54 lines
2.1 KiB
Lua
54 lines
2.1 KiB
Lua
-- DAN_SELECT paint surface: selection cursor breathing loop and arrow chips,
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-- sampled from the cabinet's own clips.
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DanSelect = {}
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DanSelect.__index = DanSelect
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local ok, anim = pcall(require, "anim/sampler")
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if not ok then anim = { safe = function()
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local n = {}
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n.at = function() return nil end; n.get = function() return nil end
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n.label = function() return nil end; n.has = function() return false end
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n.first = function() return 0 end; n.last = function() return 0 end
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return n
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end } end
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local CUR = anim.safe("anim/dan_cursor")
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local ARW = anim.safe("anim/dan_arrow")
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local ARW_OFF = ARW:label("arrow_off") or 61
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function DanSelect.new()
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-- No real clip data at all -> hand the whole draw back to the engine's
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-- inline tables (returning nil leaves fn_draw_cursor invalid, C++ side).
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if not CUR:has("#259@0") and not ARW:has("#261@0") then return nil end
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local self = setmetatable({}, DanSelect)
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self.t_cursor = tex.get_texture("dan_select/box/cursor")
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self.t_arrow_r = tex.get_texture("dan_select/box/arrow_r")
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self.t_arrow_l = tex.get_texture("dan_select/box/arrow_l")
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return self
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end
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-- pos: selected chip x (the textures' own json positions carry the rest);
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-- now_ms: engine clock; moved_ms: ms since the last ribbon step (-1 = never).
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function DanSelect:draw_cursor(pos, now_ms, moved_ms)
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if self.t_cursor then
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local f = (now_ms * 0.06) % 60
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local a = CUR:get("#259@0", f, "a") or 1
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tex.draw_texture(self.t_cursor, { x = pos, fade = a })
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end
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if moved_ms and moved_ms >= 0 then
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local f = moved_ms * 0.06
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if f <= (ARW_OFF - 1) then
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local drift = ARW:get("#261@0", f, "tx") or 0
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local a = ARW:get("#261@0", f, "a") or 0
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if a > 0 then
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if self.t_arrow_r then
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tex.draw_texture(self.t_arrow_r, { x = pos + drift, fade = a })
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end
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if self.t_arrow_l then
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tex.draw_texture(self.t_arrow_l, { x = pos - drift, fade = a })
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end
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end
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end
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end
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end
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