CostumeMenu = {} CostumeMenu.__index = CostumeMenu local ITEM_W = 80.0 local ITEM_KEYS = { "costume", "default", "head_body", "preset_1", "preset_2", "preset_3", "random_item", } function CostumeMenu.new(is_2p, text_str, title_x, title_y) local self = setmetatable({}, CostumeMenu) self.is_2p = is_2p local suffix = is_2p and "2p" or "1p" -- Box frame self.box_top_left = tex.get_texture("entry/costume_select/box_top_left_" .. suffix) self.box_top_right = tex.get_texture("entry/costume_select/box_top_right_" .. suffix) self.box_bot_left = tex.get_texture("entry/costume_select/box_bottom_left_" .. suffix) self.box_bot_right = tex.get_texture("entry/costume_select/box_bottom_right_" .. suffix) self.box_top = tex.get_texture("entry/costume_select/box_top_" .. suffix) self.box_bottom = tex.get_texture("entry/costume_select/box_bottom_" .. suffix) self.box_left = tex.get_texture("entry/costume_select/box_left_" .. suffix) self.box_right = tex.get_texture("entry/costume_select/box_right_" .. suffix) self.box_center = tex.get_texture("entry/costume_select/box_center_" .. suffix) self.item_box = tex.get_texture("entry/costume_select/item_box_" .. suffix) self.item_box_hl = tex.get_texture("entry/costume_select/item_box_highlighted") self.blue_arrow = tex.get_texture("entry/costume_select/blue_arrow") self.text_hl = tex.get_texture("entry/costume_select/text_highlight_" .. suffix) -- Menu items self.items = {} for _, key in ipairs(ITEM_KEYS) do local id = tex.get_texture("entry/costume_select/" .. key) local info = tex.get_texture_info("costume_select", key) self.items[#self.items + 1] = { id = id, width = info and info.width or ITEM_W, height = info and info.height or ITEM_W, } end -- Positioning info self.ib_info = tex.get_texture_info("costume_select", "item_box_1p") self.hl_info = tex.get_texture_info("costume_select", "item_box_highlighted") self.arr_info = tex.get_texture_info("costume_select", "blue_arrow") self.bc_info = tex.get_texture_info("costume_select", "box_center_" .. suffix) self.th_info = tex.get_texture_info("costume_select", "text_highlight_" .. suffix) -- Animations self.blue_arrow_fade = tex.get_animation(13, "entry") self.blue_arrow_move = tex.get_animation(14, "entry") self.blue_arrow_fade:start() self.blue_arrow_move:start() -- Title text local font_size = tex.get_skin_config("entry_costume_text").font_size self.title_text = text.create_raw_text(text_str, font_size, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false, 5, 2.0) self.title_x_offset = title_x self.title_y_offset = title_y return self end function CostumeMenu:update(current_ms) self.blue_arrow_fade:update(current_ms) self.blue_arrow_move:update(current_ms) end function CostumeMenu:draw_bg(x, y, selected_index, costume_select_mode) tex.draw_texture(self.box_top_left, { x = x, y = y }) tex.draw_texture(self.box_top_right, { x = x, y = y }) tex.draw_texture(self.box_bot_left, { x = x, y = y }) tex.draw_texture(self.box_bot_right, { x = x, y = y }) tex.draw_texture(self.box_top, { x = x, y = y }) tex.draw_texture(self.box_bottom, { x = x, y = y }) tex.draw_texture(self.box_left, { x = x, y = y }) tex.draw_texture(self.box_right, { x = x, y = y }) tex.draw_texture(self.box_center, { x = x, y = y }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 0, y = y }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 1, y = y }) tex.draw_texture(self.item_box_hl, { x = x + ITEM_W * 2, y = y }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 3, y = y }) tex.draw_texture(self.item_box, { x = x + ITEM_W * 4, y = y }) if not costume_select_mode then local base_x = self.ib_info.x[1] + x local base_y = self.ib_info.y[1] + y local n = #self.items for i = 0, 4 do local idx = ((selected_index - 2 + i) % n) + 1 local item = self.items[idx] if item and item.id then local ix = base_x + i * ITEM_W + (ITEM_W - item.width) / 2 local iy = base_y + (ITEM_W - item.height) / 2 tex.draw_texture(item.id, { x = ix, y = iy }) end end end end function CostumeMenu:draw_fg(x, y, name) local hl = self.hl_info local arr = self.arr_info local hl_left = hl.x[1] + x + ITEM_W * 2 local hl_right = hl_left + hl.width local arr_y = hl.y[1] + y + (hl.height - arr.height) / 2 local move_val = self.blue_arrow_move.attribute local fade_val = self.blue_arrow_fade.attribute tex.draw_texture(self.blue_arrow, { mirror = "horizontal", x = hl_right + move_val, y = arr_y, fade = fade_val }) tex.draw_texture(self.blue_arrow, { x = hl_left - arr.width - move_val, y = arr_y, fade = fade_val }) if self.text_hl and self.th_info then local th = self.th_info tex.draw_texture(self.text_hl, { x = x - th.width / 2, y = y - th.height / 2 }) if name then if self.name_str ~= name then self.name_str = name self.name_text = text.create_raw_text(name, 32, { 255, 255, 255, 255 }, { 0, 0, 0, 255 }, false) end local banner_cx, banner_cy = th.x[1] + x, th.y[1] + y self.name_text:draw({ x = banner_cx - self.name_text.width / 2, y = banner_cy - self.name_text.height / 2 }) else self.name_str, self.name_text = nil, nil end end local bc = self.bc_info local bc_width = (bc.x2 and bc.x2[1]) or bc.width local cx = bc.x[1] + x + bc_width / 2 - self.title_text.width / 2 self.title_text:draw({ x = cx + self.title_x_offset, y = y + self.title_y_offset }) end