459 lines
12 KiB
Lua
459 lines
12 KiB
Lua
-- Convenience aliases:
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left = "HorizAlign_Left"
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center = "HorizAlign_Center"
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right = "HorizAlign_Right"
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top = "VertAlign_Top"
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middle = "VertAlign_Middle"
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bottom = "VertAlign_Bottom"
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function Actor:ease(t, fEase)
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-- Optimizations:
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-- fEase = -100 is equivalent to TweenType_Accelerate.
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if fEase == -100 then
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self:accelerate(t)
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return self
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end
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-- fEase = 0 is equivalent to TweenType_Linear.
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if fEase == 0 then
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self:linear(t)
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return self
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end
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-- fEase = +100 is equivalent to TweenType_Decelerate.
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if fEase == 100 then
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self:decelerate(t)
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return self
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end
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self:tween( t, "TweenType_Bezier",
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{
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0,
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scale(fEase, -100, 100, 0/3, 2/3),
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scale(fEase, -100, 100, 1/3, 3/3),
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1
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}
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)
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return self
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end
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-- Notes On Beziers --
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-- They can be 1D ( Quadratic ) or 2D ( Bezier )
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-- 1D:
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-- XA XB YC YD
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-- 2D:
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-- XA XB XC XD YA YB YC YD
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-- In 1D Quads, XA XB are beginning time and size, YC YD are ending time and size
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-- In 2D Quads, X
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local BounceBeginBezier =
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{
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0, 0,
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0.42, -0.42,
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2/3, 0.3,
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1, 1
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}
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function Actor:bouncebegin(t)
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self:tween( t, "TweenType_Bezier", BounceBeginBezier )
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return self
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end
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local BounceEndBezier =
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{
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0,0,
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1/3, 0.7,
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0.58, 1.42,
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1, 1
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}
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function Actor:bounceend(t)
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self:tween( t, "TweenType_Bezier", BounceEndBezier )
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return self
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end
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local SmoothBezier =
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{
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0, 0, 1, 1
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}
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function Actor:smooth(t)
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self:tween( t, "TweenType_Bezier", SmoothBezier )
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return self
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end
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-- SSC Additions
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local DropBezier =
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{
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0 , 0,
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1/3 , 1,
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2/3 , 0.5,
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1 , 1,
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}
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function Actor:drop(t)
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self:tween( t, "TweenType_Bezier", DropBezier )
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return self
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end
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-- compound tweens "combine multiple interpolators to allow generating more
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-- complex tweens." length is how long to span the animation for, while
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-- ... is either a string (e.g. "linear,0.25,accelerate,0.75") or a table
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-- with the tween information.
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function Actor:compound(length,...)
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local tweens = ...
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if type(tweens) == "string" then
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local parsed = split(";",tweens)
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tweens = {} -- convert to table
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for i,s in pairs(parsed) do
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local res = split(",",s)
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tweens[i] = {
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Type = res[1],
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Percent = res[2],
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Bezier = res[3] or nil
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}
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end
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end
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for i,t in pairs(tweens) do
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if t.Type == "linear" then self:linear(t.Percent*length)
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elseif t.Type == "accelerate" then self:accelerate(t.Percent*length)
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elseif t.Type == "decelerate" then self:decelerate(t.Percent*length)
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elseif t.Type == "spring" then self:spring(t.Percent*length)
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elseif t.Type == "bouncebegin" then self:bouncebegin(t.Percent*length)
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elseif t.Type == "bounceend" then self:bounceend(t.Percent*length)
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elseif t.Type == "smooth" then self:smooth(t.Percent*length)
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elseif t.Type == "drop" then self:smooth(t.Percent*length)
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--elseif t.Type == "ease" then self:ease(t.Percent*length)
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elseif t.Type == "bezier" then
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-- todo: handle using tween and 'TweenType_Bezier'
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end
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end
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return self
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end
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-- Hide if b is true, but don't unhide if b is false.
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function Actor:hide_if(b)
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if b then
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self:visible(false)
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end
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return self
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end
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function Actor:player(p)
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self:visible( GAMESTATE:IsHumanPlayer(p) )
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return self
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end
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function ActorFrame:propagatecommand(...)
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self:propagate(1)
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self:playcommand(...)
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self:propagate(0)
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return self
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end
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-- Shortcut for alignment.
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-- cmd(align,0.5,0.5) -- align center
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-- cmd(align,0.0,0.0) -- align top-left
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-- cmd(align,0.5,0.0) -- align top-center
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function Actor:align(h, v)
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self:halign( h )
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self:valign( v )
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return self
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end
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function Actor:FullScreen()
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self:stretchto( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
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return self
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end
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bg_fit_functions= {
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BackgroundFitMode_CoverDistort= function(self, width, height)
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local xscale= width / self:GetWidth()
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local yscale= height / self:GetHeight()
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self:zoomx(xscale)
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self:zoomy(yscale)
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end,
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BackgroundFitMode_CoverPreserve= function(self, width, height)
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local xscale= width / self:GetWidth()
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local yscale= height / self:GetHeight()
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self:zoom(math.max(xscale, yscale))
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end,
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BackgroundFitMode_FitInside= function(self, width, height)
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local xscale= width / self:GetWidth()
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local yscale= height / self:GetHeight()
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self:zoom(math.min(xscale, yscale))
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end,
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BackgroundFitMode_FitInsideAvoidLetter= function(self, width, height)
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local yscale= height / self:GetHeight()
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self:zoom(yscale)
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end,
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BackgroundFitMode_FitInsideAvoidPillar= function(self, width, height)
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local xscale= width / self:GetWidth()
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self:zoom(xscale)
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end
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}
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function Actor:scale_or_crop_background_no_move()
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local fit_mode= PREFSMAN:GetPreference("BackgroundFitMode")
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if bg_fit_functions[fit_mode] then
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bg_fit_functions[fit_mode](self, SCREEN_WIDTH, SCREEN_HEIGHT)
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else
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self:scaletocover(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT)
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end
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return self
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end
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function Actor:scale_or_crop_background()
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self:scale_or_crop_background_no_move()
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self:xy(SCREEN_CENTER_X, SCREEN_CENTER_Y)
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return self
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end
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function Actor:CenterX() self:x(SCREEN_CENTER_X) return self end
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function Actor:CenterY() self:y(SCREEN_CENTER_Y) return self end
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function Actor:Center() self:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) return self end
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function Actor:bezier(time, curve)
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assert(type(time) == "number", "bezier tween time must be a number")
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assert((#curve == 4 or #curve == 8), "bezier tween curve must have 4 or 8 elements")
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return self:tween(time, "TweenType_Bezier", curve)
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end
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function Actor:Real()
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-- scale back down to real pixels.
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self:basezoom(GetReal())
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-- don't make this ugly
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self:SetTextureFiltering(false)
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return self
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end
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-- Scale things back up after they have already been scaled down.
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function Actor:RealInverse()
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-- scale back up to theme resolution
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self:basezoom(GetRealInverse())
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self:SetTextureFiltering(true)
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return self
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end
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-- MaskSource([clearzbuffer])
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-- Sets an actor up as the source for a mask. Clears zBuffer by default.
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function Actor:MaskSource(noclear)
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if noclear == true then
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self:clearzbuffer(true)
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end
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self:zwrite(true)
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self:blend('BlendMode_NoEffect')
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return self
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end
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-- MaskDest()
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-- Sets an actor up to be masked by anything with MaskSource().
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function Actor:MaskDest()
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self:ztest(true)
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return self
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end
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-- Thump()
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-- A customized version of pulse that is more appealing for on-beat
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-- effects;
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function Actor:thump(fEffectPeriod)
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self:pulse()
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if fEffectPeriod ~= nil then
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self:effecttiming(0,0,0.75*fEffectPeriod,0.25*fEffectPeriod)
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else
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self:effecttiming(0,0,0.75,0.25)
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end
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-- The default effectmagnitude will make this effect look very bad.
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self:effectmagnitude(1,1.125,1)
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return self
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end
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-- Heartbeat()
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-- A customized version of pulse that is more appealing for on-beat
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-- effects;
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function Actor:heartbeat(fEffectPeriod)
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self:pulse()
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if fEffectPeriod ~= nil then
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self:effecttiming(0,0.125*fEffectPeriod,0.125*fEffectPeriod,0.75*fEffectPeriod);
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else
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self:effecttiming(0,0.125,0.125,0.75);
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end
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self:effectmagnitude(1,1.125,1)
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return self
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end
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--[[ BitmapText commands ]]
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-- PixelFont()
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-- An alias that turns off texture filtering.
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-- Named because it works best with pixel fonts.
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function BitmapText:PixelFont()
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self:SetTextureFiltering(false)
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return self
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end
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-- Stroke(color)
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-- Sets the text's stroke color.
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function BitmapText:Stroke(c)
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self:strokecolor( c )
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return self
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end
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-- NoStroke()
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-- Removes any stroke.
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function BitmapText:NoStroke()
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self:strokecolor( color("0,0,0,0") )
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return self
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end
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-- Set Text With Format (contributed by Daisuke Master)
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-- this function is my hero - shake
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function BitmapText:settextf(...)
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self:settext(string.format(...))
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return self
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end
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-- DiffuseAndStroke(diffuse,stroke)
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-- Set diffuse and stroke at the same time.
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function BitmapText:DiffuseAndStroke(diffuseC,strokeC)
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self:diffuse(diffuseC)
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self:strokecolor(strokeC)
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return self
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end;
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--[[ end BitmapText commands ]]
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function Actor:LyricCommand(side)
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self:settext( Var "LyricText" )
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self:draworder(102)
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self:stoptweening()
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self:shadowlengthx(0)
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self:shadowlengthy(5)
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self:strokecolor(color("#000000"))
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local Zoom = SCREEN_WIDTH / (self:GetZoomedWidth()+1)
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if( Zoom > 1 ) then
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Zoom = 1
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end
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self:zoomx( Zoom )
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local lyricColor = Var "LyricColor"
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local Factor = 1
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if side == "Back" then
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Factor = 0.5
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elseif side == "Front" then
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Factor = 0.9
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end
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self:diffuse( {
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lyricColor[1] * Factor,
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lyricColor[2] * Factor,
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lyricColor[3] * Factor,
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lyricColor[4] * Factor } )
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if side == "Front" then
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self:cropright(1)
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else
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self:cropleft(0)
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end
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self:diffusealpha(0)
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self:linear(0.2)
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self:diffusealpha(0.75)
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self:linear( Var "LyricDuration" * 0.75)
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if side == "Front" then
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self:cropright(0)
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else
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self:cropleft(1)
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end
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self:sleep( Var "LyricDuration" * 0.25 )
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self:linear(0.2)
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self:diffusealpha(0)
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return self
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end
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-- formerly in 02 HelpDisplay.lua, although nothing uses it:
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function HelpDisplay:setfromsongorcourse()
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local Artists = {}
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local AltArtists = {}
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local Song = GAMESTATE:GetCurrentSong()
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local Trail = GAMESTATE:GetCurrentTrail( GAMESTATE:GetMasterPlayerNumber() )
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if Song then
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table.insert( Artists, Song:GetDisplayArtist() )
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table.insert( AltArtists, Song:GetTranslitArtist() )
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elseif Trail then
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Artists, AltArtists = Trail:GetArtists()
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end
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self:settips( Artists, AltArtists )
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return self
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end
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-- Play the sound on the given player's side. Must set SupportPan = true
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-- on load.
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function ActorSound:playforplayer(pn)
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local fBalance = SOUND:GetPlayerBalance(pn)
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self:get():SetProperty("Pan", fBalance)
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self:play()
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return self
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end
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function PositionPerPlayer(player, p1X, p2X)
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return player == PLAYER_1 and p1X or p2X
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end
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-- Make graphics their true size at any resolution.
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--[[ Note: for screens taller than wide (i.e. phones, sideways displays),
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you'll need to get width rather than height (I just don't feel like
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uglyfying my code just to handle rare cases). -shake ]]
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function GetReal()
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local theme = THEME:GetMetric("Common","ScreenHeight")
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local res = PREFSMAN:GetPreference("DisplayHeight")
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return theme/res
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end
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function GetRealInverse()
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local theme = THEME:GetMetric("Common","ScreenHeight")
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local res = PREFSMAN:GetPreference("DisplayHeight")
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return res/theme
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end
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-- command aliases:
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function Actor:SetSize(w,h) self:setsize(w,h) return self end
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-- Simple draworder mappings
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DrawOrder = {
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Background = -100,
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Underlay = 0,
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Decorations = 100,
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Content = 105,
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Screen = 120,
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Overlay = 200
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};
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-- function Actor:SetDrawOrder
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-- deprecated aliases:
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function Actor:hidden(bHide)
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lua.ReportScriptError("hidden is deprecated, use visible instead. (used on ".. self:GetName() ..")")
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self:visible(not bHide)
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end
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-- (c) 2006-2012 Glenn Maynard, the Spinal Shark Collective, et al.
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-- All rights reserved.
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--
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-- Permission is hereby granted, free of charge, to any person obtaining a
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-- copy of this software and associated documentation files (the
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-- "Software"), to deal in the Software without restriction, including
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-- without limitation the rights to use, copy, modify, merge, publish,
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-- distribute, and/or sell copies of the Software, and to permit persons to
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-- whom the Software is furnished to do so, provided that the above
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-- copyright notice(s) and this permission notice appear in all copies of
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-- the Software and that both the above copyright notice(s) and this
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-- permission notice appear in supporting documentation.
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--
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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-- OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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-- THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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-- INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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-- OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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-- OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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-- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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-- PERFORMANCE OF THIS SOFTWARE.
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