Files

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Lua

-- 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 self
end
-- fEase = 0 is equivalent to TweenType_Linear.
if fEase == 0 then
self:linear(t)
return self
end
-- fEase = +100 is equivalent to TweenType_Decelerate.
if fEase == 100 then
self:decelerate(t)
return self
end
self:tween( t, "TweenType_Bezier",
{
0,
scale(fEase, -100, 100, 0/3, 2/3),
scale(fEase, -100, 100, 1/3, 3/3),
1
}
)
return self
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 )
return self
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 )
return self
end
local SmoothBezier =
{
0, 0, 1, 1
}
function Actor:smooth(t)
self:tween( t, "TweenType_Bezier", SmoothBezier )
return self
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 )
return self
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
return self
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
return self
end
function Actor:player(p)
self:visible( GAMESTATE:IsHumanPlayer(p) )
return self
end
function ActorFrame:propagatecommand(...)
self:propagate(1)
self:playcommand(...)
self:propagate(0)
return self
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 )
return self
end
function Actor:FullScreen()
self:stretchto( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
return self
end
bg_fit_functions= {
BackgroundFitMode_CoverDistort= function(self, width, height)
local xscale= width / self:GetWidth()
local yscale= height / self:GetHeight()
self:zoomx(xscale)
self:zoomy(yscale)
end,
BackgroundFitMode_CoverPreserve= function(self, width, height)
local xscale= width / self:GetWidth()
local yscale= height / self:GetHeight()
self:zoom(math.max(xscale, yscale))
end,
BackgroundFitMode_FitInside= function(self, width, height)
local xscale= width / self:GetWidth()
local yscale= height / self:GetHeight()
self:zoom(math.min(xscale, yscale))
end,
BackgroundFitMode_FitInsideAvoidLetter= function(self, width, height)
local yscale= height / self:GetHeight()
self:zoom(yscale)
end,
BackgroundFitMode_FitInsideAvoidPillar= function(self, width, height)
local xscale= width / self:GetWidth()
self:zoom(xscale)
end
}
function Actor:scale_or_crop_background_no_move()
local fit_mode= PREFSMAN:GetPreference("BackgroundFitMode")
if bg_fit_functions[fit_mode] then
bg_fit_functions[fit_mode](self, SCREEN_WIDTH, SCREEN_HEIGHT)
else
self:scaletocover(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)
end
return self
end
function Actor:scale_or_crop_background()
self:scale_or_crop_background_no_move()
self:xy(SCREEN_CENTER_X, SCREEN_CENTER_Y)
return self
end
function Actor:CenterX() self:x(SCREEN_CENTER_X) return self end
function Actor:CenterY() self:y(SCREEN_CENTER_Y) return self end
function Actor:Center() self:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) return self end
function Actor:bezier(time, curve)
assert(type(time) == "number", "bezier tween time must be a number")
assert((#curve == 4 or #curve == 8), "bezier tween curve must have 4 or 8 elements")
return self:tween(time, "TweenType_Bezier", curve)
end
function Actor:Real()
-- scale back down to real pixels.
self:basezoom(GetReal())
-- don't make this ugly
self:SetTextureFiltering(false)
return self
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)
return self
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')
return self
end
-- MaskDest()
-- Sets an actor up to be masked by anything with MaskSource().
function Actor:MaskDest()
self:ztest(true)
return self
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)
return self
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:effectmagnitude(1,1.125,1)
return self
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)
return self
end
-- Stroke(color)
-- Sets the text's stroke color.
function BitmapText:Stroke(c)
self:strokecolor( c )
return self
end
-- NoStroke()
-- Removes any stroke.
function BitmapText:NoStroke()
self:strokecolor( color("0,0,0,0") )
return self
end
-- Set Text With Format (contributed by Daisuke Master)
-- this function is my hero - shake
function BitmapText:settextf(...)
self:settext(string.format(...))
return self
end
-- DiffuseAndStroke(diffuse,stroke)
-- Set diffuse and stroke at the same time.
function BitmapText:DiffuseAndStroke(diffuseC,strokeC)
self:diffuse(diffuseC)
self:strokecolor(strokeC)
return self
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)
return self
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 )
return self
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()
return self
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) return self 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)
lua.ReportScriptError("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.