-- Dan result draw-side (1:1 port of dan_result.cpp's drawing). Reads state only; -- the engine owns input, sound, and page2 timing. local FRAME_MS = 1000.0 / 60.0 local DIGIT_ROLL_MS = 500.0 local GAUGE_UNIT_MS = 3 * (1000.0 / 120.0) local GAUGE_NUMIN_MS = 10 * FRAME_MS + 500.0 local SLIDE_MS = 22 * FRAME_MS local SLIDE_DIST = 1600.0 local SLIDE_BREAK_AT = 5.0 / 22.0 local SLIDE_BREAK_X = 35.0 local function slide_offset(t) if t <= 0 then return SLIDE_DIST end if t >= SLIDE_MS then return 0.0 end local p = t / SLIDE_MS if p <= SLIDE_BREAK_AT then return SLIDE_DIST + (SLIDE_BREAK_X - SLIDE_DIST) * (p / SLIDE_BREAK_AT) end return SLIDE_BREAK_X * (1.0 - (p - SLIDE_BREAK_AT) / (1.0 - SLIDE_BREAK_AT)) end -- di == rd.dan_index. Returns nil, nil if there is no glyph pair for it. local function shoudan_glyphs(di) if di == 0 then return 10, 11 end -- 初級 if di >= 1 and di <= 10 then return 10 - di, 11 end -- 十級..一級 if di == 11 then return 10, 12 end -- 初段 if di >= 12 and di <= 20 then return di - 11, 12 end -- 二段..十段 if di >= 21 and di <= 24 then return di - 8, 17 end -- 玄人..達人 return nil, nil end -- "%s 以上" style skin_text, %s substituted, %% -> %. Mirrors exam_threshold_text -- in src/objects/game/exam_caption.h (dan_info.lua already uses the same idiom). local function exam_threshold_text(exam_type, range, num) local gauge = exam_type == "gauge" local less = range == "less" local key = gauge and (less and "dan_exam_text_gauge_less" or "dan_exam_text_gauge") or (less and "dan_exam_text_less" or "dan_exam_text_more") local fmt = tex.skin_text(key):gsub("%%%%", "\1") return fmt:gsub("%%s", tostring(num)):gsub("\1", "%%") end -- preferred is "exam_info/exam_gauge" etc (relative to the dan_result screen); -- falls back to folder/exam_drumroll for skins carrying only the older name. local function exam_icon_id(preferred, folder) local t = tex.get_texture("dan_result/" .. preferred) if t then return t end return tex.get_texture("dan_result/" .. folder .. "/exam_drumroll") or t end local function pad_for(outline, scale) return math.floor(outline * scale) + 2 end DanResultDraw = {} DanResultDraw.__index = DanResultDraw function DanResultDraw.new(rd, prev_arrival, prev_best_score, best_score_show, gauge_exam, gauge_value, gauge_border) local self = setmetatable({}, DanResultDraw) self.rd = rd self.prev_arrival = prev_arrival self.prev_best_score = prev_best_score self.best_score_show = best_score_show self.gauge_exam = gauge_exam self.gauge_value = gauge_value self.gauge_border = gauge_border -- transient per-frame results other methods read after :draw() runs self.congrats_showing = false self.celebrating = false self.plate_fade = 1.0 local function T(path) return tex.get_texture("dan_result/" .. path) end self.t_p1_bg = T("background/dan_result_p1_bg") self.t_p1_board = T("background/dan_result_p1_board") self.t_genre_banner = T("background/genre_banner") self.t_result_2_bg = T("background/result_2_bg") self.t_result_2_divider = T("background/result_2_divider") self.t_result_2_pullout = T("background/result_2_pullout") self.t_song_num = T("result_info/song_num") self.t_difficulty = T("result_info/difficulty") self.t_diff_star = T("result_info/diff_star") self.t_diff_x = T("result_info/diff_x") self.t_diff_num = T("result_info/diff_num") self.t_good = T("result_info/good") self.t_ok = T("result_info/ok") self.t_bad = T("result_info/bad") self.t_drumroll = T("result_info/drumroll") self.t_counter = T("result_info/counter") self.t_max_combo = T("result_info/max_combo") self.t_max_hits = T("result_info/max_hits") self.t_score_box = T("result_info/score_box") self.t_score_counter = T("result_info/score_counter") self.t_result_exam_header = T("result_info/exam_header") self.t_rank_plate = T("result_info/rank_plate") self.t_dan_emblem = T("result_info/dan_emblem") self.t_nosave = T("result_info/nosave") self.t_exam_bg = T("exam_info/exam_bg") self.t_exam_badge = T("exam_info/exam_badge") self.t_exam_overlay_1 = T("exam_info/exam_overlay_1") self.t_exam_overlay_2 = T("exam_info/exam_overlay_2") self.t_exam_border_counter = T("exam_info/exam_border_counter") self.t_value_counter = T("exam_info/value_counter") self.t_value_counter_max = T("exam_info/value_counter_max") self.t_exam_sub_bg = T("exam_info/exam_sub_bg") self.t_exam_sub_front = T("exam_info/exam_sub_front") self.t_exam_sub_counter = T("exam_info/exam_sub_counter") self.t_exam_sub_counter_max = T("exam_info/exam_sub_counter_max") self.t_exam_less = T("exam_info/exam_less") self.t_exam_more = T("exam_info/exam_more") self.t_exam_percent = T("exam_info/exam_percent") self.t_exam_fail = T("exam_info/fail") self.t_gold_clear = T("exam_info/gold_clear") self.t_red_clear = T("exam_info/red_clear") self.t_bestscore_pill = T("bestscore/pill") self.t_bestscore_num = T("bestscore/num") self.t_bestscore_glow = T("bestscore/glow") self.t_congrats_bg = T("congrats/bg") self.border_id = self.t_exam_border_counter or self.t_value_counter self.has_border_digits = self.t_exam_border_counter ~= nil -- "pen" (multi-position draw index) counts, resolved once from the actual -- texture geometry, matching the original's id->x.size() > 1 check. local function pen_count(subset, name) local info = tex.get_texture_info(subset, name) return info and #info.x or 1 end self.sub_pen = pen_count("exam_info", "exam_less") > 1 and 1 or 0 self.sub_bd_pen = pen_count("exam_info", self.has_border_digits and "exam_border_counter" or "value_counter") > 1 and 1 or 0 self.vpen = pen_count("exam_info", "value_counter") > 1 and 1 or 0 self.ppen = pen_count("exam_info", "exam_percent") > 1 and 1 or 0 local exam_icon_paths = { gauge = "exam_info/exam_gauge", combo = "exam_info/exam_combo", hit = "exam_info/exam_hit", judgebad = "exam_info/exam_judgebad", judgegood = "exam_info/exam_judgegood", judgeperfect = "exam_info/exam_judgeperfect", score = "exam_info/exam_score", renda = "exam_info/exam_roll", } self.exam_icons = {} for exam_type, path in pairs(exam_icon_paths) do self.exam_icons[exam_type] = exam_icon_id(path, "exam_info") end self.exam_fill_bar = { ["exam_info/exam_sub_red"] = T("exam_info/exam_sub_red"), ["exam_info/exam_red"] = T("exam_info/exam_red"), ["exam_info/exam_sub_gold"] = T("exam_info/exam_sub_gold"), ["exam_info/exam_gold"] = T("exam_info/exam_gold"), ["exam_info/exam_sub_max"] = T("exam_info/exam_sub_max"), ["exam_info/exam_max"] = T("exam_info/exam_max"), } for _, name in ipairs({"exam_info/exam_sub_rainbow", "exam_info/exam_rainbow", "exam_info/exam_sub_down80", "exam_info/exam_down80"}) do local t = T(name) if t then self.exam_fill_bar[name] = t end end self.tamashii = {} for _, name in ipairs({"base", "norma", "fill_clear", "fill_1p", "overlay", "flame", "tamashii_dark", "tamashii_lit", "fever_glow", "marker", "num_max", "num_clear", "num_noclear", "pct_max", "pct_clear", "pct_noclear"}) do local t = T("tamashii/" .. name) if t then self.tamashii[name] = t end end local r = rd.odai_result local bg_key = (r == 2 or r == 5) and "shoudan/bg_g" or (r == 3 or r == 6) and "shoudan/bg_r" or "shoudan/bg_w" self.t_shoudan_bg = T(bg_key) self.t_shoudan_text = T(r > 3 and "shoudan/text_gold" or "shoudan/text_white") self.t_congrats_text = T(rd.dan_index == 24 and "congrats/text_02" or "congrats/text_01") self.t_unreached = T("result_info/unreached_" .. tex.language()) or T("result_info/unreached") if r > 0 then local gold = r >= 4 local sub = gold and (r - 3) or r -- 1 plain, 2 FC, 3 全良 local base = gold and "exam_info/gold_clear" or "exam_info/red_clear" local variant = sub > 1 and T(base .. "_0" .. sub) or nil self.t_clear_variant = variant or (gold and self.t_gold_clear or self.t_red_clear) end -- text/caption objects: built once, session data is fixed for the screen's life local dan_title_cfg = tex.get_skin_config("dan_title") local font_size = dan_title_cfg.font_size self.hori_name = text.create_raw_text(rd.dan_title, font_size, {255,255,255,255}, {0,0,0,255}, false, dan_title_cfg.outline >= 0 and dan_title_cfg.outline or 5.0) local sn_cfg = tex.get_skin_config("dan_result_song_name") local song_font_size = sn_cfg.font_size > 0 and sn_cfg.font_size or font_size local song_outline = sn_cfg.outline >= 0 and sn_cfg.outline or 5.0 self.song_names = {} for i, song in ipairs(rd.songs) do local title = song.song_title if song.hidden and song.unreached and prev_arrival < i then title = "??????" end self.song_names[i] = text.create_raw_text(title, song_font_size, {255,255,255,255}, {0,0,0,255}, false, song_outline) end self.caption_cache = {} self.nosave_text = nil return self end function DanResultDraw:caption(s, size, outline) if s == "" or size <= 0 then return nil end local key = s .. "\31" .. size .. "\31" .. math.floor(outline * 100) local c = self.caption_cache[key] if not c then c = text.create_raw_text(s, size, {255,255,255,255}, {0,0,0,255}, false, outline) self.caption_cache[key] = c end return c end function DanResultDraw:draw_digit_counter(digits, margin_x, id, index, y, fade, scale, x_off, roll_t) x_off = x_off or 0.0 roll_t = roll_t or -1.0 local n = #digits for j = 1, n do local r = n - j -- position from the right (0 = ones) local frame = tonumber(digits:sub(j, j)) if roll_t >= 0.0 then if roll_t < r * DIGIT_ROLL_MS then goto continue end if roll_t < (r + 1) * DIGIT_ROLL_MS then frame = math.floor(roll_t / 83.0 + r) % 10 end end local x = x_off - (n - j + 1) * margin_x tex.draw_texture(id, {frame = frame, scale = scale, x = x, y = y, fade = fade, index = index}) ::continue:: end end function DanResultDraw:draw_page1(now) local height = tex.get_skin_config("dan_result_info_height").y local margin = tex.get_skin_config("score_info_counter_margin").x local on_page = now - self.page1_start_ms for i, song in ipairs(self.rd.songs) do local y = (i - 1) * height local land if i <= 3 then land = ({40, 65, 90})[i] * FRAME_MS else land = 90 * FRAME_MS + (i - 3) * 25 * FRAME_MS end if on_page < land then goto continue end local sx = slide_offset(on_page - land) local rf = song.unreached and 0.45 or 1.0 tex.draw_texture(self.t_genre_banner, {frame = song.genre_index, x = sx, y = y, fade = rf}) local sn_name = self.song_names[i] if sn_name then local sn = tex.get_skin_config("dan_result_song_name") local tw = sn_name.width local draw_w = sn.width > 0 and math.min(tw, sn.width) or tw sn_name:draw({x = sn.x + sx, y = y + sn.y, x2 = draw_w - tw}) end tex.draw_texture(self.t_song_num, {frame = i - 1, x = sx, y = y, fade = rf}) tex.draw_texture(self.t_difficulty, {frame = song.selected_difficulty, x = sx, y = y, fade = rf}) tex.draw_texture(self.t_diff_star, {x = sx, y = y, fade = rf}) tex.draw_texture(self.t_diff_x, {x = sx, y = y, fade = rf}) local lv = tostring(song.diff_level) local dm = tex.get_skin_config("dan_result_diff_num_margin").x local dl = tex.get_skin_config("dan_result_diff_num_lead") local lead = (dl and dl.x or 0.0) * (#lv - 1) for j = 1, #lv do tex.draw_texture(self.t_diff_num, {frame = tonumber(lv:sub(j, j)), x = sx - lead + (j - 1) * dm, y = y}) end local function draw_stat(icon, val, idx) tex.draw_texture(icon, {x = sx, y = y, fade = rf}) if song.unreached then return end local sv = tostring(val):reverse() for j = 1, #sv do tex.draw_texture(self.t_counter, {frame = tonumber(sv:sub(j, j)), x = sx - (j - 1) * margin, y = y, index = idx}) end end draw_stat(self.t_good, song.good, 0) draw_stat(self.t_ok, song.ok, 1) draw_stat(self.t_bad, song.bad, 2) draw_stat(self.t_drumroll, song.drumroll, 3) if song.unreached and self.t_unreached then tex.draw_texture(self.t_unreached, {x = sx, y = y}) end ::continue:: end end function DanResultDraw:draw_gauge_row(y, fade, now, scale) local on_page = now - self.page_start_ms local border_cells = math.floor(self.gauge_border / 2) local cur = self.gauge_value local landed = true if not self.page2_skipped and on_page < self.totals_start + self.gauge_value * GAUGE_UNIT_MS then cur = math.max(0.0, (on_page - self.totals_start) / GAUGE_UNIT_MS) if cur > self.gauge_value then cur = self.gauge_value end landed = false end local cells = math.floor(cur / 2) local clear = cur >= self.gauge_border and self.gauge_border > 0 local T = self.tamashii tex.draw_texture(T.base, {scale = scale, y = y, fade = fade}) if border_cells > 0 then tex.draw_texture(T.norma, {scale = scale, y = y, x2 = scale * 21.0 * border_cells, fade = fade}) end if cells > 0 then tex.draw_texture(clear and T.fill_clear or T.fill_1p, {scale = scale, y = y, x2 = scale * 21.0 * cells, fade = fade}) end tex.draw_texture(T.overlay, {scale = scale, y = y, fade = fade}) local numin = self.page2_skipped or on_page >= self.totals_start + self.gauge_value * GAUGE_UNIT_MS + (GAUGE_NUMIN_MS - 500.0) if numin then local pal = self.gauge_value >= 100 and "max" or clear and "clear" or "noclear" local s = tostring(self.gauge_value) local n = #s + 1 -- digits + % local pitch = 34.0 * scale local numtex = T["num_" .. pal] local pcttex = T["pct_" .. pal] for k = 0, n - 1 do local dx = (k - (n - 1) / 2.0) * pitch if k < n - 1 then tex.draw_texture(numtex, {frame = tonumber(s:sub(k + 1, k + 1)), scale = scale, x = dx, y = y, fade = fade}) else tex.draw_texture(pcttex, {scale = scale, x = dx, y = y, fade = fade}) end end end local fever = self.gauge_value >= 100 and landed if fever and T.flame then local t0 = self.page2_skipped and 0.0 or (self.totals_start + self.gauge_value * GAUGE_UNIT_MS) local f = 20.0 + math.max(0.0, on_page - t0) / FRAME_MS local flame_a = math.min(1.0, (f - 20.0) / 4.0) local cel = f < 29.0 and 0 or (math.floor((f - 29.0) / 3.0)) % 8 tex.draw_texture(T.flame, {frame = cel, scale = scale, y = y, fade = fade * flame_a}) local tick = (math.floor((f - 29.0) / 2.0)) % 2 == 0 tex.draw_texture((f >= 29.0 and tick) and T.tamashii_dark or T.tamashii_lit, {scale = scale, y = y, fade = fade}) if f >= 24.0 and (f < 29.0 or tick) and T.fever_glow then tex.draw_texture(T.fever_glow, {scale = scale, y = y, fade = fade * 0.6}) end else tex.draw_texture((clear and landed) and T.tamashii_lit or T.tamashii_dark, {scale = scale, y = y, fade = fade}) end tex.draw_texture(T.marker, {scale = scale, x = scale * 21.0 * border_cells, y = y, fade = fade}) end function DanResultDraw:draw_exam_fill(state, w, rx, ry, sc, fd, sub) if w <= 0 or state == "empty" then return end local rb = sub and "exam_info/exam_sub_rainbow" or "exam_info/exam_rainbow" local d80 = sub and "exam_info/exam_sub_down80" or "exam_info/exam_down80" local up50 = sub and "exam_info/exam_sub_red" or "exam_info/exam_red" local up80 = sub and "exam_info/exam_sub_gold" or "exam_info/exam_gold" local p100 = sub and "exam_info/exam_sub_max" or "exam_info/exam_max" local rb_tex = self.exam_fill_bar[rb] if state == "max" and rb_tex then local info = tex.get_texture_info("exam_info", sub and "exam_sub_rainbow" or "exam_rainbow") local th = info.height local perd = info.width * 0.5 -- two periods local ph = perd - (tex.get_current_ms() / 1000.0 * (perd * 60.0 / 80.0)) % perd local sw = w / sc -- source width, tile units local avail = 2.0 * perd - ph if sw <= avail then tex.draw_texture(rb_tex, {scale = sc, x = rx, y = ry, x2 = w, fade = fd, src = {x = ph, y = 0.0, width = sw, height = th}}) else tex.draw_texture(rb_tex, {scale = sc, x = rx, y = ry, x2 = avail * sc, fade = fd, src = {x = ph, y = 0.0, width = avail, height = th}}) tex.draw_texture(rb_tex, {scale = sc, x = rx + avail * sc, y = ry, x2 = (sw - avail) * sc, fade = fd, src = {x = 0.0, y = 0.0, width = sw - avail, height = th}}) end return end local id = p100 if state == "up_50" then id = up50 elseif state == "up_80" then id = up80 elseif state == "down_80" then id = self.exam_fill_bar[d80] and d80 or up80 end tex.draw_texture(self.exam_fill_bar[id], {scale = sc, x = rx, y = ry, x2 = w, fade = fd}) end function DanResultDraw:draw_exam_info(fade, now, scale) scale = scale or 1.0 local rd = self.rd local on_page = now - self.page_start_ms local dei = tex.get_skin_config("dan_exam_info_result") or tex.get_skin_config("dan_exam_info") local offset_y = dei.y * scale local margin = dei.x * scale local sr = tex.get_skin_config("dan_result_exam_sub_row") local sub_pitch = (sr and sr.y or 465.0) * scale local sb = tex.get_skin_config("dan_result_exam_sub_bar") local sub_full = sb and sb.width or 324.0 local sub_margin = (sb and sb.x or 27.0) * scale local border_id = self.border_id local border_pitch = (self.has_border_digits and 26.0 or margin) * scale local sub_border_scale = 20.0 / 36.0 local function digits_left(s, x0, y0, pitch, id, index, sc) for k = 1, #s do tex.draw_texture(id, {frame = tonumber(s:sub(k, k)), scale = sc, x = x0 + (k - 1) * pitch, y = y0, fade = fade, index = index}) end end for i, exam in ipairs(rd.exams) do local ed = rd.exam_data[i] if not ed then goto continue end local y = (i - 1) * offset_y local row = self.rows[i] or {land = 0, fill0 = 0, filld = 0, numin = 0} if on_page < row.land then goto continue end local frac = 1.0 if not self.page2_skipped and row.filld > 0 then frac = math.max(0.0, math.min(1.0, (on_page - row.fill0) / row.filld)) end local row_numin = self.page2_skipped or on_page >= row.numin tex.draw_texture(self.t_exam_bg, {scale = scale, y = y, fade = fade}) local tamashii_row = (i - 1 == self.gauge_exam) and self.tamashii.base ~= nil if tamashii_row then self:draw_gauge_row(y, fade, now, scale) elseif exam.gothrough then tex.draw_texture(self.t_exam_badge, {frame = 0, scale = scale, y = y, fade = fade}) tex.draw_texture(self.t_exam_overlay_1, {scale = scale, y = y, fade = fade}) local p = ed.progress if exam.range == "less" then p = 1.0 - (1.0 - p) * frac else p = p * frac end local bar_w = dei.width * p * scale local bs = ed.bar_state if frac < 1.0 then local g = math.floor(p * 100.0) bs = g <= 0 and "empty" or g <= 49 and "up_50" or g <= 99 and "up_80" or "up_100" end self:draw_exam_fill(bs, bar_w, 0.0, y, scale, fade, false) else local reach = 0 for _, s in ipairs(rd.songs) do if not s.unreached then reach = reach + 1 end end if reach <= 0 then reach = math.max(1, ed.song_count + 1) end reach = math.min(reach, 3) for j = 1, reach do local sx = (j - 1) * sub_pitch tex.draw_texture(self.t_exam_badge, {frame = j, scale = scale, x = sx, y = y, fade = fade}) tex.draw_texture(self.t_exam_sub_bg, {scale = scale, x = sx, y = y, fade = fade}) local sp = ed.song_progress[j] if exam.range == "less" then sp = 1.0 - (1.0 - sp) * frac else sp = sp * frac end local sbs = ed.song_state[j] if frac < 1.0 then local g = math.floor(sp * 100.0) sbs = g <= 0 and "empty" or g <= 49 and "up_50" or g <= 99 and "up_80" or "up_100" end self:draw_exam_fill(sbs, sub_full * sp, sx, y, scale, fade, true) tex.draw_texture(self.t_exam_sub_front, {scale = scale, x = sx, y = y, fade = fade}) local sbt = tex.get_skin_config("dan_result_exam_border_song") local scap = nil local sbt_ol = 3.5 / tex.get_screen_scale() if sbt then if sbt.outline >= 0 then sbt_ol = sbt.outline end local song_red = (#exam.song_red > 0) and exam.song_red[j] or exam.red scap = self:caption(exam_threshold_text(exam.type, exam.range, song_red), sbt.font_size > 0 and sbt.font_size or 20, sbt_ol) end if scap then local pad = pad_for(sbt_ol, tex.get_screen_scale()) scap:draw({x = sbt.x + sx - scap.width + pad, y = sbt.y - pad + y, fade = fade}) else local song_red = (#exam.song_red > 0) and exam.song_red[j] or exam.red local bs2 = tostring(song_red) digits_left(bs2, sx, y, border_pitch * sub_border_scale, border_id, self.sub_bd_pen, scale * sub_border_scale) local after = sx + #bs2 * border_pitch * sub_border_scale + 8.0 * scale * sub_border_scale if exam.range == "less" then tex.draw_texture(self.t_exam_less, {scale = scale * sub_border_scale, x = after, y = y, fade = fade, index = self.sub_pen}) elseif exam.range == "more" then tex.draw_texture(self.t_exam_more, {scale = scale * sub_border_scale, x = after, y = y, fade = fade, index = self.sub_pen}) end end if row_numin then local smax = frac >= 1.0 and ed.song_state[j] == "max" and self.t_exam_sub_counter_max digits_left(tostring(ed.song_value[j]), sx, y, sub_margin, smax and self.t_exam_sub_counter_max or self.t_exam_sub_counter, 0, scale) end end end local icon = self.exam_icons[exam.type] if icon then tex.draw_texture(icon, {scale = scale, y = y, fade = fade}) end if exam.gothrough or tamashii_row then local red_str = tostring(exam.red) local csc = tamashii_row and (25.0 / 36.0) or 1.0 local gap1 = 4.0 * scale * csc local gap2 = 10.0 * scale * csc local cap_w = #red_str * border_pitch * csc if exam.type == "gauge" then cap_w = cap_w + gap1 + 31.0 * scale * csc end if exam.range == "less" or exam.range == "more" then cap_w = cap_w + gap2 + 70.0 * scale * csc end local cap_dx, cap_dy = 0.0, 0.0 if tamashii_row then cap_dx = scale * (21.0 * math.floor(self.gauge_border / 2) + 52.0) - cap_w * 0.5 cap_dy = 52.0 * scale end local bt = tex.get_skin_config(tamashii_row and "dan_result_gauge_border_text" or "dan_result_exam_border_text") local capt = nil local bt_ol = 4.0 / tex.get_screen_scale() if bt then if bt.outline >= 0 then bt_ol = bt.outline end capt = self:caption(exam_threshold_text(exam.type, exam.range, exam.red), bt.font_size > 0 and bt.font_size or (tamashii_row and 25 or 36), bt_ol) end if capt then local pad = pad_for(bt_ol, tex.get_screen_scale()) local cx = tamashii_row and (bt.x + scale * (21.0 * math.floor(self.gauge_border / 2) + 52.0) - capt.width * 0.5) or (bt.x - capt.width + pad) capt:draw({x = cx, y = bt.y - pad + y, fade = fade}) else digits_left(red_str, cap_dx, y + cap_dy, border_pitch * csc, border_id, 0, scale * csc) local after = cap_dx + #red_str * border_pitch * csc if exam.type == "gauge" then tex.draw_texture(self.t_exam_percent, {scale = scale * csc, x = after + gap1, y = y + cap_dy, fade = fade}) after = after + gap1 + 31.0 * scale * csc end after = after + gap2 if exam.range == "less" then tex.draw_texture(self.t_exam_less, {scale = scale * csc, x = after, y = y + cap_dy, fade = fade}) elseif exam.range == "more" then tex.draw_texture(self.t_exam_more, {scale = scale * csc, x = after, y = y + cap_dy, fade = fade}) end end if not tamashii_row then tex.draw_texture(self.t_exam_overlay_2, {scale = scale, y = y, fade = fade}) if row_numin then local cur_str = tostring(ed.counter_value) local vmax = frac >= 1.0 and ed.bar_state == "max" and self.t_value_counter_max digits_left(cur_str, 0.0, y, margin, vmax and self.t_value_counter_max or self.t_value_counter, self.vpen, scale) if exam.type == "gauge" then tex.draw_texture(self.t_exam_percent, {scale = scale, x = #cur_str * margin + 6.0 * scale, y = y, fade = fade, index = self.ppen}) end end end end ::continue:: end end function DanResultDraw:draw_page2(fade, now) local rd = self.rd local on_page = now - self.page_start_ms tex.draw_texture(self.t_result_2_bg, {fade = fade}) for i = 0, 4 do tex.draw_texture(self.t_result_2_divider, {x = i * 240, fade = fade}) end tex.draw_texture(self.t_result_2_pullout, {fade = fade}) if rd.dan_rank >= 0 and tex.get_option("dan_result_rank_plate") then tex.draw_texture(self.t_rank_plate, {frame = rd.dan_rank}) else tex.draw_texture(self.t_dan_emblem, {frame = rd.dan_color}) if self.hori_name then local hn = tex.get_skin_config("dan_result_hori_name") self.hori_name:draw({ x = hn.x - self.hori_name.width / 2.0, y = hn.y, x2 = math.min(self.hori_name.width, hn.width) - self.hori_name.width, }) end end local margin = tex.get_skin_config("score_info_counter_margin").x local total_good, total_ok, total_bad, total_dr = 0, 0, 0, 0 for _, s in ipairs(rd.songs) do total_good = total_good + s.good; total_ok = total_ok + s.ok total_bad = total_bad + s.bad; total_dr = total_dr + s.drumroll end local totals_landed = self.page2_skipped or on_page >= self.totals_end local roll_t = totals_landed and -1.0 or (on_page - self.totals_start) if totals_landed or on_page >= self.totals_start then local function draw_total(icon, idx_icon, total, idx_counter) tex.draw_texture(icon, {fade = fade, index = idx_icon}) self:draw_digit_counter(tostring(total), margin, self.t_counter, idx_counter, 0.0, fade, 1.0, margin, roll_t) end draw_total(self.t_good, 1, total_good, 4) draw_total(self.t_ok, 1, total_ok, 5) draw_total(self.t_bad, 1, total_bad, 6) draw_total(self.t_drumroll, 1, total_dr, 7) tex.draw_texture(self.t_max_combo, {fade = fade}) self:draw_digit_counter(tostring(rd.max_combo), margin, self.t_counter, 8, 0.0, fade, 1.0, margin, roll_t) local total_hits = total_good + total_ok + total_bad + total_dr tex.draw_texture(self.t_max_hits, {fade = fade}) self:draw_digit_counter(tostring(total_hits), margin, self.t_counter, 9, 0.0, fade, 1.0, margin, roll_t) else tex.draw_texture(self.t_good, {fade = fade, index = 1}) tex.draw_texture(self.t_ok, {fade = fade, index = 1}) tex.draw_texture(self.t_bad, {fade = fade, index = 1}) tex.draw_texture(self.t_drumroll, {fade = fade, index = 1}) tex.draw_texture(self.t_max_combo, {fade = fade}) tex.draw_texture(self.t_max_hits, {fade = fade}) end tex.draw_texture(self.t_result_exam_header, {fade = fade}) tex.draw_texture(self.t_score_box, {fade = fade}) local sm = tex.get_skin_config("dan_score_box_margin").x if totals_landed or on_page >= self.totals_start then self:draw_digit_counter(tostring(rd.score), sm, self.t_score_counter, 0, 0.0, fade, 1.0, sm, roll_t) end if self.best_score_show then self:draw_best_score(fade, on_page) end self:draw_exam_info(fade, now) if on_page < self.stamp_at then return end if rd.odai_result >= 0 then local r = rd.odai_result if r == 0 then tex.draw_texture(self.t_exam_fail, {fade = fade}) else tex.draw_texture(self.t_clear_variant, {fade = fade}) end else local any_failed = false for _, ed in ipairs(rd.exam_data) do if ed.failed then any_failed = true break end end local all_gold = not any_failed and #rd.exams > 0 and #rd.exam_data > 0 if all_gold then for _, ed in ipairs(rd.exam_data) do if ed.tier < 2 then all_gold = false break end end end if any_failed then tex.draw_texture(self.t_exam_fail, {fade = fade}) elseif all_gold then tex.draw_texture(self.t_gold_clear, {fade = fade}) else tex.draw_texture(self.t_red_clear, {fade = fade}) end end end function DanResultDraw:draw_best_score(fade, on_page) if not self.t_bestscore_pill then return end local rd = self.rd local f = self.page2_skipped and 52.0 or (5.0 + math.max(0.0, on_page - self.totals_start) / FRAME_MS) if f > 52.0 then f = 52.0 end if f < 5.0 then return end local K = { {5, 24, 0}, {6, 7.45, 0.36}, {7, -5.4, 0.64}, {8, -14.6, 0.84}, {9, -20.1, 0.96}, {10, -21.95, 1}, {11, -20.55, 1}, {12, -16.4, 1}, {13, -9.5, 1}, {14, 0, 1}, {18, 7, 1}, {19, 4.5, 1}, {20, 2.5, 1}, {21, 1.1, 1}, {22, 0.3, 1}, {23, 0, 1}, {52, 0, 1}, } local ty, a = 0, 1 for i = 1, #K - 1 do if f >= K[i][1] and f <= K[i + 1][1] then local u = (f - K[i][1]) / (K[i + 1][1] - K[i][1]) ty = K[i][2] + (K[i + 1][2] - K[i][2]) * u a = K[i][3] + (K[i + 1][3] - K[i][3]) * u break end end tex.draw_texture(self.t_bestscore_pill, {y = ty, fade = fade * a}) local na = math.max(0.0, math.min(1.0, (f - 18.0) / 3.0)) if na > 0.0 and self.t_bestscore_num then local s = tostring(rd.score - self.prev_best_score) for i = 1, #s do local digit = tonumber(s:sub(#s - i + 1, #s - i + 1)) tex.draw_texture(self.t_bestscore_num, {frame = digit, x = -((i - 1) * 14.17), y = ty, fade = fade * na}) end end if f >= 23.0 and f < 34.0 and self.t_bestscore_glow then local u = (f - 23.0) / 11.0 tex.draw_texture(self.t_bestscore_glow, {scale = 1.0 + 0.6 * u, center = true, y = ty, fade = fade * (1.0 - u)}) end end function DanResultDraw:draw_celebration(now) local rd = self.rd local on_cel = now - self.celebrate_start_ms local fF = on_cel / FRAME_MS if self.t_shoudan_bg then tex.draw_texture(self.t_shoudan_bg, {}) end if self.t_shoudan_text then local tt = self.t_shoudan_text local ll, lr = shoudan_glyphs(rd.dan_index) local named = rd.dan_index >= 0 and ll ~= nil local quads = { {frame = ll, x = 0.0, t0 = 35.0}, {frame = lr, x = 332.0, t0 = 35.0}, {frame = 18, x = 664.0, t0 = 63.0}, {frame = 19, x = 996.0, t0 = 63.0}, } for _, q in ipairs(quads) do if q.frame and not (not named and q.x < 600.0) then if fF >= q.t0 then local pop = fF < q.t0 + 7.0 and (1.5 - 0.5 * ((fF - q.t0) / 7.0)) or 1.0 tex.draw_texture(tt, {frame = q.frame, scale = pop, center = true, x = q.x}) local e0 = q.t0 + 7.0 if fF >= e0 and fF < e0 + 6.0 then local u = (fF - e0) / 6.0 tex.draw_texture(tt, {frame = q.frame, scale = 1.0 + 0.25 * u, center = true, x = q.x, fade = 1.0 - u}) end if fF >= 110.0 and fF < 133.0 then local u = (fF - 110.0) / 23.0 tex.draw_texture(tt, {frame = q.frame, scale = 1.0 + 0.96 * u, center = true, x = q.x, fade = 1.0 - u}) end end end end end self.plate_fade = math.max(0.0, math.min(1.0, (fF - 21.0) / 8.0)) end function DanResultDraw:draw_congrats(now) local fF = (now - self.congrats_start_ms) / FRAME_MS if self.t_shoudan_bg then tex.draw_texture(self.t_shoudan_bg, {}) end local bg_fade = math.min(1.0, fF / 19.0) if self.t_congrats_bg then tex.draw_texture(self.t_congrats_bg, {fade = bg_fade}) end if self.t_congrats_text then local lang = tex.language() local frame = 0 if lang:sub(1, 2) == "en" then frame = 1 elseif lang:sub(1, 2) == "ko" then frame = 2 elseif lang:sub(1, 2) == "zh" then frame = 3 end local tf = math.max(0.0, math.min(1.0, (fF - 20.0) / 14.0)) if tf > 0.0 then tex.draw_texture(self.t_congrats_text, {frame = frame, fade = tf}) end end end -- Top-right notice of a skipped run: the plate from the skin (result_info/nosave) -- with the skin's text for the language, centred on the plate. function DanResultDraw:draw_nosave_banner() local rd = self.rd if not rd.skipped or self.congrats_showing or self.celebrating then return end if not self.t_nosave then return end tex.draw_texture(self.t_nosave, {}) if not self.nosave_text then local s = tex.skin_text("dan_result_nosave") if s == "" then s = "今回の挑戦は記録されません" end local nt = tex.get_skin_config("dan_result_nosave_text") self.nosave_text = text.create_raw_text(s, (nt and nt.font_size > 0) and nt.font_size or 24, {255,255,255,255}, {0,0,0,0}, false, 0.0) end local info = tex.get_texture_info("result_info", "nosave") local cx = info.x[1] + info.width / 2.0 local cy = info.y[1] + info.height / 2.0 self.nosave_text:draw({x = cx - self.nosave_text.width / 2.0, y = cy - self.nosave_text.height / 2.0}) end function DanResultDraw:draw(s) local now = s.now self.page_start_ms = s.page_start_ms self.page1_start_ms = s.page1_start_ms self.page2_skipped = s.page2_skipped self.totals_start = s.totals_start self.totals_end = s.totals_end self.rows = s.rows self.stamp_at = s.stamp_at self.voice_at = s.voice_at self.celebrating = s.celebrating self.celebrate_start_ms = s.celebrate_start_ms self.congrats_showing = s.congrats_showing self.congrats_start_ms = s.congrats_start_ms tex.draw_texture(self.t_p1_bg, {}) tex.draw_texture(self.t_p1_board, {}) if s.congrats_showing then self:draw_congrats(now) elseif s.celebrating then self:draw_celebration(now) else self:draw_page1(now) self:draw_page2(s.page2_fade, now) end self:draw_nosave_banner() tex.draw_rect(0, 0, tex.get_screen_width(), tex.get_screen_height(), 0, 0, 0, math.floor(s.fade_out * 255)) end -- {x, y, scale}, or nil to let the caller use its own skin-config default. function DanResultDraw:chara_pos() if self.congrats_showing or self.celebrating then return {927.0, 923.0, 1.0} end return nil end -- {x, y, fade}, or nil to let the caller use its own skin-config default. function DanResultDraw:nameplate_pos() if self.congrats_showing then return {763.0, 912.0, 1.0} end if self.celebrating then return {763.0, 912.0, self.plate_fade} end return nil end