Files
YataiDONNijiiro/Scripts/dan_select/dan_select.lua
TaikoZhongandClaude Opus 5.5 01e2d72afe dan select: carry the parent's pre-2026-10-15 dan select as this skin's base
Upstream removed the exam grid, value centring, rank plate and total-notes options from PyTaikoGreen's dan_select.lua and moved its numbers into the script, so this skin fell back to the parent's plain exam rows with the parent's offsets (its own SKIN table never reached the parent's local one). dan_select_base.lua is the parent's script as of 4d325135 with those options fixed to this skin's values and the dropped keys given this skin's own numbers from before the migration; dan_select.lua loads it instead of the parent's.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-15 21:58:32 +08:00

510 lines
22 KiB
Lua

local SKIN = {
dan_yellow_box_offset = { x = 0, y = 110 }, -- the song rows' step (also in dan_select_base)
}
-- DAN_SELECT paint surface: selection cursor breathing loop and arrow chips,
-- sampled from the cabinet's own clips. The dan boxes themselves are drawn by the
-- dan_select_base.lua (this skin's copy of the parent's script from before upstream dropped
-- the exam grid and its options), which is loaded first and extended here.
-- the parent skin's copy of this script: the second match on package.path (the first is this file)
local function load_parent(name)
local seen = false
for tmpl in package.path:gmatch("[^;]+") do
local chunk = loadfile((tmpl:gsub("%?", name)))
if chunk then
if seen then return chunk end
seen = true
end
end
end
local function load_own(name)
for tmpl in package.path:gmatch("[^;]+") do
local chunk = loadfile((tmpl:gsub("%?", name)))
if chunk then return chunk end
end
end
local parent = load_own("dan_select/dan_select_base") or load_parent("dan_select/dan_select")
if parent then parent() end
if not DanSelect then
DanSelect = {}
DanSelect.__index = DanSelect
end
local parent_new = DanSelect.new
local ok, anim = pcall(require, "anim/sampler")
if not ok then anim = { safe = function()
local n = {}
n.at = function() return nil end; n.get = function() return nil end
n.label = function() return nil end; n.has = function() return false end
n.first = function() return 0 end; n.last = function() return 0 end
return n
end } end
local CUR = anim.safe("anim/dan_cursor")
local ARW = anim.safe("anim/dan_arrow")
local ARW_OFF = ARW:label("arrow_off") or 61
-- No real clip data at all -> no draw_cursor: the engine draws the cursor from its
-- inline tables (the boxes are still drawn by the parent's DanSelect).
local HAS_CLIPS = CUR:has("#259@0") or ARW:has("#261@0")
function DanSelect.new()
local self = parent_new and parent_new() or setmetatable({}, DanSelect)
self.t_cursor = tex.get_texture("dan_select/box/cursor")
self.t_arrow_r = tex.get_texture("dan_select/box/arrow_r")
self.t_arrow_l = tex.get_texture("dan_select/box/arrow_l")
return self
end
-- pos: selected chip x (the textures' own json positions carry the rest);
-- now_ms: engine clock; moved_ms: ms since the last ribbon step (-1 = never);
-- y: how far the selected chip has dropped (see draw_box below).
local function draw_cursor(self, pos, now_ms, moved_ms, y)
y = y or 0
if self.t_cursor then
local f = (now_ms * 0.06) % 60
local a = CUR:get("#259@0", f, "a") or 1
tex.draw_texture(self.t_cursor, { x = pos, y = y, fade = a })
end
if moved_ms and moved_ms >= 0 then
local f = moved_ms * 0.06
if f <= (ARW_OFF - 1) then
local drift = ARW:get("#261@0", f, "tx") or 0
local a = ARW:get("#261@0", f, "a") or 0
if a > 0 then
if self.t_arrow_r then
tex.draw_texture(self.t_arrow_r, { x = pos + drift, y = y, fade = a })
end
if self.t_arrow_l then
tex.draw_texture(self.t_arrow_l, { x = pos - drift, y = y, fade = a })
end
end
end
end
end
if HAS_CLIPS then DanSelect.draw_cursor = draw_cursor end
-- The level is the cabinet's own art, one "star + number" image per level
-- (yellow_box/difficulty_level, frames 1..10 and 10+), in place of the parent's star and
-- level digits, which are held back.
local function draw_level(level, x, y, f)
local id = tex.get_texture("dan_select/yellow_box/difficulty_level")
if not id or level < 1 then return end
tex.draw_texture(id, { frame = math.min(level, 11) - 1, x = x, y = y, fade = f })
end
-- The course rows are set as the cabinet's: the song title alone (no subtitle line), and the
-- exam values with narrow digits beside full-width 以上/未満 and a little room between them.
-- The skin has one font, so each text is cut into runs of ASCII and of everything else, each
-- run made on its own and scaled as it is drawn, the runs butted together. The parent is handed
-- the box through a view whose song_subtitle_text gives nothing and whose song_title_text gives
-- such a title, and the captions it makes for the exam values are made the same way. Only CJK
-- languages are rescaled; the skin's font for the others is narrow already.
local function cjk_language()
local l = tex.language() or ""
return l:find("^ja") or l:find("^zh") or l:find("^ko") or l == "tw" or l == "cn"
end
local TITLE_CJK = { latin = 1, cjk = 1.02, sy = 1, dy = 0, max_w = 1100 }
local VALUE_CJK = { latin = 0.85, cjk = 1.0, sy = 1.0, dy = 0, gap = 8 }
local TITLE_PLAIN = { latin = 1, cjk = 1, sy = 1, dy = 0, max_w = 1100 }
local VALUE_PLAIN = { latin = 1, cjk = 1, sy = 1, dy = 0 }
local function runs_of(str)
local runs, cur, ascii = {}, {}, nil
for ch in str:gmatch("[%z\1-\127\194-\244][\128-\191]*") do
local a = ch:byte() < 128
if ascii ~= nil and a ~= ascii then
runs[#runs + 1] = { text = table.concat(cur), ascii = ascii }
cur = {}
end
cur[#cur + 1] = ch
ascii = a
end
if #cur > 0 then runs[#runs + 1] = { text = table.concat(cur), ascii = ascii } end
return runs
end
-- create: text.create_raw_text as it was before any wrapping. The parts' sizes are read when
-- they are used, since a text's texture (and size) may still be building when it is made.
local function mixed_text(create, str, size, color, outline_color, outline, spacing, style)
local pad = math.floor((outline or 0) * tex.get_screen_scale()) + 2
local parts = {}
for _, r in ipairs(runs_of(str)) do
parts[#parts + 1] = { t = create(r.text, size, color, outline_color, false, outline, spacing),
sx = r.ascii and style.latin or style.cjk }
end
local function layout()
local function span(k)
local x = 0
for n, q in ipairs(parts) do
q.x = x
local next_sx = parts[n + 1] and parts[n + 1].sx * k or 0
x = x + (q.t.width - pad) * q.sx * k - pad * next_sx
if parts[n + 1] then x = x + (style.gap or 0) * k end
end
local last = parts[#parts]
return last and (last.x + last.t.width * last.sx * k) or 0
end
local k, w = 1, span(1)
if style.max_w and w > style.max_w then
k = style.max_w / w
w = span(k)
end
local h = 0
for _, q in ipairs(parts) do h = math.max(h, q.t.height) end
return k, w, h * style.sy
end
return setmetatable({
text = str,
draw = function(_, p)
local k = layout()
for _, q in ipairs(parts) do
local sx = q.sx * k
q.t:draw({ x = p.x + q.x, y = (p.y or 0) + style.dy, fade = p.fade,
x2 = q.t.width * (sx - 1), y2 = q.t.height * (style.sy - 1) })
end
end,
}, {
__index = function(_, key)
if key == "width" then local _, w = layout(); return w end
if key == "height" then local _, _, h = layout(); return h end
end,
})
end
local title_cache = {} -- by string, size and outline: texts are built once, not per frame
local raw_create = text.create_raw_text -- the engine's, before draw_dan_open wraps it
local function course_view(box)
local titles = {}
return setmetatable({}, {
__index = function(_, k)
if k == "song_subtitle_text" then return function() return nil end end
if k == "song_title_text" then
return function(_, i)
if titles[i] == nil then
local t = box:song_title_text(i)
local ok, str = pcall(function() return t and t.text end)
local td = tex.get_skin_config("dan_select_title")
if t and ok and type(str) == "string" and str ~= "" and td then
local ol = td.outline >= 0 and td.outline or 5
local key = str .. "\0" .. td.font_size .. "\0" .. ol
title_cache[key] = title_cache[key]
or mixed_text(raw_create, str, td.font_size,
{ 255, 255, 255, 255 }, { 0, 0, 0, 255 }, ol, 2,
cjk_language() and TITLE_CJK or TITLE_PLAIN)
titles[i] = title_cache[key]
else
titles[i] = t or false -- an engine without OutlinedText.text
end
end
return titles[i] or nil
end
end
local v = box[k]
if type(v) == "function" then
return function(_, ...) return v(box, ...) end
end
return v
end,
})
end
-- The clear stamps are the cabinet's six (box/clear_mark and yellow_box/clear_mark, frames
-- 0..5 = red pass, full combo, all good, gold pass, full combo, all good), picked by the
-- saved record's rank (2..7). An engine without box.record_rank only gives clear_mark
-- (1 passed, 2 rank 7), which maps to frames 0 and 5.
local function stamp_frame(box)
local ok, rank = pcall(function() return box.record_rank end)
if ok and type(rank) == "number" then
return rank >= 2 and math.min(rank, 7) - 2 or nil
end
if box.clear_mark == 1 then return 0 end
if box.clear_mark == 2 then return 5 end
return nil
end
-- The parent also draws global/bg_header, bg_footer and footer; this skin only has the background.
-- Dan box ribbon: { centre x, spacing between boxes, extra gap left of the selection, extra gap right }
function DanSelect:ribbon()
return { 960, 68, 0, 0 }
end
function DanSelect:draw_back()
local bg = tex.get_texture("dan_select/global/bg")
if bg then tex.draw_texture(bg) end
end
-- The course's clear stamp (yellow_box/clear_mark) sits over the dan plate and Don, as the
-- cabinet's stamp_detail does (it is above don_1p). The parent draws it with the box, under
-- both, so it is held back there and drawn with the title, which the engine draws after
-- the chara and the nameplate.
local parent_open = DanSelect.draw_dan_open
local held_stamp -- shared: the boxes and the title can be drawn through different instances
if parent_open then
function DanSelect:draw_dan_open(box)
local stamp = tex.get_texture("dan_select/yellow_box/clear_mark")
local level = tex.get_texture("dan_select/yellow_box/difficulty_level")
local hide = {}
if level then
for _, n in ipairs({ "difficulty_star", "difficulty_num", "difficulty_x", "difficulty_ura" }) do
local t = tex.get_texture("dan_select/yellow_box/" .. n)
if t then hide[#hide + 1] = t end
end
end
local draw = tex.draw_texture
tex.draw_texture = function(id, p)
if id == stamp then return end
for _, t in ipairs(hide) do -- handles compare with ==, not as table keys
if id == t then return end
end
return draw(id, p)
end
local create = text.create_raw_text
text.create_raw_text = function(str, size, color, outline_color, vertical, outline, spacing, ...)
if vertical or type(str) ~= "string" then -- only the exam value captions
return raw_create(str, size, color, outline_color, vertical, outline, spacing, ...)
end
return mixed_text(raw_create, str, size, color, outline_color, outline, spacing,
cjk_language() and VALUE_CJK or VALUE_PLAIN)
end
local ok, err = pcall(parent_open, self, course_view(box))
text.create_raw_text = create
tex.draw_texture = draw
if not ok then error(err, 0) end
local f = box.open_fade.attribute
local off = SKIN.dan_yellow_box_offset or { x = 0, y = 0 }
if level then
for i = 0, box:song_count() - 1 do
draw_level(box:song_level(i), i * (off.x or 0), i * (off.y or 0), f)
end
end
local sf = stamp and stamp_frame(box)
if sf then held_stamp = { id = stamp, frame = sf, fade = f } end
end
function DanSelect:draw_title()
local s = held_stamp
held_stamp = nil
if s then tex.draw_texture(s.id, { frame = s.frame, fade = s.fade }) end
end
end
-- The back entry is one more chip in the top strip (back/folder, laid out like box/folder);
-- the parent's opening board is its own layout, so nothing opens under it here.
-- Its label comes from skin_config dan_back_label, so it follows the language setting. It is set
-- like the dan chip names (black, no outline: dan_chip_name_black), vertical for CJK and
-- across, squeezed to the chip, for other languages.
local CJK = { ja = true, zh = true, ko = true, tw = true, cn = true }
local back_label
local BACK_ACROSS_SIZE = 0.7 -- size of a label set across, against dan_back_label.font_size
local function get_back_label()
if back_label == nil then
local cfg = tex.get_skin_config("dan_back_label")
if not cfg then back_label = false; return false end
local lang = tex.language()
local vertical = CJK[lang] or CJK[lang:sub(1, 2)] or false
-- a word set across has only the chip's width, so it takes a smaller size than the
-- vertical labels rather than being squeezed hard
local size = vertical and cfg.font_size or math.floor(cfg.font_size * BACK_ACROSS_SIZE + 0.5)
back_label = {
cfg = cfg,
vertical = vertical,
main = raw_create(tex.skin_text("dan_back_label"), size,
{ 0, 0, 0, 255 }, { 0, 0, 0, 255 }, vertical, 0, 2),
}
end
return back_label
end
local function draw_back_label(bx, fade, y)
local label = get_back_label()
if not label then return end
local cfg, main = label.cfg, label.main
local sx, sy = 1, 1
if label.vertical then
sy = math.min(1, cfg.height / main.height)
else
sx = math.min(1, cfg.width / main.width) -- width: chip face less the border
end
local w, h = main.width * sx, main.height * sy
main:draw({ x = bx + cfg.x - w / 2, y = cfg.y + (cfg.height - h) / 2 + y,
x2 = w - main.width, y2 = h - main.height, fade = fade })
end
-- The selected chip drops below the strip, as the cabinet's does, easing there and back.
-- Only draw_cursor (called after every box) is told where the cursor is, so the boxes are
-- held back in draw_box and drawn from draw_cursor.
local SELECTED_DROP = 22
local DROP_MS = 60 -- time constant of the ease
local drop = {} -- chip key -> current drop
local held_boxes = {}
local last_ms
local function chip_key(box)
return box.is_back and "\0back" or box.text_name
end
local function chip_drop(box)
return drop[chip_key(box)] or 0
end
local function draw_chip_name(box, bx, y, fade)
local name = box:chip_name()
if not name then return end
local nb = tex.get_skin_config("dan_select_chip_name") or { x = 0, y = 0 }
name:draw({
x = bx + nb.x - name.width / 2,
y = nb.y + y,
y2 = math.min(name.height, nb.height or name.height) - name.height,
fade = fade,
})
end
-- the chip as the parent draws it (folder, stamp, name), at its drop
function DanSelect:draw_dan_closed(box)
local bx, fade, y = box:box_x(), box.fade.attribute, chip_drop(box)
local id = tex.get_texture("dan_select/box/folder")
if id then tex.draw_texture(id, { frame = box.dan_color, x = bx, y = y, fade = fade }) end
local sf = stamp_frame(box)
local mark = sf and tex.get_texture("dan_select/box/clear_mark")
if mark then tex.draw_texture(mark, { frame = sf, x = bx, y = y, fade = fade }) end
draw_chip_name(box, bx, y, fade)
end
function DanSelect:draw_back_box(box)
local bx, fade, y = box:box_x(), box.fade.attribute, chip_drop(box)
local id = tex.get_texture("dan_select/back/folder")
if id then tex.draw_texture(id, { x = bx, y = y, fade = fade }) end
draw_back_label(bx, fade, y)
end
-- The cursor's glow goes over the chip, its emblem and name (they grey under it, as on the
-- cabinet) but not over the clear stamp, which is drawn again on top of it.
local function draw_chip_front(box)
if box.is_back then return end
local sf = stamp_frame(box)
local mark = sf and tex.get_texture("dan_select/box/clear_mark")
if mark then
tex.draw_texture(mark, { frame = sf, x = box:box_x(), y = chip_drop(box),
fade = box.fade.attribute })
end
end
local parent_draw_box = DanSelect.draw_box
function DanSelect:draw_box(box)
held_boxes[#held_boxes + 1] = box
end
local cursor_parent = DanSelect.draw_cursor
function DanSelect:draw_cursor(pos, now_ms, moved_ms)
local boxes = held_boxes
held_boxes = {}
local k = last_ms and math.min(1, math.max(0, now_ms - last_ms) / DROP_MS) or 1
last_ms = now_ms
local selected
for _, box in ipairs(boxes) do
local key = chip_key(box)
local is_sel = math.abs(box:box_x() - pos) < 1
if is_sel then selected = box end
local d = drop[key] or 0
d = d + ((is_sel and SELECTED_DROP or 0) - d) * k
drop[key] = (math.abs(d) >= 0.05) and d or nil
end
-- draw every box even if one fails, then report the first failure
local err
for _, box in ipairs(boxes) do
local ok, e = pcall(parent_draw_box, self, box)
if not ok and not err then err = e end
end
if err then error(err, 0) end
local y = selected and chip_drop(selected) or 0
if cursor_parent then
cursor_parent(self, pos, now_ms, moved_ms, y)
elseif self.t_cursor then
tex.draw_texture(self.t_cursor, { x = pos, y = y })
end
if selected then draw_chip_front(selected) end
return true
end
-- Each exam's 自己ベスト row, as on the cabinet: a white pill under the value with the label
-- on its left and the saved best on its right (box:exam_best / exam_song_best). With no best
-- (a course never played, or an engine without them) the row is not drawn at all, pill
-- included. The gauge box gets yellow_box/exam_gauge_best_pill, the right-hand boxes
-- yellow_box/exam_best_pill, one per song segment. The boxes are walked as the parent's
-- draw_exam_grid walks them.
local BEST_GAUGE = { x = 10, y = 116, w = 301 } -- exam_gauge_best_pill, from the box
local BEST_RIGHT = { x = 11, y = 86, w = 317 } -- exam_best_pill, from the box (+ seg dx)
local BEST_H = 31
local BEST_LABEL_X, BEST_VALUE_R = 8, 14 -- label from the pill's left, value from its right
local best_texts = {}
local function best_text(key, str, font_size)
font_size = font_size or (tex.get_skin_config(key) or {}).font_size
if not font_size or str == nil or str == "" then return nil end
local k = key .. "\0" .. str
if best_texts[k] == nil then
best_texts[k] = raw_create(str, font_size, { 20, 20, 20, 255 }, { 0, 0, 0, 255 },
false, 0, 1) or false
end
return best_texts[k] or nil
end
local function call(box, name, ...)
local ok, fn = pcall(function() return box[name] end)
if not ok or type(fn) ~= "function" then return nil end
local ok2, v = pcall(fn, box, ...)
return ok2 and v or nil
end
local function draw_best_row(pill, value, etype, px, py, pw, f)
if value == nil then return end
if pill then tex.draw_texture(pill, { x = px, y = py, fade = f }) end
local label = best_text("dan_exam_best_label", tex.skin_text("dan_exam_best_label"))
if label then
label:draw({ x = px + BEST_LABEL_X, y = py + (BEST_H - label.height) / 2, fade = f })
end
local str = tostring(value) .. (etype == "gauge" and " %" or "")
local t = best_text("dan_exam_best_value", str, 26)
if t then
t:draw({ x = px + pw - BEST_VALUE_R - t.width, y = py + (BEST_H - t.height) / 2, fade = f })
end
end
local parent_grid = DanSelect.draw_exam_grid
if parent_grid then
function DanSelect:draw_exam_grid(box, f)
parent_grid(self, box, f)
local pill = tex.get_texture("dan_select/yellow_box/exam_best_pill")
local gauge_pill = tex.get_texture("dan_select/yellow_box/exam_gauge_best_pill")
local gb = tex.get_skin_config("dan_exam_gauge_box") or { x = 436, y = 610 }
local sb = tex.get_skin_config("dan_exam_score_box") or { x = 769, y = 610, height = 132 }
local sg = tex.get_skin_config("dan_exam_seg") or { width = 327 }
local pitch = (sb.height and sb.height > 0) and sb.height or 132
local seg_dx = (sg.width and sg.width > 0) and sg.width or 327
local right_row, gauge_used = 0, false
for i = 0, box:exam_count() - 1 do
local etype = box:exam_type(i)
local left = (etype == "gauge" and not gauge_used)
if left then gauge_used = true end
if left then
draw_best_row(gauge_pill, call(box, "exam_best", i), etype,
gb.x + BEST_GAUGE.x, gb.y + BEST_GAUGE.y, BEST_GAUGE.w, f)
elseif right_row < 3 then
local by = sb.y + pitch * right_row
local gothrough = box:exam_gothrough(i)
local segs = gothrough and 1 or math.min(box:song_count(), 3)
for k = 0, segs - 1 do
local px = sb.x + BEST_RIGHT.x + seg_dx * k
local py = by + BEST_RIGHT.y
local v = gothrough and call(box, "exam_best", i) or call(box, "exam_song_best", i, k)
draw_best_row(pill, v, etype, px, py, BEST_RIGHT.w, f)
end
right_row = right_row + 1
end
end
end
end