-- Timing helpers for the backgrounds. Lengths are multiples of -- `unit` ms: a beat (60000 / bpm) for things that follow the song, 1 for plain ms. -- Pure-Lua stand-ins for anim.move and anim.texture_change: the same math, the same start -- clock and the same fields (start, update, attribute, is_finished), without a C++ call per -- update or attribute read. For objects that run anims every frame (chibis, the don band). local LuaMove = {} LuaMove.__index = LuaMove local function new_lua_move(duration, distance, delay, ease, loop) return setmetatable({ duration = duration, distance = distance, delay = delay, ease = ease, loop = loop or false, attribute = 0, is_finished = false }, LuaMove) end -- anim.move(duration, opts) for the options it has: total_distance, delay, loop and quadratic -- ease_in / ease_out local MOVE_OPTS = { total_distance = true, delay = true, loop = true, ease_in = true, ease_out = true } local function move_lua(duration, opts) opts = opts or {} for k in pairs(opts) do if not MOVE_OPTS[k] then error("move_lua: unsupported option " .. tostring(k), 2) end end for _, k in ipairs({ "ease_in", "ease_out" }) do if opts[k] ~= nil and opts[k] ~= "quadratic" then error("move_lua: only quadratic eases", 2) end end local distance = opts.total_distance or 0 if math.type(distance) ~= "integer" then -- anim.move's int total_distance, as sol converts it distance = distance < 0 and -math.floor(-distance + 0.5) or math.floor(distance + 0.5) end local ease = opts.ease_in and "in" or opts.ease_out and "out" or nil return new_lua_move(duration, distance, opts.delay or 0, ease, opts.loop) end function LuaMove:start() self.start_ms = tex.get_current_ms() self.is_finished = false self.attribute = 0 end function LuaMove:update(current_time_ms) if not self.start_ms then return end if self.loop and self.is_finished then self:start() end local elapsed = current_time_ms - self.start_ms if elapsed < self.delay then self.attribute = 0 elseif elapsed >= self.delay + self.duration then self.attribute = self.distance self.is_finished = true else local p = (elapsed - self.delay) / self.duration if self.ease == "in" then p = p * p elseif self.ease == "out" then p = p * (2 - p) end self.attribute = self.distance * p end end local LuaFrames = {} LuaFrames.__index = LuaFrames local function new_lua_frames(duration, textures, opts) return setmetatable({ duration = duration, textures = textures, delay = opts and opts.delay or 0, loop = opts and opts.loop or false, attribute = textures[1] and textures[1][3] or 0, is_finished = false }, LuaFrames) end function LuaFrames:start() self.start_ms = tex.get_current_ms() self.is_finished = false end function LuaFrames:update(current_time_ms) if not self.start_ms then return end if self.loop and self.is_finished then self:start() end local elapsed = current_time_ms - self.start_ms if elapsed < self.delay then return end local t = elapsed - self.delay if t <= self.duration then -- frame_steps' intervals (start, end] run back to back, so at most one holds t; walk a -- cursor forward instead of scanning them all, back to the first when t goes back local tx, i, n = self.textures, self.cursor or 1, #self.textures if i > n or tx[i][1] >= t then i = 1 end while i <= n and tx[i][2] < t do i = i + 1 end if i <= n and tx[i][1] < t then self.attribute = tx[i][3] end self.cursor = i else self.is_finished = true end end local function new_cpp_move(duration, distance, delay, ease) return anim.move(duration, { total_distance = distance, delay = delay, ease_in = ease == "in" and "quadratic" or nil, ease_out = ease == "out" and "quadratic" or nil, }) end local function chain(moves, unit, scale, new_move) local out, at = {}, 0 for _, m in ipairs(moves) do local length, distance, ease = m[1], m[2], m[3] if distance ~= 0 then local move = new_move(length * unit, math.floor(distance * scale), at, ease) move:start() table.insert(out, move) end at = at + length * unit end return out end -- Moves { length, distance, ease } run back to back (distance 0 is a hold); the offset -- they describe is the sum of their attributes local function chain_moves(moves, unit, scale) return chain(moves, unit, scale, new_cpp_move) end local function chain_moves_lua(moves, unit, scale) return chain(moves, unit, scale, new_lua_move) end local function frame_steps(steps, unit) local textures, t = {}, 0 for _, step in ipairs(steps) do table.insert(textures, { t, t + step[2] * unit, step[1] }) t = t + step[2] * unit end return textures, t end -- Frames { index, length } shown back to back local function frame_change(steps, unit, opts) local textures, t = frame_steps(steps, unit) return anim.texture_change(t, textures, opts) end local function frame_change_lua(steps, unit, opts) local textures, t = frame_steps(steps, unit) return new_lua_frames(t, textures, opts) end local function sum(moves) local total = 0 for _, m in ipairs(moves) do total = total + m.attribute end return total end local function concat(...) local out = {} for _, t in ipairs({ ... }) do for _, v in ipairs(t) do table.insert(out, v) end end return out end -- Ambient loop: `build()` returns a table of one-shot anims (or lists of them) that is -- rebuilt every `period` ms, so several anims stay in step without each looping alone local Loop = {} Loop.__index = Loop function Loop.new(period, build) return setmetatable({ period = period, build = build }, Loop) end function Loop:update(current_time_ms) if not self.t0 or current_time_ms - self.t0 >= self.period then self.t0 = current_time_ms self.anims = self.build() end for _, a in pairs(self.anims) do if a.update then a:update(current_time_ms) else for _, m in ipairs(a) do m:update(current_time_ms) end end end end -- Pose tables: { beat, frame, x, y, to = { x, y, ease, sx =, sy =, scale =, alpha =, rot = }, -- sx =, sy =, scale =, alpha =, rot =, mirror = true, blend =, key =, hide = true }. A pose holds from its -- beat until the next one (or the table's `length`), gliding `to` the given values on the way -- if it has one. x, y left out keep the previous pose's (nil if none has them). pose_at(poses, t) is the pose at beat t -- (nil before the first and from a `hide` pose). Eases match anim's quadratic ease_in/ease_out. local EASE = { ["in"] = function(p) return p * p end, ["out"] = function(p) return p * (2 - p) end, } local function lerp(a, b, k) return b == nil and a or (a or 0) + (b - (a or 0)) * k end local function pose_at(poses, t) local x, y for i, p in ipairs(poses) do x, y = p[3] or x, p[4] or y local next_p = poses[i + 1] local finish = next_p and next_p[1] or poses.length or math.huge if t < p[1] then return nil end if t < finish then if p.hide then return nil end local at = { frame = p[2], x = x, y = y, key = p.key, mirror = p.mirror, blend = p.blend, sx = p.sx or p.scale or 1, sy = p.sy or p.scale or 1, alpha = p.alpha or 1, rot = p.rot or 0 } local to = p.to if to then local k = (t - p[1]) / (finish - p[1]) k = EASE[to[3]] and EASE[to[3]](k) or k at.x, at.y = lerp(x, to[1], k), lerp(y, to[2], k) at.sx, at.sy = lerp(at.sx, to.sx or to.scale, k), lerp(at.sy, to.sy or to.scale, k) at.alpha, at.rot = lerp(at.alpha, to.alpha, k), lerp(at.rot, to.rot, k) end return at end if p.to then x, y = p.to[1] or x, p.to[2] or y end end return nil end -- Steps { frame, beats } played back to back (any number of phrases) as a pose table. A step -- can carry pose fields too: { frame, beats, x =, y =, to =, sy =, ... } local function steps(...) local out, beat = {}, 0 for _, phrase in ipairs({ ... }) do for _, s in ipairs(phrase) do local pose = { beat, s[1], s.x, s.y } for k, v in pairs(s) do if type(k) ~= "number" and k ~= "x" and k ~= "y" then pose[k] = v end end table.insert(out, pose) beat = beat + s[2] end end out.length = beat return out end return { pose_at = pose_at, steps = steps, chain_moves = chain_moves, frame_change = frame_change, chain_moves_lua = chain_moves_lua, frame_change_lua = frame_change_lua, move_lua = move_lua, sum = sum, concat = concat, Loop = Loop, }