x2 = center_width, y2 = center_height, fade = fade })
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end
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-- Track the open box and start the diff-select expansion on the closed -> diff_select
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-- transition (the dan box never passes through the "open" draw_state).
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local function track_dan_yellow_box(box)
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local state = box:draw_state()
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local path = box:path()
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if state == "closed" then
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if yb_box.path == path then
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yb_box.path, yb_box.state = nil, "closed"
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end
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return
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end
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if yb_box.path ~= path then
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yb_box.path, yb_box.state = path, state
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for _, id in ipairs(YB_DIFF_ANIMS) do tex.get_animation(id):reset() end
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for _, id in ipairs(YB_DIFF_ANIMS) do tex.get_animation(id):start() end
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end
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end
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local function update_dan_yellow_box(ms)
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for _, id in ipairs(YB_DIFF_ANIMS) do tex.get_animation(id):update(ms) end
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end
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function DanSelect:update(ms)
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self.now = ms
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update_dan_yellow_box(ms)
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end
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local function draw_tex(subset, name, params)
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local id = T(subset, name)
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if id then tex.draw_texture(id, params) end
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end
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-- Dan box ribbon: { centre x, spacing between boxes, extra gap left of the selection, extra gap right }
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function DanSelect:ribbon()
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return { 440.6, 135.0, 296.6, 288.4 }
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end
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function DanSelect:draw_back()
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draw_tex("global", "bg", {})
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draw_tex("global", "bg_header", {})
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draw_tex("global", "bg_footer", {})
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draw_tex("global", "footer", {})
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end
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function DanSelect:draw_cursor(pos, now, since_move)
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if since_move < 0 or since_move >= 967 then return true end
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local p = since_move / 967
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local drift = 30 * p
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local fade = 0.984 * (1 - p)
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draw_tex("global", "arrow", { index = 0, x = -drift, fade = fade })
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draw_tex("global", "arrow", { index = 1, x = drift, fade = fade, mirror = "horizontal" })
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return true
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end
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function DanSelect:draw_title()
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draw_tex("global", "dan_select", {})
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end
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local CONFIRM_OPTION, CONFIRM_YES = 0, 1
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-- fade: confirm_fade attribute; index: 0 option / 1 yes / 2 no
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function DanSelect:draw_confirm(f, index)
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if f <= 0 then return end
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tex.draw_rect(0, 0, tex.get_screen_width(), tex.get_screen_height(), 0, 0, 0, math.min(0.5, f) * 255)
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draw_tex("confirm_box", "bg", { fade = f })
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draw_tex("confirm_box", "confirmation_text", { fade = f })
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for i = 0, 1 do
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draw_tex("confirm_box", "selection_box", { fade = f, index = i })
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end
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if index ~= CONFIRM_OPTION then
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-- selection_box slots are screen-left / screen-right; yes sits right of no unless swapped
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local yes_info = tex.get_texture_info("confirm_box", "yes")
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local no_info = tex.get_texture_info("confirm_box", "no")
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local yes_right = yes_info and no_info and yes_info.x[1] > no_info.x[1]
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local side = ((index == CONFIRM_YES) == (yes_right and true or false)) and 1 or 0
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draw_tex("confirm_box", "selection_box_highlight", { fade = f, index = side })
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draw_tex("confirm_box", "selection_box_outline", { fade = f, index = side })
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end
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draw_tex("confirm_box", "yes", { fade = f })
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draw_tex("confirm_box", "no", { fade = f })
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if T("confirm_box", "option") then
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if index == CONFIRM_OPTION then draw_tex("confirm_box", "option_highlight", { fade = f }) end
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draw_tex("confirm_box", "option", { fade = f })
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end
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end
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-- Draw a texture at an absolute position, ignoring its own x[0]/y[0] anchor (draw_abs).
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local function draw_abs(subset, name, X, Y, fade, frame)
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local id = T(subset, name)
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if not id then return end
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tex.draw_texture(id, {
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frame = frame or 0,
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x = X - tex_x0(subset, name),
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y = Y - tex_y0(subset, name),
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fade = fade,
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})
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end
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local BACK_CX, BACK_BOTTOM, BACK_HALF0, BACK_HALF1 = 642, 539, 44.4, 191
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local BACK_TOP0, BACK_TOP1, BACK_GROW_MS = 338 - 228, 338 - 231, 150
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function DanSelect:draw_back_box(box)
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local bx = box:box_x()
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local fade = box.fade.attribute
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tex.draw_texture(T("back", "folder"), { x = bx, fade = fade })
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if box:draw_state() == "closed" then
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self.back_open_at = nil
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tex.draw_texture(T("back", "chip"), { x = bx, fade = fade })
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return
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end
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self.back_open_at = self.back_open_at or self.now
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local ms = self.now - self.back_open_at
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local u = math.min(math.max(ms / BACK_GROW_MS, 0), 1)
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local half = BACK_HALF0 + (BACK_HALF1 - BACK_HALF0) * u
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local top = BACK_TOP0 + (BACK_TOP1 - BACK_TOP0) * u
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local l, r = BACK_CX - half, BACK_CX + half - 32
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local w, h = r - l - 32, BACK_BOTTOM - top - 32
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local function piece(name, x, y, x2, y2)
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tex.draw_texture(T("back", name), { x = x, y = y, x2 = x2 and x2 - 32 or 0, y2 = y2 and y2 - 32 or 0 })
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end
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piece("board_tl", l, top); piece("board_t", l + 32, top, w)
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piece("board_tr", r, top); piece("board_r", r, top + 32, nil, h)
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piece("board_br", r, BACK_BOTTOM); piece("board_b", l + 32, BACK_BOTTOM, w)
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piece("board_bl", l, BACK_BOTTOM); piece("board_l", l, top + 32, nil, h)
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piece("board_c", l + 32, top + 32, w, h)
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local f = math.min(math.max((ms - 33) / 117, 0), 1)
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for _, name in ipairs({ "graphic", "text", "pill" }) do tex.draw_texture(T("back", name), { fade = f }) end
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end
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function DanSelect:draw_box(box)
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if box.is_back then return self:draw_back_box(box) end
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track_dan_yellow_box(box)
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local state = box:draw_state()
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if state == "closed" then
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self:draw_dan_closed(box)
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else
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self:draw_dan_open(box)
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end
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end
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-- ---------------------------------------------------------------------------
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-- draw_chip (closed): folder board + vertical chip name.
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-- ---------------------------------------------------------------------------
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function DanSelect:draw_dan_closed(box)
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local bx = box:box_x()
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local fade = box.fade.attribute
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tex.draw_texture(T("box", "folder"), { frame = box.dan_color, x = bx, fade = fade })
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if box.clear_mark > 0 and T("box", "clear_mark") then
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tex.draw_texture(T("box", "clear_mark"), { frame = box.clear_mark - 1, x = bx, fade = fade })
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end
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local name = box:chip_name()
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if name then
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local nb = cfg("dan_select_chip_name") or cfg("song_select_box_name") or { x = 0, y = 0, height = 0 }
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name:draw({
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x = bx + nb.x - name.width / 2,
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y = nb.y,
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y2 = math.min(name.height, nb.height or name.height) - name.height,
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fade = fade,
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})
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end
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end
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-- ---------------------------------------------------------------------------
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-- draw_open: chip + song ribbon + total notes + rank + exam box.
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-- ---------------------------------------------------------------------------
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function DanSelect:draw_dan_open(box)
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self:draw_dan_closed(box)
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local f = box.open_fade.attribute
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-- The yellow box board the course details sit on (opaque; its growth is driven by
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-- the diff-select animations, matching the song-select wheel).
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draw_dan_yellow_box(true, 1.0)
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local off = SKIN.dan_yellow_box_offset or { x = 0, y = 0 }
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local offset_x = off.x or 0
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local offset_y = off.y or 0
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local n = box:song_count()
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for i = 0, n - 1 do
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local x = i * offset_x
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local y = i * offset_y
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tex.draw_texture(T("yellow_box", "genre_banner"), { frame = box:song_genre(i), x = x, y = y, fade = f })
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local song_label = T("yellow_box", "song_label")
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if song_label then
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tex.draw_texture(song_label, { frame = math.min(i, 2), x = x, y = y, fade = f })
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end
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tex.draw_texture(T("yellow_box", "difficulty"), { frame = box:song_difficulty(i), x = x, y = y, fade = f })
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if box:song_difficulty(i) == 4 and T("yellow_box", "difficulty_ura") then
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tex.draw_texture(T("yellow_box", "difficulty_ura"), { x = x, y = y, fade = f })
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end
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tex.draw_texture(T("yellow_box", "difficulty_x"), { x = x, y = y, fade = f })
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tex.draw_texture(T("yellow_box", "difficulty_star"), { x = x, y = y, fade = f })
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-- Level counter
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local lvl = tostring(box:song_level(i))
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local margin = (SKIN.dan_level_counter_margin or { x = 0 }).x
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local total_w = #lvl * margin
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for j = 1, #lvl do
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local digit = string.byte(lvl, j) - 48
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tex.draw_texture(T("yellow_box", "difficulty_num"), {
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frame = digit, x = x - total_w / 2 + (j - 1) * margin, y = y, fade = f })
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end
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-- Song title + subtitle
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local title_text = box:song_title_text(i)
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local sub_text = box:song_subtitle_text(i)
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local td = cfg("dan_select_title") or { x = 0, y = 0, height = 0 }
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local sd = cfg("dan_select_subtitle") or { x = 0, y = 0, height = 0 }
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if box:song_masked(i) and T("yellow_box", "hidden_title") then
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tex.draw_texture(T("yellow_box", "hidden_title"), { x = x, y = y, fade = f })
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elseif title_text then
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title_text:draw({
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x = td.x + x, y = td.y + y,
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y2 = math.min(title_text.height, td.height or title_text.height) - title_text.height,
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fade = f })
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end
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if sub_text then
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sub_text:draw({
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x = sd.x + x,
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y = sd.y + y - math.min(sub_text.height, sd.height or sub_text.height),
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y2 = math.min(sub_text.height, sd.height or sub_text.height) - sub_text.height,
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fade = f })
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end
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end
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if box.clear_mark > 0 and T("yellow_box", "clear_mark") then
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tex.draw_texture(T("yellow_box", "clear_mark"), { frame = box.clear_mark - 1, fade = f })
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end
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-- Total notes
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tex.draw_texture(T("yellow_box", "total_notes_bg"), { fade = f })
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tex.draw_texture(T("yellow_box", "total_notes"), { fade = f })
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local tn = tostring(box.total_notes)
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local tn_margin = (SKIN.total_notes_counter_margin or { x = 0 }).x
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for i = 1, #tn do
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local digit = string.byte(tn, i) - 48
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-- Lumen centres the counter on its 4-digit width
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tex.draw_texture(T("yellow_box", "total_notes_counter"), { frame = digit, x = (i - 1 + (4 - #tn) / 2) * tn_margin, fade = f })
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end
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-- Rank plate / frame
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tex.draw_texture(T("yellow_box", "frame"), { frame = box.dan_color, fade = f })
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local hori = box:hori_name()
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if hori then
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local hn = SKIN.dan_hori_name or { x = 0, y = 0, width = 0 }
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hori:draw({
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x = hn.x - hori.width / 2,
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y = hn.y,
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x2 = math.min(hori.width, hn.width or hori.width) - hori.width,
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fade = f })
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end
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self:draw_exam_box(box, f)
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end
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-- ---------------------------------------------------------------------------
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-- Exam board (the default "condition rows" layout).
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-- ---------------------------------------------------------------------------
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function DanSelect:draw_exam_box(box, f)
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local offset_y = (cfg("dan_select_exam_info") or { y = 0 }).y
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local margin = (SKIN.exam_counter_margin or { x = 0 }).x
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-- Four or more conditions do not fit the board: drop the soul-gauge row.
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local exam_count = box:exam_count()
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local shown = {}
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for i = 0, exam_count - 1 do
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if not (exam_count >= 4 and box:exam_type(i) == "gauge") then
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shown[#shown + 1] = i
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end
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end
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if #shown > 3 then
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while #shown > 3 do shown[#shown] = nil end
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end
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local L = ({ { dt = 38, row0 = 90, pitch = 0 }, { dt = 18, row0 = 37, pitch = 106 } })[#shown]
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or { dt = 0, row0 = 0, pitch = offset_y }
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local dt = L.dt
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local function part(name, p)
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p.fade = f
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tex.draw_texture(T("yellow_box", name), p)
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end
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part("exam_box_bottom_right", { y = -dt })
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part("exam_box_bottom_left", { y = -dt })
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part("exam_box_top_right", { y = dt })
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part("exam_box_top_left", { y = dt })
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part("exam_box_bottom", { y = -dt })
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part("exam_box_right", { y = dt, y2 = -2 * dt })
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part("exam_box_left", { y = dt, y2 = -2 * dt })
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part("exam_box_top", { y = dt })
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part("exam_box_center", { y = dt, y2 = -2 * dt })
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part("exam_header", { y = dt })
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for idx = 1, #shown do
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local i = shown[idx]
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local y = L.row0 + (idx - 1) * L.pitch
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local etype = box:exam_type(i)
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local range = box:exam_range(i)
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tex.draw_texture(T("yellow_box", "judge_box"), { y = y, fade = f })
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local icon_name = exam_icon_name(etype)
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if icon_name then tex.draw_texture(T("yellow_box", icon_name), { y = y, fade = f }) end
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-- Centre the whole value (digits, %, suffix) on dan_exam_value_center.x.
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local vc = SKIN.dan_exam_value_center or { x = 0, width = 0 }
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local digits = tostring(box:exam_red(i))
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local pct = (etype == "gauge") and T("yellow_box", "exam_percent") or nil
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local suf = (range == "more") and T("yellow_box", "exam_more")
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or (range == "less") and T("yellow_box", "exam_less") or nil
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|
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local digits_w = (#digits - 1) * margin + tex_x2("yellow_box", "judge_num")
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local pct_w = pct and tex_x2("yellow_box", "exam_percent") or 0
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local suf_w = suf and tex_x2("yellow_box", (range == "more") and "exam_more" or "exam_less") or 0
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local gap = vc.width or 0
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local parts = 1 + (pct and 1 or 0) + (suf and 1 or 0)
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local total = digits_w + pct_w + suf_w + gap * (parts - 1)
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local cx = (vc.x or 0) - total / 2
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|
|
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for j = 1, #digits do
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local digit = string.byte(digits, j) - 48
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tex.draw_texture(T("yellow_box", "judge_num"),
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{ frame = digit, x = cx + (j - 1) * margin - tex_x0("yellow_box", "judge_num"), y = y, fade = f })
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end
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cx = cx + digits_w + gap
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if pct then
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tex.draw_texture(pct, { x = cx - tex_x0("yellow_box", "exam_percent"), y = y, fade = f })
|
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cx = cx + pct_w + gap
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end
|
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if suf then
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local suf_name = (range == "more") and "exam_more" or "exam_less"
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tex.draw_texture(suf, { x = cx - tex_x0("yellow_box", suf_name), y = y, fade = f })
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end
|
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end
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end
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