21eed3f235
This adds choices for 21:9 (Ultrawide) and 9:16 (widescreen display in portrait mode) to the _fallback theme. Previously, users would have to manually edit Preferences.ini to achieve either of these. Since "21:9" is the common marketing term for what is actually 64:27, I've slightly extended GenChoices() in ConfAspectRatio() to use a "name" string from the winFracs table is one is provided. If not, the original behavior of generating user-facing choices from the raw values is preserved. See: https://wikipedia.org/wiki/21:9_aspect_ratio I updated the global AspectRatios table in _fallback/02 Utilities.lua to match.
535 lines
14 KiB
Lua
535 lines
14 KiB
Lua
-- Find a key in tab with the given value.
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function FindValue(tab, value)
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for key, name in pairs(tab) do
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if value == name then
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return key
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end
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end
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return nil
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end
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-- Return the index of a true value in list.
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function FindSelection(list)
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for index, on in ipairs(list) do
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if on then
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return index
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end
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end
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return nil
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end
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-- Look up each value in a table, returning a table with the resulting strings.
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function TableStringLookup(t, group)
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local ret = { }
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for key, val in t do
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Trace(val)
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ret[key] = THEME:GetString(group,val)
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end
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return ret
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end
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function wrap(val,n)
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local x = val
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Trace( "wrap "..x.." "..n )
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if x<0 then
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x = x + (math.ceil(-x/n)+1)*n
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end
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Trace( "adjusted "..x )
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local ret = math.mod(x,n)
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Trace( "ret "..ret )
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return ret
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end
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function fapproach(val, other_val, to_move)
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-- This does not use the (faster) C++ side version of approach because I
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-- don't want to find out how many themes pass a negative speed. -Kyz
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if val == other_val then
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return val -- already done!
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end
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local delta = other_val - val
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local sign = delta / math.abs(delta)
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local toMove = sign*to_move
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if math.abs(toMove) > math.abs(delta) then
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toMove = delta -- snap
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end
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val = val + toMove
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return val
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end
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function tableshuffle(t)
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local ret = {}
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for i=1,table.getn(t) do
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table.insert(ret, math.random(i), t[i])
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end
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return ret
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end
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table.shuffle = tableshuffle
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function tableslice(t, num)
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local ret = {}
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for i=1,table.getn(t) do
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table.insert(ret, i, t[i])
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end
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return ret
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end
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table.slice = tableslice
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-- add together the contents of a table
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function table.sum(t)
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local sum = 0
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for i=1,#t do
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sum = sum + t[i]
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end
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return sum
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end
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-- average of all table values
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function table.average(t)
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return table.sum(t) / #t
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end
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-- furthest value from the average of a given table
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function table.deviation(t)
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local offset = math.abs(table.average(t))
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for i=1,#t do
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offset = math.max(math.abs(t[i]), offset)
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end
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return offset
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end
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-- See if this exists
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function table.search(t, sFind)
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for _, v in pairs(t) do
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if v == sFind then
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return true
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end
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end
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return false
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end
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-- Retreive the entry that has this
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function table.find(t, sFind)
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for _, v in pairs(t) do
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if v == sFind then
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return _
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end
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end
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return nil
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end
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--Get the count of all items in a table
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function table.itemcount(t)
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local i = 0
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for _, v in pairs(t) do
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i = i+1
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end
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return i
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end
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function math.round(num, pre)
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if pre and pre < 0 then pre = 0 end
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local mult = 10^(pre or 0)
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if num >= 0 then return math.floor(num*mult+.5)/mult
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else return math.ceil(num*mult-.5)/mult end
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end
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function math.gcd(a, b)
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while b ~= 0 do
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a, b = b, math.mod(a, b)
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end
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return a
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end
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-- deprecated?
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function round(val, decimal)
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if decimal then
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return math.floor((val * 10^decimal) + 0.5) / (10^decimal)
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else
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return math.floor(val+0.5)
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end
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end
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function GetRandomSongBackground()
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for i=0,50 do
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local song = SONGMAN:GetRandomSong()
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if song then
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local path = song:GetBackgroundPath()
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if path then
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return path
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end
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end
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end
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return THEME:GetPathG("", "_blank")
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end
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function GetSongBackground()
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local song = GAMESTATE:GetCurrentSong()
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if song then
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local path = song:GetBackgroundPath()
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if path then
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return path
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end
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end
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return THEME:GetPathG("Common","fallback background")
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end
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function StepsOrTrailToCustomDifficulty(stepsOrTrail)
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if lua.CheckType("Steps", stepsOrTrail) then
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return StepsToCustomDifficulty(stepsOrTrail)
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end
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if lua.CheckType("Trail", stepsOrTrail) then
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return TrailToCustomDifficulty(stepsOrTrail)
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end
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end
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function IsArcade()
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return GAMESTATE:GetCoinMode() ~= 'CoinMode_Home'
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end
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function IsHome()
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return GAMESTATE:GetCoinMode() == 'CoinMode_Home'
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end
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function IsFreePlay()
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return IsArcade() and (GAMESTATE:GetCoinMode() == 'CoinMode_Free') or false
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end
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function IsCourse()
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local pm = GAMESTATE:GetPlayMode();
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return pm == "PlayMode_Nonstop" or "PlayMode_Oni" or "PlayMode_Endless"
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end
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function ArgsIfPlayerJoinedOrNil(arg1,arg2)
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if arg1==nil then arg1=arg2
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elseif arg2==nil then arg2=arg1 end
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return (GAMESTATE:IsSideJoined(PLAYER_1) and arg1 or nil),(GAMESTATE:IsSideJoined(PLAYER_2) and arg2 or nil)
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end
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function Center1Player()
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local styleType = GAMESTATE:GetCurrentStyle():GetStyleType()
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-- always center in OnePlayerTwoSides ( Doubles ) or TwoPlayersSharedSides ( Couples )
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if styleType == "StyleType_OnePlayerTwoSides" or styleType == "StyleType_TwoPlayersSharedSides" then
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return true
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-- only Center1P if Pref enabled and OnePlayerOneSide.
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-- (implicitly excludes Rave, Battle, Versus, Routine)
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elseif PREFSMAN:GetPreference("Center1Player") then
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return styleType == "StyleType_OnePlayerOneSide"
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else
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return false
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end
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end
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function IsRoutine()
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local style= GAMESTATE:GetCurrentStyle()
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if style and style:GetStyleType() == "StyleType_TwoPlayersSharedSides" then
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return true
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end
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return false
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end
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Date = {
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Today = function()
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return string.format("%i%02i%02i", Year(), (MonthOfYear()+1), DayOfMonth())
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end
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}
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Time = {
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Now = function()
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return string.format( "%02i:%02i:%02i", Hour(), Minute(), Second() )
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end
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}
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-- file utilities
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File = {
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Write = function(path,buf)
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local f = RageFileUtil.CreateRageFile()
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if f:Open(path, 2) then
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f:Write( tostring(buf) )
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f:destroy()
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return true
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else
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Trace( "[FileUtils] Error writing to ".. path ..": ".. f:GetError() )
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f:ClearError()
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f:destroy()
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return false
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end
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end,
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Read = function(path)
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local f = RageFileUtil.CreateRageFile()
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local ret = ""
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if f:Open(path, 1) then
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ret = tostring( f:Read() )
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f:destroy()
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return ret
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else
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Trace( "[FileUtils] Error reading from ".. path ..": ".. f:GetError() )
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f:ClearError()
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f:destroy()
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return nil
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end
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end
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}
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-- setenv(name,value)
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-- Sets aside an entry for <name> and puts <value> into it.
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-- Use a table as <value> to store multiple values
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function setenv(name,value) GAMESTATE:Env()[name] = value end
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-- getenv(name)
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-- This will return whatever value is at GAMESTATE:Env()[name]
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function getenv(name) return GAMESTATE:Env()[name] end
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-- tobool(v)
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-- Converts v to a boolean.
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function tobool(v)
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local meta= getmetatable(v)
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if meta and type(meta.__tobool) == "function" then
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return meta.__tobool(v)
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elseif type(v) == "string" then
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local cmp = string.lower(v)
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if cmp == "true" or cmp == "t" then
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return true
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elseif cmp == "false" or cmp == "f" then
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return false
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end
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elseif type(v) == "number" then
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if v == 0 then
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return false
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else
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return true
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end
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elseif type(v) == "boolean" then
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return v
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end
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return nil
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end
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-- GetPlayerOrMachineProfile(pn)
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-- This returns a profile, preferably a player one.
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-- If there isn't one, we fall back on the machine profile.
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function GetPlayerOrMachineProfile(pn)
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if PROFILEMAN:IsPersistentProfile(pn) then
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-- player profile
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return PROFILEMAN:GetProfile(pn);
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else
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-- machine profile
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return PROFILEMAN:GetMachineProfile();
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end;
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end;
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function pname(pn) return ToEnumShortString(pn) end
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function ThemeManager:GetAbsolutePath(sPath)
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sFinPath = "/Themes/"..self:GetCurThemeName().."/"..sPath
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assert(RageFileManager.DoesFileExist(sFinPath), "the theme element "..sPath.." is missing")
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return sFinPath
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end
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-- supported aspect ratios
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AspectRatios = {
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ThreeFour = 0.75, -- (576x760 at 1024x768; meant for rotated monitors?)
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OneOne = 1.0, -- 480x480 (uses Y value of specified resolution)
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FiveFour = 1.25, -- 600x480 (1280x1024 is a real use case)
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FourThree = 1.33333, -- 640x480 (common)
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SixteenTen = 1.6, -- 720x480 (common)
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SixteenNine = 1.77778, -- 853x480 (common)
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EightThree = 2.66666, -- 1280x480 (two monitors)
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TwentyOneNine= 2.37, -- 1138x480 (Ultrawide)
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NineSixteen = 0.5625, -- 480x720 (16:9 widescreen as portrait display)
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}
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function WideScale(AR4_3, AR16_9)
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return scale( SCREEN_WIDTH, 640, 854, AR4_3, AR16_9 )
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end
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local function round(num, idp)
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if idp and idp > 0 then
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local mult = 10 ^ idp;
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return math.floor(num * mult + 0.5) / mult;
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end;
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return math.floor(num + 0.5);
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end
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function IsUsingWideScreen()
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local curAspect = GetScreenAspectRatio()
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return curAspect > 16/10 - .044
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end
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-- Usage: Pass in an ActorFrame and a string to put in front of every line.
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-- indent will be appended to at each level of the recursion, to indent each
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-- generation further.
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function rec_print_children(parent, indent)
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if not indent then indent= "" end
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if #parent > 0 and type(parent) == "table" then
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for i, c in ipairs(parent) do
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rec_print_children(c, indent .. i .. "->")
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end
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elseif parent.GetChildren then
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local pname= (parent.GetName and parent:GetName()) or ""
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local children= parent:GetChildren()
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Trace(indent .. pname .. " children:")
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for k, v in pairs(children) do
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if #v > 0 then
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Trace(indent .. pname .. "->" .. k .. " shared name:")
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rec_print_children(v, indent .. pname .. "->")
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Trace(indent .. pname .. "->" .. k .. " shared name over.")
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else
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rec_print_children(v, indent .. pname .. "->")
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end
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end
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Trace(indent .. pname .. " children over.")
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else
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local pname= (parent.GetName and parent:GetName()) or ""
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Trace(indent .. pname .. "(" .. tostring(parent) .. ")")
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end
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end
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-- Usage: Pass in a table and a string to indent each line with.
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-- indent will be appended to at each level of the recursion, to indent each
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-- generation further.
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-- DO NOT pass in a table that contains a reference loop.
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-- A reference loop is a case where a table contains a member that is a
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-- reference to itself, or contains a table that contains a reference to
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-- itself.
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-- Short reference loop example: a= {} a[1]= a
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-- Longer reference loop example: a= {b= {c= {}}} a.b.c[1]= a
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function rec_print_table(t, indent, depth_remaining)
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if not indent then indent= "" end
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if type(t) ~= "table" then
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Trace(indent .. "rec_print_table passed a " .. type(t))
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return
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end
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depth_remaining= depth_remaining or -1
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if depth_remaining == 0 then return end
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for k, v in pairs(t) do
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if type(v) == "table" then
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Trace(indent .. k .. ": table")
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rec_print_table(v, indent .. " ", depth_remaining - 1)
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else
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Trace(indent .. "(" .. type(k) .. ")" .. k .. ": " ..
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"(" .. type(v) .. ")" .. tostring(v))
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end
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end
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Trace(indent .. "end")
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end
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function rec_count_children(parent)
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local total= 1
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if #parent > 0 and type(parent) == "table" then
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for i, c in ipairs(parent) do
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total= total + rec_count_children(c)
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end
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elseif parent.GetChildren then
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local pname= (parent.GetName and parent:GetName()) or ""
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local children= parent:GetChildren()
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for k, v in pairs(children) do
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if #v > 0 then
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total= total + rec_count_children(v)
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else
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total= total + rec_count_children(v)
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end
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end
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end
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return total
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end
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-- Minor text formatting functions from Kyzentun.
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-- TODO: Figure out why BitmapText:maxwidth doesn't do what I want.
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-- Intentionally undocumented because they should be moved to BitmapText ASAP
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function width_limit_text(text, limit, natural_zoom)
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natural_zoom= natural_zoom or 1
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if text:GetWidth() * natural_zoom > limit then
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text:zoomx(limit / text:GetWidth())
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else
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text:zoomx(natural_zoom)
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end
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end
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function width_clip_text(text, limit)
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local full_text= text:GetText()
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local fits= text:GetZoomedWidth() <= limit
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local prev_max= #full_text - 1
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local prev_min= 0
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if not fits then
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while prev_max - prev_min > 1 do
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local new_max= math.round((prev_max + prev_min) / 2)
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text:settext(full_text:sub(1, 1+new_max))
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if text:GetZoomedWidth() <= limit then
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prev_min= new_max
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else
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prev_max= new_max
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end
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end
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text:settext(full_text:sub(1, 1+prev_min))
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end
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end
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function width_clip_limit_text(text, limit, natural_zoom)
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natural_zoom= natural_zoom or text:GetZoomY()
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local text_width= text:GetWidth() * natural_zoom
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if text_width > limit * 2 then
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text:zoomx(natural_zoom * .5)
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width_clip_text(text, limit)
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else
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width_limit_text(text, limit, natural_zoom)
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end
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end
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function convert_text_to_indented_lines(text, indent, width, text_zoom)
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local text_as_lines= split("\n", text:GetText())
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local indented_lines= {}
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for i, line in ipairs(text_as_lines) do
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local remain= line
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local sub_lines= 0
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repeat
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text:settext(remain)
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local clipped= false
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local indent_mult= 0
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if i > 1 then
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indent_mult= indent_mult + 1
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end
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if sub_lines > 0 then
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indent_mult= 2
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end
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-- On larger resolutions, the font can be squished a bit to fit more on a line.
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local resolution_width_mult= math.max(1, DISPLAY:GetDisplayHeight() / 720)
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local usable_width= (width - (indent * indent_mult)) * resolution_width_mult
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if text:GetWidth() * text_zoom > usable_width then
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clipped= true
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width_clip_text(text, usable_width)
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end
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indented_lines[#indented_lines+1]= {
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indent_mult, text:GetText()}
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remain= remain:sub(#text:GetText()+1)
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sub_lines= sub_lines + 1
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until not clipped
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end
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return indented_lines
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end
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-- (c) 2005-2011 Glenn Maynard, Chris Danford, SSC
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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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