local function CreateSegments(Player) local t = Def.ActorFrame { }; local bars = Def.ActorFrame{ }; local bpmFrame = Def.ActorFrame{ Name="BPMFrame"; }; local stopFrame = Def.ActorFrame{ Name="StopFrame"; }; local delayFrame = Def.ActorFrame{ Name="DelayFrame"; }; local warpFrame = Def.ActorFrame{ Name="WarpFrame"; }; local fakeFrame = Def.ActorFrame{ Name="FakeFrame"; }; local scrollFrame = Def.ActorFrame{ Name="ScrollFrame"; }; local speedFrame = Def.ActorFrame{ Name="SpeedFrame"; }; local fFrameWidth = 380; local fFrameHeight = 8; -- XXX: doesn't work in course mode -aj if not GAMESTATE:IsSideJoined( Player ) then return t elseif not GAMESTATE:IsCourseMode() then -- Straight rip off NCRX local song = GAMESTATE:GetCurrentSong(); local steps = GAMESTATE:GetCurrentSteps( Player ); local timingData = steps:GetTimingData(); -- if we're using SSC, might as well use the StepsSeconds, which will -- almost always be more proper than a r21'd file. if song then local songLen = song:MusicLengthSeconds(); local firstBeatSecs = song:GetFirstSecond(); local lastBeatSecs = song:GetLastSecond(); local bpms = timingData:GetBPMsAndTimes(); local stops = timingData:GetStops(); local delays = timingData:GetDelays(); local warps = timingData:GetWarps(); local fakes = timingData:GetFakes(); local scrolls = timingData:GetScrolls(); local speeds = timingData:GetSpeeds(); local function CreateLine(beat, secs, firstShadow, firstDiffuse, secondShadow, firstEffect, secondEffect) local beatTime = timingData:GetElapsedTimeFromBeat(beat); if beatTime < 0 then beatTime = 0; end; return Def.ActorFrame { Def.Quad { InitCommand=function(self) self:shadowlength(0); self:shadowcolor(color(firstShadow)); -- set width self:zoomto(math.max((secs/songLen)*fFrameWidth, 1), fFrameHeight); -- find location self:x((scale(beatTime,firstBeatSecs,lastBeatSecs,-fFrameWidth/2,fFrameWidth/2))); end; OnCommand=function(self) self:diffuse(color(firstDiffuse)); self:sleep(beatTime+1); self:linear(2); self:diffusealpha(0); end; }; Def.Quad { InitCommand=function(self) --self:diffuse(HSVA(192,1,0.8,0.8)); self:shadowlength(0); self:shadowcolor(color(secondShadow)); -- set width self:zoomto(math.max((secs/songLen)*fFrameWidth, 1),fFrameHeight); -- find location self:x((scale(beatTime,firstBeatSecs,lastBeatSecs,-fFrameWidth/2,fFrameWidth/2))); end; OnCommand=function(self) self:diffusealpha(1); self:diffuseshift(); self:effectcolor1(color(firstEffect)); self:effectcolor2(color(secondEffect)); self:effectclock('beat'); self:effectperiod(1/8); -- self:diffusealpha(0); self:sleep(beatTime+1); self:diffusealpha(1); self:linear(4); self:diffusealpha(0); end; }; }; end; for i=1,#bpms do local data = split("=",bpms[i]); bpmFrame[#bpmFrame+1] = CreateLine(data[1], 0, "#00808077", "#00808077", "#00808077", "#FF634777", "#FF000077"); end; for i=1,#delays do local data = split("=",delays[i]); delayFrame[#delayFrame+1] = CreateLine(data[1], data[2], "#FFFF0077", "#FFFF0077", "#FFFF0077", "#00FF0077", "#FF000077"); end; for i=1,#stops do local data = split("=",stops[i]); stopFrame[#stopFrame+1] = CreateLine(data[1], data[2], "#FFFFFF77", "#FFFFFF77", "#FFFFFF77", "#FFA50077", "#FF000077"); end; for i=1,#scrolls do local data = split("=",scrolls[i]); scrollFrame[#scrollFrame+1] = CreateLine(data[1], 0, "#4169E177", "#4169E177", "#4169E177", "#0000FF77", "#FF000077"); end; for i=1,#speeds do local data = split("=",speeds[i]); -- TODO: Turn beats into seconds for this calculation? speedFrame[#speedFrame+1] = CreateLine(data[1], 0, "#ADFF2F77", "#ADFF2F77", "#ADFF2F77", "#7CFC0077", "#FF000077"); end; for i=1,#warps do local data = split("=",warps[i]); warpFrame[#warpFrame+1] = CreateLine(data[1], 0, "#CC00CC77", "#CC00CC77", "#CC00CC77", "#FF33CC77", "#FF000077"); end; for i=1,#fakes do local data = split("=",fakes[i]); fakeFrame[#fakeFrame+1] = CreateLine(data[1], 0, "#BC8F8F77", "#BC8F8F77", "#BC8F8F77", "#F4A46077", "#FF000077"); end; end; bars[#bars+1] = bpmFrame; bars[#bars+1] = scrollFrame; bars[#bars+1] = speedFrame; bars[#bars+1] = stopFrame; bars[#bars+1] = delayFrame; bars[#bars+1] = warpFrame; bars[#bars+1] = fakeFrame; t[#t+1] = bars; end return t end local t = LoadFallbackB() t[#t+1] = StandardDecorationFromFileOptional("ScoreFrame","ScoreFrame"); for pn in ivalues(PlayerNumber) do local MetricsName = "SongMeterDisplay" .. PlayerNumberToString(pn); t[#t+1] = Def.ActorFrame { InitCommand=function(self) self:player(pn); self:name(MetricsName); ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end; LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'frame ' .. PlayerNumberToString(pn) ) ) .. { InitCommand=function(self) self:name('Frame'); ActorUtil.LoadAllCommandsAndSetXY(self,MetricsName); end; }; Def.Quad { InitCommand=cmd(zoomto,2,8); OnCommand=cmd(x,scale(0.25,0,1,-380/2,380/2);diffuse,PlayerColor(pn);diffusealpha,0.5); }; Def.Quad { InitCommand=cmd(zoomto,2,8); OnCommand=cmd(x,scale(0.5,0,1,-380/2,380/2);diffuse,PlayerColor(pn);diffusealpha,0.5); }; Def.Quad { InitCommand=cmd(zoomto,2,8); OnCommand=cmd(x,scale(0.75,0,1,-380/2,380/2);diffuse,PlayerColor(pn);diffusealpha,0.5); }; Def.SongMeterDisplay { StreamWidth=THEME:GetMetric( MetricsName, 'StreamWidth' ); Stream=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'stream ' .. PlayerNumberToString(pn) ) )..{ InitCommand=cmd(diffuse,PlayerColor(pn);diffusealpha,0.5;blend,Blend.Add;); }; Tip=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'tip ' .. PlayerNumberToString(pn) ) ) .. { InitCommand=cmd(visible,false); }; }; CreateSegments(pn) .. { -- InitCommand=cmd(draworder,10); }; }; end; for pn in ivalues(PlayerNumber) do local MetricsName = "ToastyDisplay" .. PlayerNumberToString(pn); t[#t+1] = LoadActor( THEME:GetPathG("Player", 'toasty'), pn ) .. { InitCommand=function(self) self:player(pn); self:name(MetricsName); ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end; }; end; t[#t+1] = StandardDecorationFromFileOptional("BPMDisplay","BPMDisplay"); t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay"); t[#t+1] = StandardDecorationFromFileOptional("SongTitle","SongTitle"); if( not GAMESTATE:IsCourseMode() ) then t[#t+1] = Def.Actor{ JudgmentMessageCommand = function(self, params) Scoring[GetUserPref("UserPrefScoringMode")](params, STATSMAN:GetCurStageStats():GetPlayerStageStats(params.Player)) end; }; end; return t