-- 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 -- parent skin's dan_select.lua, 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 parent = 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). local function draw_cursor(self, pos, now_ms, moved_ms) 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, 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, fade = a }) end if self.t_arrow_l then tex.draw_texture(self.t_arrow_l, { x = pos - drift, fade = a }) end end end end end if HAS_CLIPS then DanSelect.draw_cursor = draw_cursor 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, parent_title = DanSelect.draw_dan_open, DanSelect.draw_title 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") if not stamp or box.clear_mark <= 0 then return parent_open(self, box) end local draw = tex.draw_texture tex.draw_texture = function(id, p) if id == stamp then return end return draw(id, p) end local ok, err = pcall(parent_open, self, box) tex.draw_texture = draw if not ok then error(err, 0) end held_stamp = { id = stamp, frame = box.clear_mark - 1, fade = box.open_fade.attribute } end function DanSelect:draw_title() if parent_title then parent_title(self) end local s = held_stamp held_stamp = nil if s then tex.draw_texture(s.id, { frame = s.frame, fade = s.fade }) end end end