Changed default ScreenSelecStyle to use functions for choice names and positions instead of metrics. _fallback SSS remains the same for compatibility. Fixed style stomping bug in SetCompatibleStylesForPlayers.

This commit is contained in:
Kyzentun
2015-01-20 18:40:59 -07:00
parent f4a718a824
commit aeaead95c9
10 changed files with 231 additions and 111 deletions
+26
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@@ -4,6 +4,32 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
________________________________________________________________________________
2015/01/20
----------
* [ScreenSelect] ChoiceNames can be a lua command that is evaluated to get a
list of the gamecommands. The main use of this is to get rid of the huge
list of metrics that ScreenSelectStyle requires. A single lua function
instead of a metric for every style for every game type. [kyzentun]
* [ScreenSelectMaster] IconChoicePosFunction metric added. This metric is
optional, if it's set, it must be set to a function that returns a table
of positions. Each position is a table of the form "{x, y, z}", where x,
y, and z are numbers and any that is not a number defaults to 0.
The function is passed the number of choices for the screen.
IconChoiceOnCommand and IconChoiceOffCommand metrics added so each choice
doesn't require its own On/OffCommand pair. These are also optional, but
if they are set, they will override the individual commands if they exist.
(If "IconChoiceCactusOnCommand" and "IconChoiceOnCommand" both exist,
"IconChoiceOnCommand" will be used.) [kyzentun]
Example:
# in metrics.ini
IconChoicePosFunction=choice_positions
-- In a file in Scripts/
function choice_positions(count)
local ret= {}
for i= 1, ret do ret[i]= {i*24, i*48} end
return ret
end
2014/12/10
----------
* [EditMode] Play whole song and play from current beat will now play until
+40
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@@ -107,6 +107,46 @@ function GameCompatibleModes()
return Modes[CurGameName()]
end
local function upper_first_letter(s)
local first_letter= s:match("([a-zA-Z])")
return s:gsub(first_letter, first_letter:upper(), 1)
end
-- No more having a metric for every style for every game mode. -Kyz
function ScreenSelectStyleChoices()
local styles= GAMEMAN:GetStylesForGame(GAMESTATE:GetCurrentGame():GetName())
local choices= {}
for i, style in ipairs(styles) do
local name= style:GetName()
local cap_name= upper_first_letter(name)
choices[#choices+1]= "name," .. cap_name .. ";style," .. name .. ";text,"
.. cap_name .. ";screen," .. Branch.AfterSelectStyle()
end
return choices
end
-- No more having an xy for every style for every game mode. -Kyz
function ScreenSelectStylePositions(count)
local poses= {}
local columns= 1
if count > 4 then columns= 2 end
local start_y= _screen.cy - (_screen.h / (math.ceil(count/columns) / 2))
for i= 1, count do
poses[i]= {}
if i <= count/columns then
poses[i][1]= _screen.cx - 160
poses[i][2]= start_y + (96 * i)
else
poses[i][1]= _screen.cx + 160
poses[i][2]= start_y + (96 * (i-(count/2)))
end
if columns == 1 then
poses[i][1]= _screen.cx
end
end
return poses
end
function SelectProfileKeys()
local sGame = CurGameName()
if sGame == "pump" then
+6 -5
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@@ -1944,6 +1944,12 @@ PrevScreen=Branch.TitleMenu()
TimerSeconds=30
#
DefaultChoice="Single"
# Giant metric list left in for backwards compatibility.
# A much better way to handle this is:
# ChoiceNames="lua,ScreenSelectStyleChoices()"
# That will list all the styles for the current game without needing a huge
# list of metrics. _fallback still uses the old method to avoid the
# possibility of breaking themes. -Kyz
ChoiceNames=GameCompatibleModes()
#
OptionOrderAuto="1:2,2:1"
@@ -1975,11 +1981,6 @@ ChoiceVersus8="name,Versus8;style,versus8;screen,"..Branch.AfterSelectStyle()
ChoiceDouble4="name,Double4;style,double4;screen,"..Branch.AfterSelectStyle()
ChoiceDouble5="name,Double5;style,double5;screen,"..Branch.AfterSelectStyle()
ChoiceDouble8="name,Double8;style,double8;screen,"..Branch.AfterSelectStyle()
# kickbox
ChoiceHuman="name,Human;style,human;screen,"..Branch.AfterSelectStyle()
ChoiceQuadarm="name,Quadarm;style,quadarm;screen,"..Branch.AfterSelectStyle()
ChoiceInsect="name,Insect;style,insect;screen,"..Branch.AfterSelectStyle()
ChoiceArachnid="name,Arachnid;style,arachnid;screen,"..Branch.AfterSelectStyle()
#
PerChoiceScrollElement=false
PerChoiceIconElement=false
+5 -62
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@@ -771,10 +771,8 @@ FOV=90
PerChoiceScrollElement=false
PerChoiceIconElement=false
#
Choice7Keys="name,7Keys;style,single7;screen,"..Branch.AfterSelectStyle()
Choice10Keys="name,10Keys;style,double5;screen,"..Branch.AfterSelectStyle()
Choice14Keys="name,14Keys;style,double7;screen,"..Branch.AfterSelectStyle()
ChoiceKB7="name,kb7;style,single;screen,"..Branch.AfterSelectStyle()
# Having one lua function is so much better than dozens of metrics. -Kyz
ChoiceNames="lua,ScreenSelectStyleChoices()"
#
ShowScroller=false
ShowIcon=true
@@ -784,65 +782,10 @@ UseIconMetrics=true
IconGainFocusCommand=stoptweening;bounceend,0.05;zoom,1;
IconLoseFocusCommand=stoptweening;decelerate,0.1;zoom,0.8;
#
IconChoiceSingleX=SCREEN_CENTER_X-160
IconChoiceSingleY=SCREEN_CENTER_Y-96
IconChoiceSingleOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceSingleOffCommand=linear,0.05;zoomx,0
IconChoicePosFunction=ScreenSelectStylePositions
IconChoiceOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceOffCommand=linear,0.05;zoomx,0
#
IconChoiceDoubleX=SCREEN_CENTER_X-160
IconChoiceDoubleY=SCREEN_CENTER_Y
IconChoiceDoubleOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceDoubleOffCommand=linear,0.05;zoomx,0
####
IconChoiceSoloX=SCREEN_CENTER_X-160
IconChoiceSoloY=SCREEN_CENTER_Y+96
IconChoiceSoloOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceSoloOffCommand=linear,0.05;zoomx,0
#
IconChoiceHalfDoubleX=SCREEN_CENTER_X-160
IconChoiceHalfDoubleY=SCREEN_CENTER_Y+96
IconChoiceHalfDoubleOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceHalfDoubleOffCommand=linear,0.05;zoomx,0
####
IconChoiceVersusX=SCREEN_CENTER_X+160
IconChoiceVersusY=string.find(THEME:GetMetric("ScreenSelectStyle","ChoiceNames"),"Routine") and SCREEN_CENTER_Y-96 or SCREEN_CENTER_Y-48
IconChoiceVersusOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceVersusOffCommand=linear,0.05;zoomx,0
#
IconChoiceCoupleX=SCREEN_CENTER_X+160
IconChoiceCoupleY=string.find(THEME:GetMetric("ScreenSelectStyle","ChoiceNames"),"Routine") and SCREEN_CENTER_Y or SCREEN_CENTER_Y+48
IconChoiceCoupleOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceCoupleOffCommand=linear,0.05;zoomx,0
#
IconChoiceRoutineX=SCREEN_CENTER_X+160
IconChoiceRoutineY=SCREEN_CENTER_Y+96
IconChoiceRoutineOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoiceRoutineOffCommand=linear,0.05;zoomx,0
#
IconChoicekb7X=SCREEN_CENTER_X
IconChoicekb7Y=SCREEN_CENTER_Y
IconChoicekb7OnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoicekb7OffCommand=linear,0.05;zoomx,0
#
IconChoice5KeysX=SCREEN_CENTER_X-160
IconChoice5KeysY=SCREEN_CENTER_Y-48
IconChoice5KeysOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoice5KeysOffCommand=linear,0.05;zoomx,0
#
IconChoice7KeysX=SCREEN_CENTER_X-160
IconChoice7KeysY=SCREEN_CENTER_Y+48
IconChoice7KeysOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoice7KeysOffCommand=linear,0.05;zoomx,0
#
IconChoice10KeysX=SCREEN_CENTER_X+160
IconChoice10KeysY=SCREEN_CENTER_Y-48
IconChoice10KeysOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoice10KeysOffCommand=linear,0.05;zoomx,0
#
IconChoice14KeysX=SCREEN_CENTER_X+160
IconChoice14KeysY=SCREEN_CENTER_Y+48
IconChoice14KeysOnCommand=zoom,0;bounceend,0.35;zoom,1
IconChoice14KeysOffCommand=linear,0.05;zoomx,0
[ScreenSelectPlayMode]
PersistScreens="ScreenSelectPlayMode,ScreenSelectMusic"
+2 -2
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@@ -1300,9 +1300,9 @@ void Actor::QueueMessage( const RString& sMessageName )
TI.m_sCommandName = "!" + sMessageName;
}
void Actor::AddCommand( const RString &sCmdName, apActorCommands apac )
void Actor::AddCommand( const RString &sCmdName, apActorCommands apac, bool warn )
{
if( HasCommand(sCmdName) )
if( HasCommand(sCmdName) && warn)
{
RString sWarning = GetLineage()+"'s command '"+sCmdName+"' defined twice";
LuaHelpers::ReportScriptError(sWarning, "COMMAND_DEFINED_TWICE");
+1 -1
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@@ -577,7 +577,7 @@ public:
virtual void PushContext( lua_State *L );
// Named commands
void AddCommand( const RString &sCmdName, apActorCommands apac );
void AddCommand( const RString &sCmdName, apActorCommands apac, bool warn= true );
bool HasCommand( const RString &sCmdName ) const;
const apActorCommands *GetCommand( const RString &sCommandName ) const;
void PlayCommand( const RString &sCommandName ) { HandleMessage( Message(sCommandName) ); } // convenience
+3 -3
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@@ -3163,12 +3163,12 @@ static const Style g_Style_Kickbox_Arachnid_Versus=
static const Style* g_apGame_Kickbox_Styles[] =
{
&g_Style_Kickbox_Human,
&g_Style_Kickbox_Human_Versus,
&g_Style_Kickbox_Quadarm,
&g_Style_Kickbox_Quadarm_Versus,
&g_Style_Kickbox_Insect,
&g_Style_Kickbox_Insect_Versus,
&g_Style_Kickbox_Arachnid,
&g_Style_Kickbox_Human_Versus,
&g_Style_Kickbox_Quadarm_Versus,
&g_Style_Kickbox_Insect_Versus,
&g_Style_Kickbox_Arachnid_Versus,
NULL
};
+1 -12
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@@ -998,7 +998,7 @@ void GameState::SetCompatibleStylesForPlayers()
SetCurrentStyle(style, PLAYER_INVALID);
}
}
else
else if(GetCurrentStyle(PLAYER_INVALID) == NULL)
{
vector<StepsType> vst;
GAMEMAN->GetStepsTypesForGame(m_pCurGame, vst);
@@ -1008,8 +1008,6 @@ void GameState::SetCompatibleStylesForPlayers()
}
}
if(!style_set)
{
if(GetCurrentGame()->m_PlayersHaveSeparateStyles)
{
FOREACH_EnabledPlayer(pn)
{
@@ -1033,15 +1031,6 @@ void GameState::SetCompatibleStylesForPlayers()
SetCurrentStyle(style, pn);
}
}
else
{
vector<StepsType> vst;
GAMEMAN->GetStepsTypesForGame(m_pCurGame, vst);
const Style *style = GAMEMAN->GetFirstCompatibleStyle(
m_pCurGame, GetNumSidesJoined(), vst[0]);
SetCurrentStyle(style, PLAYER_INVALID);
}
}
}
void GameState::ForceSharedSidesMatch()
+40
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@@ -31,6 +31,46 @@ void ScreenSelect::Init()
this->SubscribeToMessage( Message_PlayerJoined );
// Load choices
// Allow lua as an alternative to metrics.
RString choice_names= CHOICE_NAMES;
if(choice_names.Left(4) == "lua,")
{
RString command= choice_names.Right(choice_names.size()-4);
Lua* L= LUA->Get();
if(LuaHelpers::RunExpression(L, command, m_sName + "::ChoiceNames"))
{
if(!lua_istable(L, 1))
{
LuaHelpers::ReportScriptError(m_sName + "::ChoiceNames expression did not return a table of gamecommands.");
}
else
{
size_t len= lua_objlen(L, 1);
for(size_t i= 1; i <= len; ++i)
{
lua_rawgeti(L, 1, i);
if(!lua_isstring(L, -1))
{
LuaHelpers::ReportScriptErrorFmt(m_sName + "::ChoiceNames element %zu is not a string.", i);
}
else
{
RString com= SArg(-1);
GameCommand mc;
mc.ApplyCommitsScreens(false);
mc.m_sName = ssprintf("%zu", i);
Commands cmd= ParseCommands(com);
mc.Load(i, cmd);
m_aGameCommands.push_back(mc);
}
lua_pop(L, 1);
}
}
}
lua_settop(L, 0);
LUA->Release(L);
}
else
{
// Instead of using NUM_CHOICES, use a comma-separated list of choices.
// Each element in the list is a choice name. This level of indirection
+81
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@@ -104,6 +104,68 @@ void ScreenSelectMaster::Init()
FOREACH( PlayerNumber, vpns, p )
m_vsprScroll[*p].resize( m_aGameCommands.size() );
vector<RageVector3> positions;
bool positions_set_by_lua= false;
if(THEME->HasMetric(m_sName, "IconChoicePosFunction"))
{
positions_set_by_lua= true;
LuaReference command= THEME->GetMetricR(m_sName, "IconChoicePosFunction");
if(command.GetLuaType() != LUA_TFUNCTION)
{
LuaHelpers::ReportScriptError(m_sName+"::IconChoicePosFunction must be a function.");
positions_set_by_lua= false;
}
else
{
Lua* L= LUA->Get();
command.PushSelf(L);
lua_pushnumber(L, m_aGameCommands.size());
RString err= m_sName + "::IconChoicePosFunction: ";
if(!LuaHelpers::RunScriptOnStack(L, err, 1, 1, true))
{
positions_set_by_lua= false;
}
else
{
if(!lua_istable(L, -1))
{
LuaHelpers::ReportScriptError(m_sName+"::IconChoicePosFunction did not return a table of positions.");
positions_set_by_lua= false;
}
else
{
size_t poses= lua_objlen(L, -1);
for(size_t p= 1; p <= poses; ++p)
{
lua_rawgeti(L, -1, p);
RageVector3 pos(0.0f, 0.0f, 0.0f);
if(!lua_istable(L, -1))
{
LuaHelpers::ReportScriptErrorFmt("Position %zu is not a table.", p);
}
else
{
#define SET_POS_PART(i, part) \
lua_rawgeti(L, -1, i); \
pos.part= lua_tonumber(L, -1); \
lua_pop(L, 1);
// If part of the position is not provided, we want it to
// default to zero, which lua_tonumber does. -Kyz
SET_POS_PART(1, x);
SET_POS_PART(2, y);
SET_POS_PART(3, z);
#undef SET_POS_PART
}
lua_pop(L, 1);
positions.push_back(pos);
}
}
}
lua_settop(L, 0);
LUA->Release(L);
}
}
for( unsigned c=0; c<m_aGameCommands.size(); c++ )
{
GameCommand& mc = m_aGameCommands[c];
@@ -122,7 +184,26 @@ void ScreenSelectMaster::Init()
RString sName = "Icon" "Choice" + mc.m_sName;
m_vsprIcon[c]->SetName( sName );
if( USE_ICON_METRICS )
{
if(positions_set_by_lua)
{
LOAD_ALL_COMMANDS(m_vsprIcon[c]);
m_vsprIcon[c]->SetXY(positions[c].x, positions[c].y);
m_vsprIcon[c]->SetZ(positions[c].z);
}
else
{
LOAD_ALL_COMMANDS_AND_SET_XY( m_vsprIcon[c] );
}
#define OPTIONAL_COMMAND(onoff) \
if(THEME->HasMetric(m_sName, "IconChoice" onoff "Command")) \
{ \
m_vsprIcon[c]->AddCommand(onoff, THEME->GetMetricA(m_sName, "IconChoice" onoff "Command"), false); \
}
OPTIONAL_COMMAND("On");
OPTIONAL_COMMAND("Off");
#undef OPTIONAL_COMMAND
}
this->AddChild( m_vsprIcon[c] );
}