Revert "HelloWorld theme handled."

This reverts commit e805184fd0.
This commit is contained in:
Jason Felds
2013-07-18 17:42:49 -04:00
parent c872bb311c
commit 450936e414
16 changed files with 786 additions and 1155 deletions
@@ -1,10 +1,4 @@
return Def.Quad{
InitCommand=function(self)
self:FullScreen();
self:diffuse(color("#fffdf200"));
end;
OnCommand=function(self)
self:decelerate(1);
self:diffusealpha(1);
end;
InitCommand=cmd(FullScreen;diffuse,color("#fffdf200"));
OnCommand=cmd(decelerate,1;diffusealpha,1);
};
@@ -1,13 +1,6 @@
return Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:FullScreen();
self:diffuse(color("#fffdf200"));
end;
OnCommand=function(self)
self:sleep(1.125);
self:decelerate(0.875);
self:diffusealpha,(1);
end;
InitCommand=cmd(FullScreen;diffuse,color("#fffdf200"));
OnCommand=cmd(sleep,1.125;decelerate,0.875;diffusealpha,1);
};
}
@@ -1,139 +1,72 @@
-- This file returns an ActorFrame that holds a few objects.
-- Since I like to collapse similar code, here is a simple example:
local lineWidth = SCREEN_WIDTH*0.9;
-- previously, I had this set to SCREEN_WIDTH*0.8 in each of the
-- Def.Quad blocks below. Now I just use lineWidth and I get two advantages:
-- 1) I can change it and it takes effect in multiple places.
-- 2) I get a human readable name out of it.
-- It makes your code easier to read and work with.
local lineTime = 0.625;
-- same with this code.
return Def.ActorFrame {
Def.ActorFrame{
Name="Flourishes";
-- it has to be 0.05 since 0.9 uses up space on both sides.
InitCommand=function(self)
self:x(SCREEN_LEFT + (SCREEN_WIDTH * 0.05);
self:y(SCREEN_CENTER_Y);
end;
Def.Quad{
Name="Red";
InitCommand=function(self)
self:horizalign(left);
self:zoomto(0, 4);
self:diffuse(color("#DA8989"));
self:diffuserightedge(color("#FFBBBB"));
end;
OnCommand=function(self)
self:sleep(0.1);
self:linear(lineTime);
self:zoomx(lineWidth);
end;
};
Def.Quad{
Name="Yellow";
InitCommand=function(self)
self:y(4);
self:horizalign(left);
self:zoomto(0, 4);
self:diffuse(color("#DAD989"));
self:diffuserightedge(color("#FFFCBB"));
end;
OnCommand=function(self)
self:sleep(0.05);
self:linear(lineTime);
self:zoomx(lineWidth);
end;
};
Def.Quad{
Name="Blue";
InitCommand=function(self)
self:y(8);
self:horizalign(left);
self:zoomto(0, 4);
self:diffuse(color("#89C6DA"));
self:diffuserightedge(color("#BBEEFF"));
end;
OnCommand=function(self)
self:linear(lineTime);
self:zoomx(lineWidth);
end;
};
};
-- LoadActor() is used to automatically load objects.
-- You'll be using it a lot.
-- THEME:GetPathG() gets a file from the Graphics folder.
-- What graphic depends on the arguments.
-- There must always be two, and there usually is a space between the
-- first and second, unless you perform a trick like this:
LoadActor( THEME:GetPathG("","_common/_logo") ) .. {
-- the InitCommand puts the logo 44 pixels above vertical center
-- and moves it 60 pixels to the left of horizontal center.
-- diffusealpha,0 makes the object invisible,
-- which is handy for transitions...
InitCommand=function(self)
self:x(SCREEN_CENTER_X * 0.8125);
self:y(SCREEN_CENTER_Y - 44);
self:diffusealpha(0);
end;
-- ...as we see in the OnCommand. linear means to perform the next
-- commands over a span of time (in seconds).
-- diffusealpha,1 makes the logo fade in when applied here.
OnCommand=function(self)
self:linear(0.5);
self:diffusealpha(1);
end;
};
-- Creative Commons logo, using a local file in the same directory:
LoadActor( "creativecommons" )..{
InitCommand=function(self)
self:x(SCREEN_LEFT + 64);
self:y(SCREEN_BOTTOM - 43);
self:Real();
end;
OnCommand=function(self)
self:addy(32);
self:cropbottom(1);
self:fadebottom(1);
self:decelerate(0.8);
self:cropbottom(0);
self:fadebottom(0);
self:addy(-32);
end;
};
-- Making a cheap reflection effect for the sake of showing off the fov and
-- vanishpoint commands on ActorFrames.
Def.ActorFrame{
InitCommand=function(self)
self:fov(45);
self:vanishpoint(SCREEN_LEFT + 64, SCREEN_BOTTOM - 20);
end;
LoadActor( "creativecommons" )..{
InitCommand=function(self)
self:x(SCREEN_LEFT + 64);
self:y(SCREEN_BOTTOM - 20);
self:valign(0);
self:zoomy(-0.6);
self:rotationx(-60);
self:diffusealpha(0.6);
self:Real();
end;
OnCommand=function(self)
self:croptop(1);
self:fadetop(0);
self:decelerate(0.8);
self:croptop(0);
self:fadetop(1);
end;
};
};
-- This file returns an ActorFrame that holds a few objects.
-- Since I like to collapse similar code, here is a simple example:
local lineWidth = SCREEN_WIDTH*0.9;
-- previously, I had this set to SCREEN_WIDTH*0.8 in each of the
-- Def.Quad blocks below. Now I just use lineWidth and I get two advantages:
-- 1) I can change it and it takes effect in multiple places.
-- 2) I get a human readable name out of it.
-- It makes your code easier to read and work with.
local lineTime = 0.625;
-- same with this code.
return Def.ActorFrame {
Def.ActorFrame{
Name="Flourishes";
-- it has to be 0.05 since 0.9 uses up space on both sides.
InitCommand=cmd(x,SCREEN_LEFT+(SCREEN_WIDTH*0.05);y,SCREEN_CENTER_Y;);
Def.Quad{
Name="Red";
InitCommand=cmd(horizalign,left;zoomto,0,4;diffuse,color("#DA8989");diffuserightedge,color("#FFBBBB"));
OnCommand=cmd(sleep,0.1;linear,lineTime;zoomx,lineWidth);
};
Def.Quad{
Name="Yellow";
InitCommand=cmd(y,4;horizalign,left;zoomto,0,4;diffuse,color("#DAD989");diffuserightedge,color("#FFFCBB"));
OnCommand=cmd(sleep,0.05;linear,lineTime;zoomx,lineWidth);
};
Def.Quad{
Name="Blue";
InitCommand=cmd(y,8;horizalign,left;zoomto,0,4;diffuse,color("#89C6DA");diffuserightedge,color("#BBEEFF"));
OnCommand=cmd(linear,lineTime;zoomx,lineWidth);
};
};
-- LoadActor() is used to automatically load objects.
-- You'll be using it a lot.
-- THEME:GetPathG() gets a file from the Graphics folder.
-- What graphic depends on the arguments.
-- There must always be two, and there usually is a space between the
-- first and second, unless you perform a trick like this:
LoadActor( THEME:GetPathG("","_common/_logo") ) .. {
-- the InitCommand puts the logo 44 pixels above vertical center
-- and moves it 60 pixels to the left of horizontal center.
-- diffusealpha,0 makes the object invisible,
-- which is handy for transitions...
InitCommand=cmd(x,SCREEN_CENTER_X*0.8125;y,SCREEN_CENTER_Y-44;diffusealpha,0;);
-- ...as we see in the OnCommand. linear means to perform the next
-- commands over a span of time (in seconds).
-- diffusealpha,1 makes the logo fade in when applied here.
OnCommand=cmd(linear,0.5;diffusealpha,1;);
};
-- Creative Commons logo, using a local file in the same directory:
LoadActor( "creativecommons" )..{
InitCommand=cmd(x,SCREEN_LEFT+64;y,SCREEN_BOTTOM-43;Real);
OnCommand=cmd(addy,32;cropbottom,1;fadebottom,1;decelerate,0.8;cropbottom,0;fadebottom,0;addy,-32);
};
-- Making a cheap reflection effect for the sake of showing off the fov and
-- vanishpoint commands on ActorFrames.
Def.ActorFrame{
InitCommand=cmd(fov,45;vanishpoint,SCREEN_LEFT+64,SCREEN_BOTTOM-20;);
LoadActor( "creativecommons" )..{
InitCommand=cmd(x,SCREEN_LEFT+64;y,SCREEN_BOTTOM-20;valign,0;zoomy,-0.6;rotationx,-60;diffusealpha,0.6;Real;);
OnCommand=cmd(croptop,1;fadetop,0;decelerate,0.8;croptop,0;fadetop,1;);
};
};
};
@@ -4,7 +4,5 @@ return Def.Quad{
-- colors can either be entered as hex ("#FFFFFFFF") or 0..1 ("1.0,1.0,1.0,1.0")
-- where the values are Red, Green, Blue, and Alpha (transparency).
InitCommand=function(self)
self:FullScreen();
self:diffuse(color("#fffdf2"));
InitCommand=cmd(FullScreen;diffuse,color("#fffdf2"));
};
@@ -1,12 +1,6 @@
return Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:FullScreen();
self:diffuse(color("#fffdf2FF"));
end;
OnCommand=function(self)
self:decelerate(0.75);
self:diffusealpha(0);
end;
InitCommand=cmd(FullScreen;diffuse,color("#fffdf2FF"));
OnCommand=cmd(decelerate,0.75;diffusealpha,0);
};
};
@@ -1,12 +1,6 @@
return Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:FullScreen();
self:diffuse(color("#fffdf200"));
end;
OnCommand=function(self)
self:decelerate(0.875);
self:diffusealpha(1);
end;
InitCommand=cmd(FullScreen;diffuse,color("#fffdf200"));
OnCommand=cmd(decelerate,0.875;diffusealpha,1);
};
}
+1 -5
View File
@@ -1,8 +1,4 @@
local time = ...
if not time then time = 1.0 end
return Def.Actor{
OnCommand=function(self)
self:sleep(time);
end;
};
return Def.Actor{ OnCommand=cmd(sleep,time); };
@@ -1,52 +1,23 @@
local t = Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:zoomto(SCREEN_WIDTH, 96);
self:diffuse(color("#EEF4FFCC"));
end;
};
Def.ActorFrame{
InitCommand=function(self)
self:y(12);
end;
LoadFont("_frutiger roman 24px")..{
Name="Header";
Text=ScreenString("Header");
InitCommand=function(self)
self:x(-312);
self:y(-34);
self:halign(0);
self:diffuse(color("#111111FF"));
self:diffusetopedge(color("#11111188"));
self:shadowlength(-1);
self:shadowcolor(color("#FFFFFF44"));
end;
};
Def.Quad{
InitCommand=function(self)
self:zoomto(SCREEN_WIDTH * 0.975, 2);
self:y(-20);
self:diffuse(color("#111111FF"));
self:diffusetopedge(color("#11111188"));
self:shadowlength(-1);
self:shadowcolor(color("#FFFFFF44"));
self:fadeleft(0.1);
self:faderight(0.625);
end;
};
LoadFont("_frutiger roman 24px")..{
Name="Explanation";
Text=ScreenString("Explanation");
InitCommand=function(self)
self:x(-312);
self:y(-14);
self:align(0, 0);
self:diffuse(color("#111111FF"));
self:zoom(0.65);
self:wrapwidthpixels(SCREEN_WIDTH);
end;
};
};
};
local t = Def.ActorFrame{
Def.Quad{
InitCommand=cmd(zoomto,SCREEN_WIDTH,96;diffuse,color("#EEF4FFCC"));
};
Def.ActorFrame{
InitCommand=cmd(y,12);
LoadFont("_frutiger roman 24px")..{
Name="Header";
Text=ScreenString("Header");
InitCommand=cmd(x,-312;y,-34;halign,0;diffuse,color("#111111FF");diffusetopedge,color("#11111188");shadowlength,-1;shadowcolor,color("#FFFFFF44"));
};
Def.Quad{
InitCommand=cmd(zoomto,SCREEN_WIDTH*0.975,2;y,-20;diffuse,color("#111111FF");diffusetopedge,color("#11111188");shadowlength,-1;shadowcolor,color("#FFFFFF44");fadeleft,0.1;faderight,0.625);
};
LoadFont("_frutiger roman 24px")..{
Name="Explanation";
Text=ScreenString("Explanation");
InitCommand=cmd(x,-312;y,-14;align,0,0;diffuse,color("#111111FF");zoom,0.65;wrapwidthpixels,(SCREEN_WIDTH));
};
};
};
return t;
@@ -1,73 +1,34 @@
local gc = Var("GameCommand")
local itemName = gc:GetName()
local t = Def.ActorFrame{
-- focused frame
LoadActor( THEME:GetPathG("ReferenceBase","ItemFocused") )..{
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0);
end;
};
-- unfocused
LoadActor( THEME:GetPathG("SectionMenu","ItemUnfocused") )..{
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(0);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(1);
end;
};
Def.ActorFrame{
LoadFont("_frutiger roman 24px")..{
Name="SectionName";
Text=ScreenString(itemName);
InitCommand=function(self)
self:x(-250);
self:y(-6);
self:halign(0);
self:diffuse(color("#222222FF"));
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
LoadFont("_frutiger roman 24px")..{
Name="SectionDesc";
Text=ScreenString(itemName.."Desc");
InitCommand=function(self)
self:x(-248);
self:y(10);
self:align(0, 0);
self:diffuse(color("#222222FF"));
self:zoom(0.5);
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
};
};
local gc = Var("GameCommand")
local itemName = gc:GetName()
local t = Def.ActorFrame{
-- focused frame
LoadActor( THEME:GetPathG("ReferenceBase","ItemFocused") )..{
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0);
};
-- unfocused
LoadActor( THEME:GetPathG("SectionMenu","ItemUnfocused") )..{
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,0);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,1);
};
Def.ActorFrame{
LoadFont("_frutiger roman 24px")..{
Name="SectionName";
Text=ScreenString(itemName);
InitCommand=cmd(x,-250;y,-6;halign,0;diffuse,color("#222222FF"));
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
LoadFont("_frutiger roman 24px")..{
Name="SectionDesc";
Text=ScreenString(itemName.."Desc");
InitCommand=cmd(x,-248;y,10;align,0,0;diffuse,color("#222222FF");zoom,0.5);
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
};
};
return t;
@@ -1,52 +1,23 @@
local t = Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:zoomto(SCREEN_WIDTH, 120);
self:diffuse(color("#EEF4FFCC"));
end;
};
Def.ActorFrame{
InitCommand=function(self)
self:y(16);
end;
LoadFont("_frutiger roman 24px")..{
Name="Header";
Text=THEME:GetString("ScreenGuideMain","Header");
InitCommand=function(self)
self:x(-312);
self:y(-50);
self:halign(0);
self:diffuse(color("#111111FF"));
self:diffusetopedge(color("#11111188"));
self:shadowlength(-1);
self:shadowcolor(color("#FFFFFF44"));
end;
};
Def.Quad{
InitCommand=function(self)
self:zoomto(SCREEN_WIDTH * 0.975, 2);
self:y(-32);
self:diffuse(color("#111111FF"));
self:diffusetopedge(color("#11111188"));
self:shadowlength(-1);
self:shadowcolor(color("#FFFFFF44"));
self:fadeleft(0.1);
self:faderight(0.625);
end;
};
LoadFont("_frutiger roman 24px")..{
Name="Explanation";
Text=THEME:GetString("ScreenGuideMain","Explanation");
InitCommand=function(self)
self:x(-312);
self:y(-24);
self:align(0, 0);
self:diffuse(color("#111111FF"));
self:zoom(0.65);
self:wrapwidthpixels(SCREEN_WIDTH);
end;
};
};
};
local t = Def.ActorFrame{
Def.Quad{
InitCommand=cmd(zoomto,SCREEN_WIDTH,120;diffuse,color("#EEF4FFCC"));
};
Def.ActorFrame{
InitCommand=cmd(y,16);
LoadFont("_frutiger roman 24px")..{
Name="Header";
Text=THEME:GetString("ScreenGuideMain","Header");
InitCommand=cmd(x,-312;y,-50;halign,0;diffuse,color("#111111FF");diffusetopedge,color("#11111188");shadowlength,-1;shadowcolor,color("#FFFFFF44"));
};
Def.Quad{
InitCommand=cmd(zoomto,SCREEN_WIDTH*0.975,2;y,-32;diffuse,color("#111111FF");diffusetopedge,color("#11111188");shadowlength,-1;shadowcolor,color("#FFFFFF44");fadeleft,0.1;faderight,0.625);
};
LoadFont("_frutiger roman 24px")..{
Name="Explanation";
Text=THEME:GetString("ScreenGuideMain","Explanation");
InitCommand=cmd(x,-312;y,-24;align,0,0;diffuse,color("#111111FF");zoom,0.65;wrapwidthpixels,(SCREEN_WIDTH));
};
};
};
return t;
@@ -1,91 +1,40 @@
local gc = Var("GameCommand")
local itemName = gc:GetName()
local t = Def.ActorFrame{
-- focused frame
LoadActor( THEME:GetPathG("SectionMenu","ItemFocused") )..{
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0);
end;
};
-- unfocused
LoadActor( THEME:GetPathG("SectionMenu","ItemUnfocused") )..{
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(0);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(1);
end;
};
LoadActor( THEME:GetPathG("_section", "Guide") )..{
InitCommand=function(self)
self:x(-240);
self:y(-23);
self:Real();
self:halign,(0);
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(0.9);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.45);
end;
};
Def.ActorFrame{
LoadFont("_frutiger roman 24px")..{
Name="SectionName";
Text=THEME:GetString("ScreenGuideMain",itemName);
InitCommand=function(self)
self:x(-246);
self:y(-6);
self:halign(0);
self:diffuse(color("#222222FF"));
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
LoadFont("_frutiger roman 24px")..{
Name="SectionDesc";
Text=THEME:GetString("ScreenGuideMain",itemName.."Desc");
InitCommand=function(self)
self:x(-244);
self:y(10);
self:align(0, 0);
self:diffuse(color("#222222FF"));
self:zoom(0.5);
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
};
};
local gc = Var("GameCommand")
local itemName = gc:GetName()
local t = Def.ActorFrame{
-- focused frame
LoadActor( THEME:GetPathG("SectionMenu","ItemFocused") )..{
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0);
};
-- unfocused
LoadActor( THEME:GetPathG("SectionMenu","ItemUnfocused") )..{
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,0);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,1);
};
LoadActor( THEME:GetPathG("_section", "Guide") )..{
InitCommand=cmd(x,-240;y,-23;Real;halign,0);
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,0.9);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.45);
};
Def.ActorFrame{
LoadFont("_frutiger roman 24px")..{
Name="SectionName";
Text=THEME:GetString("ScreenGuideMain",itemName);
InitCommand=cmd(x,-246;y,-6;halign,0;diffuse,color("#222222FF"));
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
LoadFont("_frutiger roman 24px")..{
Name="SectionDesc";
Text=THEME:GetString("ScreenGuideMain",itemName.."Desc");
InitCommand=cmd(x,-244;y,10;align,0,0;diffuse,color("#222222FF");zoom,0.5);
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
};
};
return t;
@@ -1,52 +1,23 @@
local t = Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:zoomto(SCREEN_WIDTH, 96);
self:diffuse(color("#EEF4FFCC"));
end;
};
Def.ActorFrame{
InitCommand=function(self)
self:y(12);
end;
LoadFont("_frutiger roman 24px")..{
Name="Header";
Text=THEME:GetString("ScreenReferenceMain","Header");
InitCommand=function(self)
self:x(-312);
self:y(-34);
self:halign(0);
self:diffuse(color("#111111FF"));
self:diffusetopedge(color("#11111188"));
self:shadowlength(-1);
self:shadowcolor(color("#FFFFFF44"));
end;
};
Def.Quad{
InitCommand=function(self)
self:zoomto(SCREEN_WIDTH * 0.975, 2);
self:y(-20);
self:diffuse(color("#111111FF"));
self:diffusetopedge(color("#11111188"));
self:shadowlength(-1);
self:shadowcolor(color("#FFFFFF44"));
self:fadeleft(0.1);
self:faderight(0.625);
end;
};
LoadFont("_frutiger roman 24px")..{
Name="Explanation";
Text=THEME:GetString("ScreenReferenceMain","Explanation");
InitCommand=function(self)
self:x(-312);
self:y(-14);
self:align(0, 0);
self:diffuse(color("#111111FF"));
self:zoom(0.65);
self:wrapwidthpixels(SCREEN_WIDTH);
end;
};
};
};
local t = Def.ActorFrame{
Def.Quad{
InitCommand=cmd(zoomto,SCREEN_WIDTH,96;diffuse,color("#EEF4FFCC"));
};
Def.ActorFrame{
InitCommand=cmd(y,12);
LoadFont("_frutiger roman 24px")..{
Name="Header";
Text=THEME:GetString("ScreenReferenceMain","Header");
InitCommand=cmd(x,-312;y,-34;halign,0;diffuse,color("#111111FF");diffusetopedge,color("#11111188");shadowlength,-1;shadowcolor,color("#FFFFFF44"));
};
Def.Quad{
InitCommand=cmd(zoomto,SCREEN_WIDTH*0.975,2;y,-20;diffuse,color("#111111FF");diffusetopedge,color("#11111188");shadowlength,-1;shadowcolor,color("#FFFFFF44");fadeleft,0.1;faderight,0.625);
};
LoadFont("_frutiger roman 24px")..{
Name="Explanation";
Text=THEME:GetString("ScreenReferenceMain","Explanation");
InitCommand=cmd(x,-312;y,-14;align,0,0;diffuse,color("#111111FF");zoom,0.65;wrapwidthpixels,(SCREEN_WIDTH));
};
};
};
return t;
@@ -1,110 +1,47 @@
local gc = Var("GameCommand")
local itemName = gc:GetName()
local url = gc:GetUrl()
local t = Def.ActorFrame{
-- focused frame
LoadActor( THEME:GetPathG("SectionMenu","ItemFocused") )..{
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha,(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0);
end;
};
-- unfocused
LoadActor( THEME:GetPathG("SectionMenu","ItemUnfocused") )..{
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(0);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(1);
end;
};
LoadActor( THEME:GetPathG("_section", "Reference") )..{
InitCommand=function(self)
self:x(-240);
self:y(-23);
self:Real();
self:halign(0);
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(0.9);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.45);
end;
};
Def.ActorFrame{
LoadFont("_frutiger roman 24px")..{
Name="SectionName";
Text=THEME:GetString("ScreenReferenceMain",itemName);
InitCommand=function(self)
self:x(-246);
self:y(-6);
self:halign(0);
self:diffuse(color("#222222FF"));
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
LoadFont("_frutiger roman 24px")..{
Name="SectionDesc";
Text=THEME:GetString("ScreenReferenceMain",itemName.."Desc");
InitCommand=function(self)
self:x(-244);
self:y(10);
self:align(0, 0);
self:diffuse(color("#222222FF"));
self:zoom(0.5);
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
LoadActor(THEME:GetPathG("_tango","webbrowser"))..{
Name="UrlIcon";
InitCommand=function(self)
self:x(224);
self:y(4);
self:zoom(0.75);
self:visible(url~="");
end;
GainFocusCommand=function(self)
self:decelerate(0.25);
self:diffusealpha(1);
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:decelerate(0.25);
self:diffusealpha(0.5);
end;
};
};
};
local gc = Var("GameCommand")
local itemName = gc:GetName()
local url = gc:GetUrl()
local t = Def.ActorFrame{
-- focused frame
LoadActor( THEME:GetPathG("SectionMenu","ItemFocused") )..{
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0);
};
-- unfocused
LoadActor( THEME:GetPathG("SectionMenu","ItemUnfocused") )..{
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,0);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,1);
};
LoadActor( THEME:GetPathG("_section", "Reference") )..{
InitCommand=cmd(x,-240;y,-23;Real;halign,0);
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,0.9);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.45);
};
Def.ActorFrame{
LoadFont("_frutiger roman 24px")..{
Name="SectionName";
Text=THEME:GetString("ScreenReferenceMain",itemName);
InitCommand=cmd(x,-246;y,-6;halign,0;diffuse,color("#222222FF"));
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
LoadFont("_frutiger roman 24px")..{
Name="SectionDesc";
Text=THEME:GetString("ScreenReferenceMain",itemName.."Desc");
InitCommand=cmd(x,-244;y,10;align,0,0;diffuse,color("#222222FF");zoom,0.5);
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
LoadActor(THEME:GetPathG("_tango","webbrowser"))..{
Name="UrlIcon";
InitCommand=cmd(x,224;y,4;zoom,0.75;visible,url~="");
GainFocusCommand=cmd(decelerate,0.25;diffusealpha,1);
LoseFocusCommand=cmd(stoptweening;decelerate,0.25;diffusealpha,0.5);
};
};
};
return t;
@@ -1,63 +1,35 @@
-- This file is used to define how the items should look on ScreenTitleMenu.
-- The syntax is different because I took this code from moonlight. :)
--[[
Concepts used:
* THEME:GetString(screen,string)
* zoom
* shadowlength
* diffuse
* halign (0 = left, 0.5 = middle, 1 = right)
* strokecolor
* stoptweening
* accelerate
--]]
-- this is used as a shorthand for GameCommand.
local gc = Var("GameCommand")
local t = Def.ActorFrame{
LoadFont( "_frutiger roman" ) ..{
-- This line tries to find a corresponding line in the current language
-- ini file; If it doesn't, (and you haven't disabled error messages,)
-- then an error will pop up telling you where you need to add the
-- string.
Text=THEME:GetString( 'ScreenTitleMenu', gc:GetText() );
InitCommand=function(self)
self:zoom(0.85);
self:y(-1);
self:shadowlength(0);
self:diffuse(color("#000000"));
self:halign(1);
self:strokecolor(color("0,0,0,0"));
end;
DisabledCommand=function(self)
self:diffuse(color("0.45,0,0,1"));
end;
GainFocusCommand=function(self)
self:stoptweening();
self:accelerate(0.15);
self:diffuse(color("#000000"));
self:strokecolor(color("0.85,0.9,1,0.75"));
end;
LoseFocusCommand=function(self)
self:stoptweening();
self:accelerate(0.2);
self:diffuse(color("#888888"));
self:strokecolor(color("0,0,0,0"));
end;
OffFocusedCommand=function(self)
self:sleep(0.45);
self:decelerate(1);
self:addx(-32);
self:diffuse(color("#FF000000"));
end;
OffUnfocusedCommand=function(self)
self:sleep(0.125 * gc:GetIndex());
self:linear(0.5);
self:addx(SCREEN_CENTER_X);
end;
};
};
-- This file is used to define how the items should look on ScreenTitleMenu.
-- The syntax is different because I took this code from moonlight. :)
--[[
Concepts used:
* THEME:GetString(screen,string)
* zoom
* shadowlength
* diffuse
* halign (0 = left, 0.5 = middle, 1 = right)
* strokecolor
* stoptweening
* accelerate
--]]
-- this is used as a shorthand for GameCommand.
local gc = Var("GameCommand")
local t = Def.ActorFrame{
LoadFont( "_frutiger roman" ) ..{
-- This line tries to find a corresponding line in the current language
-- ini file; If it doesn't, (and you haven't disabled error messages,)
-- then an error will pop up telling you where you need to add the
-- string.
Text=THEME:GetString( 'ScreenTitleMenu', gc:GetText() );
InitCommand=cmd(zoom,0.85;y,-1;shadowlength,0;diffuse,color("#000000");halign,1;strokecolor,color("0,0,0,0"););
DisabledCommand=cmd( diffuse,color("0.45,0,0,1") );
GainFocusCommand=cmd(stoptweening;accelerate,0.15;diffuse,color("#000000");strokecolor,color("0.85,0.9,1,0.75"););
LoseFocusCommand=cmd(stoptweening;accelerate,0.2;diffuse,color("#888888");strokecolor,color("0,0,0,0"););
OffFocusedCommand=cmd(sleep,0.45;decelerate,1;addx,-32;diffuse,color("#FF000000"););
OffUnfocusedCommand=cmd(sleep,0.125*gc:GetIndex();linear,0.5;addx,SCREEN_CENTER_X;);
};
};
return t;
+399 -399
View File
@@ -1,400 +1,400 @@
-- Convenience aliases:
left = "HorizAlign_Left"
center = "HorizAlign_Center"
right = "HorizAlign_Right"
top = "VertAlign_Top"
middle = "VertAlign_Middle"
bottom = "VertAlign_Bottom"
function Actor:ease(t, fEase)
-- Optimizations:
-- fEase = -100 is equivalent to TweenType_Accelerate.
if fEase == -100 then
self:accelerate(t)
return
end
-- fEase = 0 is equivalent to TweenType_Linear.
if fEase == 0 then
self:linear(t)
return
end
-- fEase = +100 is equivalent to TweenType_Decelerate.
if fEase == 100 then
self:decelerate(t)
return
end
self:tween( t, "TweenType_Bezier",
{
0,
scale(fEase, -100, 100, 0/3, 2/3),
scale(fEase, -100, 100, 1/3, 3/3),
1
}
)
end
-- Notes On Beziers --
-- They can be 1D ( Quadratic ) or 2D ( Bezier )
-- 1D:
-- XA XB YC YD
-- 2D:
-- XA XB XC XD YA YB YC YD
-- In 1D Quads, XA XB are beginning time and size, YC YD are ending time and size
-- In 2D Quads, X
local BounceBeginBezier =
{
0, 0,
0.42, -0.42,
2/3, 0.3,
1, 1
}
function Actor:bouncebegin(t)
self:tween( t, "TweenType_Bezier", BounceBeginBezier )
end
local BounceEndBezier =
{
0,0,
1/3, 0.7,
0.58, 1.42,
1, 1
}
function Actor:bounceend(t)
self:tween( t, "TweenType_Bezier", BounceEndBezier )
end
local SmoothBezier =
{
0, 0, 1, 1
}
function Actor:smooth(t)
self:tween( t, "TweenType_Bezier", SmoothBezier )
end
-- SSC Additions
local DropBezier =
{
0 , 0,
1/3 , 1,
2/3 , 0.5,
1 , 1,
}
function Actor:drop(t)
self:tween( t, "TweenType_Bezier", DropBezier )
end
-- compound tweens "combine multiple interpolators to allow generating more
-- complex tweens." length is how long to span the animation for, while
-- ... is either a string (e.g. "linear,0.25,accelerate,0.75") or a table
-- with the tween information.
function Actor:compound(length,...)
local tweens = ...
if type(tweens) == "string" then
local parsed = split(";",tweens)
tweens = {} -- convert to table
for i,s in pairs(parsed) do
local res = split(",",s)
tweens[i] = {
Type = res[1],
Percent = res[2],
Bezier = res[3] or nil
}
end
end
for i,t in pairs(tweens) do
if t.Type == "linear" then self:linear(t.Percent*length)
elseif t.Type == "accelerate" then self:accelerate(t.Percent*length)
elseif t.Type == "decelerate" then self:decelerate(t.Percent*length)
elseif t.Type == "spring" then self:spring(t.Percent*length)
elseif t.Type == "bouncebegin" then self:bouncebegin(t.Percent*length)
elseif t.Type == "bounceend" then self:bounceend(t.Percent*length)
elseif t.Type == "smooth" then self:smooth(t.Percent*length)
elseif t.Type == "drop" then self:smooth(t.Percent*length)
--elseif t.Type == "ease" then self:ease(t.Percent*length)
elseif t.Type == "bezier" then
-- todo: handle using tween and 'TweenType_Bezier'
end
end
end
-- Hide if b is true, but don't unhide if b is false.
function Actor:hide_if(b)
if b then
self:visible(false)
end
end
function Actor:player(p)
self:visible( GAMESTATE:IsHumanPlayer(p) )
end
function ActorFrame:propagatecommand(...)
self:propagate(1)
self:playcommand(...)
self:propagate(0)
end
-- Shortcut for alignment.
-- function(self) self:align(0.5,0.5); end; -- align center
-- function(self) self:align(0.0,0.0); end; -- align top-left
-- function(self) self:align(0.5,0.0); end; -- align top-center
function Actor:align(h, v)
self:halign( h )
self:valign( v )
end
function Actor:FullScreen()
self:stretchto( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
end
function Actor:scale_or_crop_background()
local graphicAspect = self:GetWidth()/self:GetHeight()
self:zoomto(SCREEN_HEIGHT*graphicAspect,SCREEN_HEIGHT)
end
function Actor:CenterX() self:x(SCREEN_CENTER_X) end
function Actor:CenterY() self:y(SCREEN_CENTER_Y) end
function Actor:Center() self:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end
function Actor:bezier(...)
local a = {...}
local b = {}
local c = 0
assert((a == 9 or a == 5), "bad number of arguments for Actor:bezier()")
for i=3,c do
b[#b+1] = a[i]
end
self:tween(a[2], "TweenMode_Bezier", b)
end
function Actor:Real()
-- scale back down to real pixels.
self:basezoom(GetReal())
-- don't make this ugly
self:SetTextureFiltering(false)
end
-- Scale things back up after they have already been scaled down.
function Actor:RealInverse()
-- scale back up to theme resolution
self:basezoom(GetRealInverse())
self:SetTextureFiltering(true)
end
-- MaskSource([clearzbuffer])
-- Sets an actor up as the source for a mask. Clears zBuffer by default.
function Actor:MaskSource(noclear)
if noclear == true then
self:clearzbuffer(true)
end
self:zwrite(true)
self:blend('BlendMode_NoEffect')
end
-- MaskDest()
-- Sets an actor up to be masked by anything with MaskSource().
function Actor:MaskDest()
self:ztest(true)
end
-- Thump()
-- A customized version of pulse that is more appealing for on-beat
-- effects;
function Actor:thump(fEffectPeriod)
self:pulse()
if fEffectPeriod ~= nil then
self:effecttiming(0,0,0.75*fEffectPeriod,0.25*fEffectPeriod)
else
self:effecttiming(0,0,0.75,0.25)
end
-- The default effectmagnitude will make this effect look very bad.
self:effectmagnitude(1,1.125,1)
end
-- Heartbeat()
-- A customized version of pulse that is more appealing for on-beat
-- effects;
function Actor:heartbeat(fEffectPeriod)
self:pulse()
if fEffectPeriod ~= nil then
self:effecttiming(0,0.125*fEffectPeriod,0.125*fEffectPeriod,0.75*fEffectPeriod);
else
self:effecttiming(0,0.125,0.125,0.75);
end
self:effecmagnitude(1,1.125,1)
end
--[[ BitmapText commands ]]
-- PixelFont()
-- An alias that turns off texture filtering.
-- Named because it works best with pixel fonts.
function BitmapText:PixelFont()
self:SetTextureFiltering(false)
end
-- Stroke(color)
-- Sets the text's stroke color.
function BitmapText:Stroke(c)
self:strokecolor( c )
end
-- NoStroke()
-- Removes any stroke.
function BitmapText:NoStroke()
self:strokecolor( color("0,0,0,0") )
end
-- Set Text With Format (contributed by Daisuke Master)
-- this function is my hero - shake
function BitmapText:settextf(...)
self:settext(string.format(...))
end
-- DiffuseAndStroke(diffuse,stroke)
-- Set diffuse and stroke at the same time.
function BitmapText:DiffuseAndStroke(diffuseC,strokeC)
self:diffuse(diffuseC)
self:strokecolor(strokeC)
end;
--[[ end BitmapText commands ]]
function Actor:LyricCommand(side)
self:settext( Var "LyricText" )
self:draworder(102)
self:stoptweening()
self:shadowlengthx(0)
self:shadowlengthy(5)
self:strokecolor(color("#000000"))
local Zoom = SCREEN_WIDTH / (self:GetZoomedWidth()+1)
if( Zoom > 1 ) then
Zoom = 1
end
self:zoomx( Zoom )
local lyricColor = Var "LyricColor"
local Factor = 1
if side == "Back" then
Factor = 0.5
elseif side == "Front" then
Factor = 0.9
end
self:diffuse( {
lyricColor[1] * Factor,
lyricColor[2] * Factor,
lyricColor[3] * Factor,
lyricColor[4] * Factor } )
if side == "Front" then
self:cropright(1)
else
self:cropleft(0)
end
self:diffusealpha(0)
self:linear(0.2)
self:diffusealpha(0.75)
self:linear( Var "LyricDuration" * 0.75)
if side == "Front" then
self:cropright(0)
else
self:cropleft(1)
end
self:sleep( Var "LyricDuration" * 0.25 )
self:linear(0.2)
self:diffusealpha(0)
end
-- formerly in 02 HelpDisplay.lua, although nothing uses it:
function HelpDisplay:setfromsongorcourse()
local Artists = {}
local AltArtists = {}
local Song = GAMESTATE:GetCurrentSong()
local Trail = GAMESTATE:GetCurrentTrail( GAMESTATE:GetMasterPlayerNumber() )
if Song then
table.insert( Artists, Song:GetDisplayArtist() )
table.insert( AltArtists, Song:GetTranslitArtist() )
elseif Trail then
Artists, AltArtists = Trail:GetArtists()
end
self:settips( Artists, AltArtists )
end
-- Play the sound on the given player's side. Must set SupportPan = true
-- on load.
function ActorSound:playforplayer(pn)
local fBalance = SOUND:GetPlayerBalance(pn)
self:get():SetProperty("Pan", fBalance)
self:play()
end
function PositionPerPlayer(player, p1X, p2X)
return player == PLAYER_1 and p1X or p2X
end
-- Make graphics their true size at any resolution.
--[[ Note: for screens taller than wide (i.e. phones, sideways displays),
you'll need to get width rather than height (I just don't feel like
uglyfying my code just to handle rare cases). -shake ]]
function GetReal()
local theme = THEME:GetMetric("Common","ScreenHeight")
local res = PREFSMAN:GetPreference("DisplayHeight")
return theme/res
end
function GetRealInverse()
local theme = THEME:GetMetric("Common","ScreenHeight")
local res = PREFSMAN:GetPreference("DisplayHeight")
return res/theme
end
-- command aliases:
function Actor:SetSize(w,h) self:setsize(w,h) end
-- Simple draworder mappings
DrawOrder = {
Background = -100,
Underlay = 0,
Decorations = 100,
Content = 105,
Screen = 120,
Overlay = 200
};
-- function Actor:SetDrawOrder
-- deprecated aliases:
function Actor:hidden(bHide)
Warn("hidden is deprecated, use visible instead. (used on ".. self:GetName() ..")")
self:visible(not bHide)
end
-- (c) 2006-2012 Glenn Maynard, the Spinal Shark Collective, et al.
-- All rights reserved.
--
-- Permission is hereby granted, free of charge, to any person obtaining a
-- copy of this software and associated documentation files (the
-- "Software"), to deal in the Software without restriction, including
-- without limitation the rights to use, copy, modify, merge, publish,
-- distribute, and/or sell copies of the Software, and to permit persons to
-- whom the Software is furnished to do so, provided that the above
-- copyright notice(s) and this permission notice appear in all copies of
-- the Software and that both the above copyright notice(s) and this
-- permission notice appear in supporting documentation.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-- OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
-- THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
-- INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
-- OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
-- OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
-- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
-- Convenience aliases:
left = "HorizAlign_Left"
center = "HorizAlign_Center"
right = "HorizAlign_Right"
top = "VertAlign_Top"
middle = "VertAlign_Middle"
bottom = "VertAlign_Bottom"
function Actor:ease(t, fEase)
-- Optimizations:
-- fEase = -100 is equivalent to TweenType_Accelerate.
if fEase == -100 then
self:accelerate(t)
return
end
-- fEase = 0 is equivalent to TweenType_Linear.
if fEase == 0 then
self:linear(t)
return
end
-- fEase = +100 is equivalent to TweenType_Decelerate.
if fEase == 100 then
self:decelerate(t)
return
end
self:tween( t, "TweenType_Bezier",
{
0,
scale(fEase, -100, 100, 0/3, 2/3),
scale(fEase, -100, 100, 1/3, 3/3),
1
}
)
end
-- Notes On Beziers --
-- They can be 1D ( Quadratic ) or 2D ( Bezier )
-- 1D:
-- XA XB YC YD
-- 2D:
-- XA XB XC XD YA YB YC YD
-- In 1D Quads, XA XB are beginning time and size, YC YD are ending time and size
-- In 2D Quads, X
local BounceBeginBezier =
{
0, 0,
0.42, -0.42,
2/3, 0.3,
1, 1
}
function Actor:bouncebegin(t)
self:tween( t, "TweenType_Bezier", BounceBeginBezier )
end
local BounceEndBezier =
{
0,0,
1/3, 0.7,
0.58, 1.42,
1, 1
}
function Actor:bounceend(t)
self:tween( t, "TweenType_Bezier", BounceEndBezier )
end
local SmoothBezier =
{
0, 0, 1, 1
}
function Actor:smooth(t)
self:tween( t, "TweenType_Bezier", SmoothBezier )
end
-- SSC Additions
local DropBezier =
{
0 , 0,
1/3 , 1,
2/3 , 0.5,
1 , 1,
}
function Actor:drop(t)
self:tween( t, "TweenType_Bezier", DropBezier )
end
-- compound tweens "combine multiple interpolators to allow generating more
-- complex tweens." length is how long to span the animation for, while
-- ... is either a string (e.g. "linear,0.25,accelerate,0.75") or a table
-- with the tween information.
function Actor:compound(length,...)
local tweens = ...
if type(tweens) == "string" then
local parsed = split(";",tweens)
tweens = {} -- convert to table
for i,s in pairs(parsed) do
local res = split(",",s)
tweens[i] = {
Type = res[1],
Percent = res[2],
Bezier = res[3] or nil
}
end
end
for i,t in pairs(tweens) do
if t.Type == "linear" then self:linear(t.Percent*length)
elseif t.Type == "accelerate" then self:accelerate(t.Percent*length)
elseif t.Type == "decelerate" then self:decelerate(t.Percent*length)
elseif t.Type == "spring" then self:spring(t.Percent*length)
elseif t.Type == "bouncebegin" then self:bouncebegin(t.Percent*length)
elseif t.Type == "bounceend" then self:bounceend(t.Percent*length)
elseif t.Type == "smooth" then self:smooth(t.Percent*length)
elseif t.Type == "drop" then self:smooth(t.Percent*length)
--elseif t.Type == "ease" then self:ease(t.Percent*length)
elseif t.Type == "bezier" then
-- todo: handle using tween and 'TweenType_Bezier'
end
end
end
-- Hide if b is true, but don't unhide if b is false.
function Actor:hide_if(b)
if b then
self:visible(false)
end
end
function Actor:player(p)
self:visible( GAMESTATE:IsHumanPlayer(p) )
end
function ActorFrame:propagatecommand(...)
self:propagate(1)
self:playcommand(...)
self:propagate(0)
end
-- Shortcut for alignment.
-- cmd(align,0.5,0.5) -- align center
-- cmd(align,0.0,0.0) -- align top-left
-- cmd(align,0.5,0.0) -- align top-center
function Actor:align(h, v)
self:halign( h )
self:valign( v )
end
function Actor:FullScreen()
self:stretchto( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
end
function Actor:scale_or_crop_background()
local graphicAspect = self:GetWidth()/self:GetHeight()
self:zoomto(SCREEN_HEIGHT*graphicAspect,SCREEN_HEIGHT)
end
function Actor:CenterX() self:x(SCREEN_CENTER_X) end
function Actor:CenterY() self:y(SCREEN_CENTER_Y) end
function Actor:Center() self:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end
function Actor:bezier(...)
local a = {...}
local b = {}
local c = 0
assert((a == 9 or a == 5), "bad number of arguments for Actor:bezier()")
for i=3,c do
b[#b+1] = a[i]
end
self:tween(a[2], "TweenMode_Bezier", b)
end
function Actor:Real()
-- scale back down to real pixels.
self:basezoom(GetReal())
-- don't make this ugly
self:SetTextureFiltering(false)
end
-- Scale things back up after they have already been scaled down.
function Actor:RealInverse()
-- scale back up to theme resolution
self:basezoom(GetRealInverse())
self:SetTextureFiltering(true)
end
-- MaskSource([clearzbuffer])
-- Sets an actor up as the source for a mask. Clears zBuffer by default.
function Actor:MaskSource(noclear)
if noclear == true then
self:clearzbuffer(true)
end
self:zwrite(true)
self:blend('BlendMode_NoEffect')
end
-- MaskDest()
-- Sets an actor up to be masked by anything with MaskSource().
function Actor:MaskDest()
self:ztest(true)
end
-- Thump()
-- A customized version of pulse that is more appealing for on-beat
-- effects;
function Actor:thump(fEffectPeriod)
self:pulse()
if fEffectPeriod ~= nil then
self:effecttiming(0,0,0.75*fEffectPeriod,0.25*fEffectPeriod)
else
self:effecttiming(0,0,0.75,0.25)
end
-- The default effectmagnitude will make this effect look very bad.
self:effectmagnitude(1,1.125,1)
end
-- Heartbeat()
-- A customized version of pulse that is more appealing for on-beat
-- effects;
function Actor:heartbeat(fEffectPeriod)
self:pulse()
if fEffectPeriod ~= nil then
self:effecttiming(0,0.125*fEffectPeriod,0.125*fEffectPeriod,0.75*fEffectPeriod);
else
self:effecttiming(0,0.125,0.125,0.75);
end
self:effecmagnitude(1,1.125,1)
end
--[[ BitmapText commands ]]
-- PixelFont()
-- An alias that turns off texture filtering.
-- Named because it works best with pixel fonts.
function BitmapText:PixelFont()
self:SetTextureFiltering(false)
end
-- Stroke(color)
-- Sets the text's stroke color.
function BitmapText:Stroke(c)
self:strokecolor( c )
end
-- NoStroke()
-- Removes any stroke.
function BitmapText:NoStroke()
self:strokecolor( color("0,0,0,0") )
end
-- Set Text With Format (contributed by Daisuke Master)
-- this function is my hero - shake
function BitmapText:settextf(...)
self:settext(string.format(...))
end
-- DiffuseAndStroke(diffuse,stroke)
-- Set diffuse and stroke at the same time.
function BitmapText:DiffuseAndStroke(diffuseC,strokeC)
self:diffuse(diffuseC)
self:strokecolor(strokeC)
end;
--[[ end BitmapText commands ]]
function Actor:LyricCommand(side)
self:settext( Var "LyricText" )
self:draworder(102)
self:stoptweening()
self:shadowlengthx(0)
self:shadowlengthy(5)
self:strokecolor(color("#000000"))
local Zoom = SCREEN_WIDTH / (self:GetZoomedWidth()+1)
if( Zoom > 1 ) then
Zoom = 1
end
self:zoomx( Zoom )
local lyricColor = Var "LyricColor"
local Factor = 1
if side == "Back" then
Factor = 0.5
elseif side == "Front" then
Factor = 0.9
end
self:diffuse( {
lyricColor[1] * Factor,
lyricColor[2] * Factor,
lyricColor[3] * Factor,
lyricColor[4] * Factor } )
if side == "Front" then
self:cropright(1)
else
self:cropleft(0)
end
self:diffusealpha(0)
self:linear(0.2)
self:diffusealpha(0.75)
self:linear( Var "LyricDuration" * 0.75)
if side == "Front" then
self:cropright(0)
else
self:cropleft(1)
end
self:sleep( Var "LyricDuration" * 0.25 )
self:linear(0.2)
self:diffusealpha(0)
end
-- formerly in 02 HelpDisplay.lua, although nothing uses it:
function HelpDisplay:setfromsongorcourse()
local Artists = {}
local AltArtists = {}
local Song = GAMESTATE:GetCurrentSong()
local Trail = GAMESTATE:GetCurrentTrail( GAMESTATE:GetMasterPlayerNumber() )
if Song then
table.insert( Artists, Song:GetDisplayArtist() )
table.insert( AltArtists, Song:GetTranslitArtist() )
elseif Trail then
Artists, AltArtists = Trail:GetArtists()
end
self:settips( Artists, AltArtists )
end
-- Play the sound on the given player's side. Must set SupportPan = true
-- on load.
function ActorSound:playforplayer(pn)
local fBalance = SOUND:GetPlayerBalance(pn)
self:get():SetProperty("Pan", fBalance)
self:play()
end
function PositionPerPlayer(player, p1X, p2X)
return player == PLAYER_1 and p1X or p2X
end
-- Make graphics their true size at any resolution.
--[[ Note: for screens taller than wide (i.e. phones, sideways displays),
you'll need to get width rather than height (I just don't feel like
uglyfying my code just to handle rare cases). -shake ]]
function GetReal()
local theme = THEME:GetMetric("Common","ScreenHeight")
local res = PREFSMAN:GetPreference("DisplayHeight")
return theme/res
end
function GetRealInverse()
local theme = THEME:GetMetric("Common","ScreenHeight")
local res = PREFSMAN:GetPreference("DisplayHeight")
return res/theme
end
-- command aliases:
function Actor:SetSize(w,h) self:setsize(w,h) end
-- Simple draworder mappings
DrawOrder = {
Background = -100,
Underlay = 0,
Decorations = 100,
Content = 105,
Screen = 120,
Overlay = 200
};
-- function Actor:SetDrawOrder
-- deprecated aliases:
function Actor:hidden(bHide)
Warn("hidden is deprecated, use visible instead. (used on ".. self:GetName() ..")")
self:visible(not bHide)
end
-- (c) 2006-2012 Glenn Maynard, the Spinal Shark Collective, et al.
-- All rights reserved.
--
-- Permission is hereby granted, free of charge, to any person obtaining a
-- copy of this software and associated documentation files (the
-- "Software"), to deal in the Software without restriction, including
-- without limitation the rights to use, copy, modify, merge, publish,
-- distribute, and/or sell copies of the Software, and to permit persons to
-- whom the Software is furnished to do so, provided that the above
-- copyright notice(s) and this permission notice appear in all copies of
-- the Software and that both the above copyright notice(s) and this
-- permission notice appear in supporting documentation.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
-- OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
-- THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
-- INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
-- OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
-- OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
-- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
-- PERFORMANCE OF THIS SOFTWARE.
@@ -1,92 +1,89 @@
local raveChildren
local bg = Def.ActorFrame{
Def.Quad{
InitCommand=function(self)
self:FullScreen();
self:diffuse(color("0,0,0,0"));
end;
OnCommand=function(self)
self:linear(5);
self:diffusealpha(1);
end;
};
Def.ActorFrame{
Name="RaveMessages";
InitCommand=function(self)
raveChildren = self:GetChildren()
self:visible(GAMESTATE:GetPlayMode() == 'PlayMode_Rave')
raveChildren.P1Win:visible(false)
raveChildren.P2Win:visible(false)
raveChildren.Draw:visible(false)
end;
OffCommand=function(self)
local p1Win = GAMESTATE:IsWinner(PLAYER_1)
local p2Win = GAMESTATE:IsWinner(PLAYER_2)
if GAMESTATE:IsWinner(PLAYER_1) then
raveChildren.P1Win:visible(true)
elseif GAMESTATE:IsWinner(PLAYER_2) then
raveChildren.P2Win:visible(true)
else
raveChildren.Draw:visible(true)
end
end;
LoadActor(THEME:GetPathG("_rave result","P1"))..{
Name="P1Win";
InitCommand=function(self)
self:Center();
self:cropbottom(1);
self:fadebottom(1);
end;
OnCommand=function(self)
self:sleep(2);
self:linear(0.5);
self:cropbottom(0);
self:fadebottom(0);
self:sleep(1.75);
self:linear(0.25);
self:diffusealpha(0);
end;
};
LoadActor(THEME:GetPathG("_rave result","P2"))..{
Name="P2Win";
InitCommand=function(self)
self:Center();
self:cropbottom(1);
self:fadebottom(1);
end;
OnCommand=function(self)
self:sleep(2);
self:linear(0.5);
self:cropbottom(0);
self:fadebottom(0);
self:sleep(1.75);
self:linear(0.25);
self:diffusealpha(0);
end;
};
LoadActor(THEME:GetPathG("_rave result","draw"))..{
Name="Draw";
InitCommand=function(self)
self:Center();
self:cropbottom(1);
self:fadebottom(1);
end;
OnCommand=function(self)
self:sleep(2);
self:linear(0.5);
self:cropbottom(0);
self:fadebottom(0);
self:sleep(1.75);
self:linear(0.25);
self:diffusealpha(0);
end;
};
};
};
local raveChildren
local bg = Def.ActorFrame{
Def.Quad{
InitCommand=cmd(FullScreen;diffuse,color("0,0,0,0"));
OnCommand=function(self)
self:linear(5);
self:diffusealpha(1);
end;
};
Def.ActorFrame{
Name="RaveMessages";
InitCommand=function(self)
raveChildren = self:GetChildren()
self:visible(GAMESTATE:GetPlayMode() == 'PlayMode_Rave')
raveChildren.P1Win:visible(false)
raveChildren.P2Win:visible(false)
raveChildren.Draw:visible(false)
end;
OffCommand=function(self)
local p1Win = GAMESTATE:IsWinner(PLAYER_1)
local p2Win = GAMESTATE:IsWinner(PLAYER_2)
if GAMESTATE:IsWinner(PLAYER_1) then
raveChildren.P1Win:visible(true)
elseif GAMESTATE:IsWinner(PLAYER_2) then
raveChildren.P2Win:visible(true)
else
raveChildren.Draw:visible(true)
end
end;
LoadActor(THEME:GetPathG("_rave result","P1"))..{
Name="P1Win";
InitCommand=function(self)
self:Center();
self:cropbottom(1);
self:fadebottom(1);
end;
OnCommand=function(self)
self:sleep(2);
self:linear(0.5);
self:cropbottom(0);
self:fadebottom(0);
self:sleep(1.75);
self:linear(0.25);
self:diffusealpha(0);
end;
};
LoadActor(THEME:GetPathG("_rave result","P2"))..{
Name="P2Win";
InitCommand=function(self)
self:Center();
self:cropbottom(1);
self:fadebottom(1);
end;
OnCommand=function(self)
self:sleep(2);
self:linear(0.5);
self:cropbottom(0);
self:fadebottom(0);
self:sleep(1.75);
self:linear(0.25);
self:diffusealpha(0);
end;
};
LoadActor(THEME:GetPathG("_rave result","draw"))..{
Name="Draw";
InitCommand=function(self)
self:Center();
self:cropbottom(1);
self:fadebottom(1);
end;
OnCommand=function(self)
self:sleep(2);
self:linear(0.5);
self:cropbottom(0);
self:fadebottom(0);
self:sleep(1.75);
self:linear(0.25);
self:diffusealpha(0);
end;
};
};
};
return bg