Upstream removed the exam grid, value centring, rank plate and total-notes options from PyTaikoGreen's dan_select.lua and moved its numbers into the script, so this skin fell back to the parent's plain exam rows with the parent's offsets (its own SKIN table never reached the parent's local one). dan_select_base.lua is the parent's script as of 4d325135 with those options fixed to this skin's values and the dropped keys given this skin's own numbers from before the migration; dan_select.lua loads it instead of the parent's. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
510 lines
22 KiB
Lua
510 lines
22 KiB
Lua
local SKIN = {
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dan_yellow_box_offset = { x = 0, y = 110 }, -- the song rows' step (also in dan_select_base)
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}
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-- DAN_SELECT paint surface: selection cursor breathing loop and arrow chips,
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-- sampled from the cabinet's own clips. The dan boxes themselves are drawn by the
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-- dan_select_base.lua (this skin's copy of the parent's script from before upstream dropped
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-- the exam grid and its options), which is loaded first and extended here.
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-- the parent skin's copy of this script: the second match on package.path (the first is this file)
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local function load_parent(name)
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local seen = false
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for tmpl in package.path:gmatch("[^;]+") do
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local chunk = loadfile((tmpl:gsub("%?", name)))
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if chunk then
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if seen then return chunk end
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seen = true
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end
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end
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end
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local function load_own(name)
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for tmpl in package.path:gmatch("[^;]+") do
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local chunk = loadfile((tmpl:gsub("%?", name)))
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if chunk then return chunk end
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end
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end
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local parent = load_own("dan_select/dan_select_base") or load_parent("dan_select/dan_select")
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if parent then parent() end
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if not DanSelect then
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DanSelect = {}
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DanSelect.__index = DanSelect
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end
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local parent_new = DanSelect.new
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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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-- No real clip data at all -> no draw_cursor: the engine draws the cursor from its
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-- inline tables (the boxes are still drawn by the parent's DanSelect).
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local HAS_CLIPS = CUR:has("#259@0") or ARW:has("#261@0")
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function DanSelect.new()
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local self = parent_new and parent_new() or 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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-- y: how far the selected chip has dropped (see draw_box below).
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local function draw_cursor(self, pos, now_ms, moved_ms, y)
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y = y or 0
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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, y = y, 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, y = y, 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, y = y, 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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if HAS_CLIPS then DanSelect.draw_cursor = draw_cursor end
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-- The level is the cabinet's own art, one "star + number" image per level
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-- (yellow_box/difficulty_level, frames 1..10 and 10+), in place of the parent's star and
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-- level digits, which are held back.
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local function draw_level(level, x, y, f)
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local id = tex.get_texture("dan_select/yellow_box/difficulty_level")
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if not id or level < 1 then return end
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tex.draw_texture(id, { frame = math.min(level, 11) - 1, x = x, y = y, fade = f })
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end
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-- The course rows are set as the cabinet's: the song title alone (no subtitle line), and the
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-- exam values with narrow digits beside full-width 以上/未満 and a little room between them.
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-- The skin has one font, so each text is cut into runs of ASCII and of everything else, each
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-- run made on its own and scaled as it is drawn, the runs butted together. The parent is handed
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-- the box through a view whose song_subtitle_text gives nothing and whose song_title_text gives
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-- such a title, and the captions it makes for the exam values are made the same way. Only CJK
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-- languages are rescaled; the skin's font for the others is narrow already.
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local function cjk_language()
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local l = tex.language() or ""
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return l:find("^ja") or l:find("^zh") or l:find("^ko") or l == "tw" or l == "cn"
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end
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local TITLE_CJK = { latin = 1, cjk = 1.02, sy = 1, dy = 0, max_w = 1100 }
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local VALUE_CJK = { latin = 0.85, cjk = 1.0, sy = 1.0, dy = 0, gap = 8 }
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local TITLE_PLAIN = { latin = 1, cjk = 1, sy = 1, dy = 0, max_w = 1100 }
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local VALUE_PLAIN = { latin = 1, cjk = 1, sy = 1, dy = 0 }
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local function runs_of(str)
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local runs, cur, ascii = {}, {}, nil
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for ch in str:gmatch("[%z\1-\127\194-\244][\128-\191]*") do
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local a = ch:byte() < 128
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if ascii ~= nil and a ~= ascii then
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runs[#runs + 1] = { text = table.concat(cur), ascii = ascii }
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cur = {}
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end
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cur[#cur + 1] = ch
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ascii = a
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end
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if #cur > 0 then runs[#runs + 1] = { text = table.concat(cur), ascii = ascii } end
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return runs
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end
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-- create: text.create_raw_text as it was before any wrapping. The parts' sizes are read when
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-- they are used, since a text's texture (and size) may still be building when it is made.
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local function mixed_text(create, str, size, color, outline_color, outline, spacing, style)
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local pad = math.floor((outline or 0) * tex.get_screen_scale()) + 2
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local parts = {}
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for _, r in ipairs(runs_of(str)) do
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parts[#parts + 1] = { t = create(r.text, size, color, outline_color, false, outline, spacing),
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sx = r.ascii and style.latin or style.cjk }
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end
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local function layout()
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local function span(k)
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local x = 0
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for n, q in ipairs(parts) do
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q.x = x
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local next_sx = parts[n + 1] and parts[n + 1].sx * k or 0
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x = x + (q.t.width - pad) * q.sx * k - pad * next_sx
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if parts[n + 1] then x = x + (style.gap or 0) * k end
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end
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local last = parts[#parts]
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return last and (last.x + last.t.width * last.sx * k) or 0
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end
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local k, w = 1, span(1)
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if style.max_w and w > style.max_w then
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k = style.max_w / w
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w = span(k)
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end
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local h = 0
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for _, q in ipairs(parts) do h = math.max(h, q.t.height) end
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return k, w, h * style.sy
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end
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return setmetatable({
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text = str,
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draw = function(_, p)
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local k = layout()
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for _, q in ipairs(parts) do
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local sx = q.sx * k
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q.t:draw({ x = p.x + q.x, y = (p.y or 0) + style.dy, fade = p.fade,
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x2 = q.t.width * (sx - 1), y2 = q.t.height * (style.sy - 1) })
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end
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end,
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}, {
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__index = function(_, key)
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if key == "width" then local _, w = layout(); return w end
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if key == "height" then local _, _, h = layout(); return h end
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end,
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})
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end
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local title_cache = {} -- by string, size and outline: texts are built once, not per frame
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local raw_create = text.create_raw_text -- the engine's, before draw_dan_open wraps it
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local function course_view(box)
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local titles = {}
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return setmetatable({}, {
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__index = function(_, k)
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if k == "song_subtitle_text" then return function() return nil end end
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if k == "song_title_text" then
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return function(_, i)
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if titles[i] == nil then
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local t = box:song_title_text(i)
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local ok, str = pcall(function() return t and t.text end)
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local td = tex.get_skin_config("dan_select_title")
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if t and ok and type(str) == "string" and str ~= "" and td then
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local ol = td.outline >= 0 and td.outline or 5
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local key = str .. "\0" .. td.font_size .. "\0" .. ol
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title_cache[key] = title_cache[key]
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or mixed_text(raw_create, str, td.font_size,
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{ 255, 255, 255, 255 }, { 0, 0, 0, 255 }, ol, 2,
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cjk_language() and TITLE_CJK or TITLE_PLAIN)
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titles[i] = title_cache[key]
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else
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titles[i] = t or false -- an engine without OutlinedText.text
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end
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end
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return titles[i] or nil
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end
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end
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local v = box[k]
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if type(v) == "function" then
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return function(_, ...) return v(box, ...) end
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end
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return v
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end,
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})
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end
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-- The clear stamps are the cabinet's six (box/clear_mark and yellow_box/clear_mark, frames
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-- 0..5 = red pass, full combo, all good, gold pass, full combo, all good), picked by the
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-- saved record's rank (2..7). An engine without box.record_rank only gives clear_mark
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-- (1 passed, 2 rank 7), which maps to frames 0 and 5.
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local function stamp_frame(box)
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local ok, rank = pcall(function() return box.record_rank end)
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if ok and type(rank) == "number" then
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return rank >= 2 and math.min(rank, 7) - 2 or nil
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end
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if box.clear_mark == 1 then return 0 end
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if box.clear_mark == 2 then return 5 end
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return nil
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end
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-- The parent also draws global/bg_header, bg_footer and footer; this skin only has the background.
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-- Dan box ribbon: { centre x, spacing between boxes, extra gap left of the selection, extra gap right }
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function DanSelect:ribbon()
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return { 960, 68, 0, 0 }
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end
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function DanSelect:draw_back()
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local bg = tex.get_texture("dan_select/global/bg")
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if bg then tex.draw_texture(bg) end
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end
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-- The course's clear stamp (yellow_box/clear_mark) sits over the dan plate and Don, as the
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-- cabinet's stamp_detail does (it is above don_1p). The parent draws it with the box, under
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-- both, so it is held back there and drawn with the title, which the engine draws after
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-- the chara and the nameplate.
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local parent_open = DanSelect.draw_dan_open
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local held_stamp -- shared: the boxes and the title can be drawn through different instances
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if parent_open then
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function DanSelect:draw_dan_open(box)
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local stamp = tex.get_texture("dan_select/yellow_box/clear_mark")
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local level = tex.get_texture("dan_select/yellow_box/difficulty_level")
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local hide = {}
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if level then
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for _, n in ipairs({ "difficulty_star", "difficulty_num", "difficulty_x", "difficulty_ura" }) do
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local t = tex.get_texture("dan_select/yellow_box/" .. n)
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if t then hide[#hide + 1] = t end
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end
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end
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local draw = tex.draw_texture
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tex.draw_texture = function(id, p)
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if id == stamp then return end
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for _, t in ipairs(hide) do -- handles compare with ==, not as table keys
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if id == t then return end
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end
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return draw(id, p)
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end
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local create = text.create_raw_text
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text.create_raw_text = function(str, size, color, outline_color, vertical, outline, spacing, ...)
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if vertical or type(str) ~= "string" then -- only the exam value captions
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return raw_create(str, size, color, outline_color, vertical, outline, spacing, ...)
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end
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return mixed_text(raw_create, str, size, color, outline_color, outline, spacing,
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cjk_language() and VALUE_CJK or VALUE_PLAIN)
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end
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local ok, err = pcall(parent_open, self, course_view(box))
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text.create_raw_text = create
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tex.draw_texture = draw
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if not ok then error(err, 0) end
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local f = box.open_fade.attribute
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local off = SKIN.dan_yellow_box_offset or { x = 0, y = 0 }
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if level then
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for i = 0, box:song_count() - 1 do
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draw_level(box:song_level(i), i * (off.x or 0), i * (off.y or 0), f)
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end
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end
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local sf = stamp and stamp_frame(box)
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if sf then held_stamp = { id = stamp, frame = sf, fade = f } end
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end
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function DanSelect:draw_title()
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local s = held_stamp
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held_stamp = nil
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if s then tex.draw_texture(s.id, { frame = s.frame, fade = s.fade }) end
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end
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end
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-- The back entry is one more chip in the top strip (back/folder, laid out like box/folder);
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-- the parent's opening board is its own layout, so nothing opens under it here.
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-- Its label comes from skin_config dan_back_label, so it follows the language setting. It is set
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-- like the dan chip names (black, no outline: dan_chip_name_black), vertical for CJK and
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-- across, squeezed to the chip, for other languages.
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local CJK = { ja = true, zh = true, ko = true, tw = true, cn = true }
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local back_label
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local BACK_ACROSS_SIZE = 0.7 -- size of a label set across, against dan_back_label.font_size
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local function get_back_label()
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if back_label == nil then
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local cfg = tex.get_skin_config("dan_back_label")
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if not cfg then back_label = false; return false end
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local lang = tex.language()
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local vertical = CJK[lang] or CJK[lang:sub(1, 2)] or false
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-- a word set across has only the chip's width, so it takes a smaller size than the
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-- vertical labels rather than being squeezed hard
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local size = vertical and cfg.font_size or math.floor(cfg.font_size * BACK_ACROSS_SIZE + 0.5)
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back_label = {
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cfg = cfg,
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vertical = vertical,
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main = raw_create(tex.skin_text("dan_back_label"), size,
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{ 0, 0, 0, 255 }, { 0, 0, 0, 255 }, vertical, 0, 2),
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}
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end
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return back_label
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end
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local function draw_back_label(bx, fade, y)
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local label = get_back_label()
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if not label then return end
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local cfg, main = label.cfg, label.main
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local sx, sy = 1, 1
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if label.vertical then
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sy = math.min(1, cfg.height / main.height)
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else
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sx = math.min(1, cfg.width / main.width) -- width: chip face less the border
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end
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local w, h = main.width * sx, main.height * sy
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main:draw({ x = bx + cfg.x - w / 2, y = cfg.y + (cfg.height - h) / 2 + y,
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x2 = w - main.width, y2 = h - main.height, fade = fade })
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end
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-- The selected chip drops below the strip, as the cabinet's does, easing there and back.
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-- Only draw_cursor (called after every box) is told where the cursor is, so the boxes are
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-- held back in draw_box and drawn from draw_cursor.
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local SELECTED_DROP = 22
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local DROP_MS = 60 -- time constant of the ease
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local drop = {} -- chip key -> current drop
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local held_boxes = {}
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local last_ms
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local function chip_key(box)
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return box.is_back and "\0back" or box.text_name
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end
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local function chip_drop(box)
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return drop[chip_key(box)] or 0
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end
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local function draw_chip_name(box, bx, y, fade)
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local name = box:chip_name()
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if not name then return end
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local nb = tex.get_skin_config("dan_select_chip_name") or { x = 0, y = 0 }
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name:draw({
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x = bx + nb.x - name.width / 2,
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y = nb.y + y,
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y2 = math.min(name.height, nb.height or name.height) - name.height,
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fade = fade,
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})
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end
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-- the chip as the parent draws it (folder, stamp, name), at its drop
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function DanSelect:draw_dan_closed(box)
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local bx, fade, y = box:box_x(), box.fade.attribute, chip_drop(box)
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local id = tex.get_texture("dan_select/box/folder")
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if id then tex.draw_texture(id, { frame = box.dan_color, x = bx, y = y, fade = fade }) end
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local sf = stamp_frame(box)
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local mark = sf and tex.get_texture("dan_select/box/clear_mark")
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if mark then tex.draw_texture(mark, { frame = sf, x = bx, y = y, fade = fade }) end
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draw_chip_name(box, bx, y, fade)
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end
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function DanSelect:draw_back_box(box)
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local bx, fade, y = box:box_x(), box.fade.attribute, chip_drop(box)
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local id = tex.get_texture("dan_select/back/folder")
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if id then tex.draw_texture(id, { x = bx, y = y, fade = fade }) end
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draw_back_label(bx, fade, y)
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end
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-- The cursor's glow goes over the chip, its emblem and name (they grey under it, as on the
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-- cabinet) but not over the clear stamp, which is drawn again on top of it.
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local function draw_chip_front(box)
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if box.is_back then return end
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local sf = stamp_frame(box)
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local mark = sf and tex.get_texture("dan_select/box/clear_mark")
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if mark then
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tex.draw_texture(mark, { frame = sf, x = box:box_x(), y = chip_drop(box),
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fade = box.fade.attribute })
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end
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end
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local parent_draw_box = DanSelect.draw_box
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function DanSelect:draw_box(box)
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held_boxes[#held_boxes + 1] = box
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end
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local cursor_parent = DanSelect.draw_cursor
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function DanSelect:draw_cursor(pos, now_ms, moved_ms)
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local boxes = held_boxes
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held_boxes = {}
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local k = last_ms and math.min(1, math.max(0, now_ms - last_ms) / DROP_MS) or 1
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last_ms = now_ms
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local selected
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for _, box in ipairs(boxes) do
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local key = chip_key(box)
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local is_sel = math.abs(box:box_x() - pos) < 1
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if is_sel then selected = box end
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local d = drop[key] or 0
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d = d + ((is_sel and SELECTED_DROP or 0) - d) * k
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drop[key] = (math.abs(d) >= 0.05) and d or nil
|
|
end
|
|
-- draw every box even if one fails, then report the first failure
|
|
local err
|
|
for _, box in ipairs(boxes) do
|
|
local ok, e = pcall(parent_draw_box, self, box)
|
|
if not ok and not err then err = e end
|
|
end
|
|
if err then error(err, 0) end
|
|
local y = selected and chip_drop(selected) or 0
|
|
if cursor_parent then
|
|
cursor_parent(self, pos, now_ms, moved_ms, y)
|
|
elseif self.t_cursor then
|
|
tex.draw_texture(self.t_cursor, { x = pos, y = y })
|
|
end
|
|
if selected then draw_chip_front(selected) end
|
|
return true
|
|
end
|
|
|
|
-- Each exam's 自己ベスト row, as on the cabinet: a white pill under the value with the label
|
|
-- on its left and the saved best on its right (box:exam_best / exam_song_best). With no best
|
|
-- (a course never played, or an engine without them) the row is not drawn at all, pill
|
|
-- included. The gauge box gets yellow_box/exam_gauge_best_pill, the right-hand boxes
|
|
-- yellow_box/exam_best_pill, one per song segment. The boxes are walked as the parent's
|
|
-- draw_exam_grid walks them.
|
|
local BEST_GAUGE = { x = 10, y = 116, w = 301 } -- exam_gauge_best_pill, from the box
|
|
local BEST_RIGHT = { x = 11, y = 86, w = 317 } -- exam_best_pill, from the box (+ seg dx)
|
|
local BEST_H = 31
|
|
local BEST_LABEL_X, BEST_VALUE_R = 8, 14 -- label from the pill's left, value from its right
|
|
|
|
local best_texts = {}
|
|
local function best_text(key, str, font_size)
|
|
font_size = font_size or (tex.get_skin_config(key) or {}).font_size
|
|
if not font_size or str == nil or str == "" then return nil end
|
|
local k = key .. "\0" .. str
|
|
if best_texts[k] == nil then
|
|
best_texts[k] = raw_create(str, font_size, { 20, 20, 20, 255 }, { 0, 0, 0, 255 },
|
|
false, 0, 1) or false
|
|
end
|
|
return best_texts[k] or nil
|
|
end
|
|
|
|
local function call(box, name, ...)
|
|
local ok, fn = pcall(function() return box[name] end)
|
|
if not ok or type(fn) ~= "function" then return nil end
|
|
local ok2, v = pcall(fn, box, ...)
|
|
return ok2 and v or nil
|
|
end
|
|
|
|
local function draw_best_row(pill, value, etype, px, py, pw, f)
|
|
if value == nil then return end
|
|
if pill then tex.draw_texture(pill, { x = px, y = py, fade = f }) end
|
|
local label = best_text("dan_exam_best_label", tex.skin_text("dan_exam_best_label"))
|
|
if label then
|
|
label:draw({ x = px + BEST_LABEL_X, y = py + (BEST_H - label.height) / 2, fade = f })
|
|
end
|
|
local str = tostring(value) .. (etype == "gauge" and " %" or "")
|
|
local t = best_text("dan_exam_best_value", str, 26)
|
|
if t then
|
|
t:draw({ x = px + pw - BEST_VALUE_R - t.width, y = py + (BEST_H - t.height) / 2, fade = f })
|
|
end
|
|
end
|
|
|
|
local parent_grid = DanSelect.draw_exam_grid
|
|
if parent_grid then
|
|
function DanSelect:draw_exam_grid(box, f)
|
|
parent_grid(self, box, f)
|
|
local pill = tex.get_texture("dan_select/yellow_box/exam_best_pill")
|
|
local gauge_pill = tex.get_texture("dan_select/yellow_box/exam_gauge_best_pill")
|
|
local gb = tex.get_skin_config("dan_exam_gauge_box") or { x = 436, y = 610 }
|
|
local sb = tex.get_skin_config("dan_exam_score_box") or { x = 769, y = 610, height = 132 }
|
|
local sg = tex.get_skin_config("dan_exam_seg") or { width = 327 }
|
|
local pitch = (sb.height and sb.height > 0) and sb.height or 132
|
|
local seg_dx = (sg.width and sg.width > 0) and sg.width or 327
|
|
local right_row, gauge_used = 0, false
|
|
for i = 0, box:exam_count() - 1 do
|
|
local etype = box:exam_type(i)
|
|
local left = (etype == "gauge" and not gauge_used)
|
|
if left then gauge_used = true end
|
|
if left then
|
|
draw_best_row(gauge_pill, call(box, "exam_best", i), etype,
|
|
gb.x + BEST_GAUGE.x, gb.y + BEST_GAUGE.y, BEST_GAUGE.w, f)
|
|
elseif right_row < 3 then
|
|
local by = sb.y + pitch * right_row
|
|
local gothrough = box:exam_gothrough(i)
|
|
local segs = gothrough and 1 or math.min(box:song_count(), 3)
|
|
for k = 0, segs - 1 do
|
|
local px = sb.x + BEST_RIGHT.x + seg_dx * k
|
|
local py = by + BEST_RIGHT.y
|
|
local v = gothrough and call(box, "exam_best", i) or call(box, "exam_song_best", i, k)
|
|
draw_best_row(pill, v, etype, px, py, BEST_RIGHT.w, f)
|
|
end
|
|
right_row = right_row + 1
|
|
end
|
|
end
|
|
end
|
|
end
|