Files
itgmania212121/Themes/default/BGAnimations/ScreenSelectProfile overlay.lua
T
ListenerJubatus 2dcf66223d Code cleanup
Mainly unneeded semicolons
2018-08-14 14:19:02 -06:00

284 lines
8.5 KiB
Lua

function GetLocalProfiles()
local t = {};
function GetSongsPlayedString(numSongs)
return numSongs == 1 and Screen.String("SingularSongPlayed") or Screen.String("SeveralSongsPlayed")
end
for p = 0,PROFILEMAN:GetNumLocalProfiles()-1 do
local profile=PROFILEMAN:GetLocalProfileFromIndex(p);
local ProfileCard = Def.ActorFrame {
--[[ Def.Quad {
InitCommand=cmd(zoomto,200,1;y,40/2);
OnCommand=cmd(diffuse,Color('Outline'));
}; --]]
LoadFont("Common Fallback") .. {
Text=profile:GetDisplayName();
InitCommand=cmd(shadowlength,1;y,-12;zoom,1;strokecolor,color("#000000");ztest,true);
};
LoadFont("Common Condensed") .. {
InitCommand=cmd(shadowlength,1;y,10;zoom,0.7;vertspacing,-8;ztest,true);
BeginCommand=function(self)
local numSongsPlayed = profile:GetNumTotalSongsPlayed();
self:settext( string.format( GetSongsPlayedString( numSongsPlayed ), numSongsPlayed ) )
end;
};
};
t[#t+1]=ProfileCard;
end;
return t;
end;
function LoadCard(cColor)
local t = Def.ActorFrame {
LoadActor( THEME:GetPathG("ScreenSelectProfile","CardBackground") ) .. {
InitCommand=cmd(diffuse,ColorMidTone(cColor));
};
};
return t
end
function LoadPlayerStuff(Player)
local t = {};
local pn = (Player == PLAYER_1) and 1 or 2;
--[[ local t = LoadActor(THEME:GetPathB('', '_frame 3x3'), 'metal', 200, 230) .. {
Name = 'BigFrame';
}; --]]
t[#t+1] = Def.ActorFrame {
Name = 'JoinFrame';
LoadCard(color('#882D47'));
--[[ Def.Quad {
InitCommand=cmd(zoomto,200+4,230+4);
OnCommand=cmd(shadowlength,1;diffuse,color("0,0,0,0.5"));
};
Def.Quad {
InitCommand=cmd(zoomto,200,230);
OnCommand=cmd(diffuse,Color('Orange');diffusealpha,0.5);
}; --]]
LoadFont("Common Italic Condensed") .. {
Text="Press &START; to join";
InitCommand=cmd(shadowlength,1;zoom,1.25);
OnCommand=cmd(diffuseshift;effectcolor1,Color('White');effectcolor2,color("0.5,0.5,0.5");strokecolor,color("#4A1110"));
};
};
t[#t+1] = Def.ActorFrame {
Name = 'BigFrame';
LoadCard(PlayerColor(Player));
};
t[#t+1] = Def.ActorFrame {
Name = 'SmallFrame';
InitCommand=cmd(y,-2);
Def.Quad {
InitCommand=cmd(zoomto,270,48);
OnCommand=cmd(diffuse,PlayerDarkColor(Player);fadeleft,0.1;faderight,0.1);
};
};
t[#t+1] = Def.ActorScroller{
Name = 'Scroller';
NumItemsToDraw=6;
--InitCommand=cmd(zoom,2);
OnCommand=cmd(y,1;SetFastCatchup,true;SetMask,200,58;SetSecondsPerItem,0.15);
OffCommand=cmd(decelerate,0.5;diffusealpha,0);
TransformFunction=function(self, offset, itemIndex, numItems)
local focus = scale(math.abs(offset),0,2,1,0);
self:visible(false);
self:y(math.floor( offset*48 ));
-- self:zoomy( focus );
-- self:z(-math.abs(offset));
-- self:zoom(focus);
end;
children = GetLocalProfiles();
};
t[#t+1] = Def.ActorFrame {
Name = "EffectFrame";
};
t[#t+1] = LoadFont("Common Fallback") .. {
Name = 'SelectedProfileText';
InitCommand=cmd(y,160;shadowlength,1;diffuse,color("#FFFFFF");strokecolor,ColorDarkTone(PlayerColor(Player));diffusebottomedge,color("#FFFFFF");zoom,1.25);
};
return t;
end;
function UpdateInternal3(self, Player)
local pn = (Player == PLAYER_1) and 1 or 2;
local frame = self:GetChild(string.format('P%uFrame', pn));
local scroller = frame:GetChild('Scroller');
local seltext = frame:GetChild('SelectedProfileText');
local joinframe = frame:GetChild('JoinFrame');
local smallframe = frame:GetChild('SmallFrame');
local bigframe = frame:GetChild('BigFrame');
if GAMESTATE:IsHumanPlayer(Player) then
frame:visible(true);
if MEMCARDMAN:GetCardState(Player) == 'MemoryCardState_none' then
--using profile if any
joinframe:visible(false);
smallframe:visible(true);
bigframe:visible(true);
seltext:visible(true);
scroller:visible(true);
local ind = SCREENMAN:GetTopScreen():GetProfileIndex(Player);
if ind > 0 then
scroller:SetDestinationItem(ind-1);
seltext:settext(PROFILEMAN:GetLocalProfileFromIndex(ind-1):GetDisplayName());
else
if SCREENMAN:GetTopScreen():SetProfileIndex(Player, 1) then
scroller:SetDestinationItem(0);
self:queuecommand('UpdateInternal2');
else
joinframe:visible(true);
smallframe:visible(false);
bigframe:visible(false);
scroller:visible(false);
seltext:settext('No profile');
end;
end;
else
--using card
smallframe:visible(false);
scroller:visible(false);
seltext:settext('CARD');
SCREENMAN:GetTopScreen():SetProfileIndex(Player, 0);
end;
else
joinframe:visible(true);
scroller:visible(false);
seltext:visible(false);
smallframe:visible(false);
bigframe:visible(false);
end;
end;
-- here's a (messy) fix for one player's selection ending the screen,
-- at least until this whole thing is rewritten to be... Not this
local ready = {}
local function AllPlayersReady()
for i, pn in ipairs(GAMESTATE:GetHumanPlayers()) do
if not ready[pn] then
return false
end
end
-- if it hasn't returned false by now, surely it must be true, right? RIGHT???
return true
end
local t = Def.ActorFrame {
StorageDevicesChangedMessageCommand=function(self, params)
self:queuecommand('UpdateInternal2');
end;
CodeMessageCommand = function(self, params)
if params.Name == 'Start' or params.Name == 'Center' then
MESSAGEMAN:Broadcast("StartButton");
if not GAMESTATE:IsHumanPlayer(params.PlayerNumber) then
SCREENMAN:GetTopScreen():SetProfileIndex(params.PlayerNumber, -1);
else
ready[params.PlayerNumber] = true
if AllPlayersReady() then
SCREENMAN:GetTopScreen():Finish();
end
end;
end;
if params.Name == 'Up' or params.Name == 'Up2' or params.Name == 'DownLeft' then
-- Added a line to make sure the player can't fiddle around in the menu
-- after they've already made a selection.
if GAMESTATE:IsHumanPlayer(params.PlayerNumber) and not ready[params.PlayerNumber] then
local ind = SCREENMAN:GetTopScreen():GetProfileIndex(params.PlayerNumber);
if ind > 1 then
if SCREENMAN:GetTopScreen():SetProfileIndex(params.PlayerNumber, ind - 1 ) then
MESSAGEMAN:Broadcast("DirectionButton");
self:queuecommand('UpdateInternal2');
end;
end;
end;
end;
if params.Name == 'Down' or params.Name == 'Down2' or params.Name == 'DownRight' then
if GAMESTATE:IsHumanPlayer(params.PlayerNumber) and not ready[params.PlayerNumber] then
local ind = SCREENMAN:GetTopScreen():GetProfileIndex(params.PlayerNumber);
if ind > 0 then
if SCREENMAN:GetTopScreen():SetProfileIndex(params.PlayerNumber, ind + 1 ) then
MESSAGEMAN:Broadcast("DirectionButton");
self:queuecommand('UpdateInternal2');
end;
end;
end;
end;
if params.Name == 'Back' then
if GAMESTATE:GetNumPlayersEnabled()==0 then
SCREENMAN:GetTopScreen():Cancel();
else
MESSAGEMAN:Broadcast("BackButton")
-- Allow... erm... un-readying a player.
if ready[params.PlayerNumber] then
ready[params.PlayerNumber] = false
else
SCREENMAN:GetTopScreen():SetProfileIndex(params.PlayerNumber, -2);
end
end;
end;
end;
PlayerJoinedMessageCommand=function(self, params)
self:queuecommand('UpdateInternal2');
end;
PlayerUnjoinedMessageCommand=function(self, params)
self:queuecommand('UpdateInternal2');
end;
OnCommand=function(self, params)
self:queuecommand('UpdateInternal2');
end;
UpdateInternal2Command=function(self)
UpdateInternal3(self, PLAYER_1);
UpdateInternal3(self, PLAYER_2);
end;
children = {
Def.ActorFrame {
Name = 'P1Frame';
InitCommand=cmd(x,SCREEN_CENTER_X-160;y,SCREEN_CENTER_Y);
--OnCommand=cmd(zoom,0;bounceend,0.35;zoom,1);
OffCommand=cmd(decelerate,0.3;diffusealpha,0);
-- PlayerJoinedMessageCommand=function(self,param)
-- if param.Player == PLAYER_1 then
-- (cmd(;zoom,1.15;bounceend,0.175;zoom,1.0))(self);
-- end;
-- end;
children = LoadPlayerStuff(PLAYER_1);
};
Def.ActorFrame {
Name = 'P2Frame';
InitCommand=cmd(x,SCREEN_CENTER_X+160;y,SCREEN_CENTER_Y);
--OnCommand=cmd(zoom,0;bounceend,0.35;zoom,1);
OffCommand=cmd(decelerate,0.3;diffusealpha,0);
-- PlayerJoinedMessageCommand=function(self,param)
-- if param.Player == PLAYER_2 then
-- (cmd(zoom,1.15;bounceend,0.175;zoom,1.0))(self);
-- end;
-- end;
children = LoadPlayerStuff(PLAYER_2);
};
-- sounds
LoadActor( THEME:GetPathS("Common","start") )..{
StartButtonMessageCommand=cmd(play);
};
LoadActor( THEME:GetPathS("Common","cancel") )..{
BackButtonMessageCommand=cmd(play);
};
LoadActor( THEME:GetPathS("Common","value") )..{
DirectionButtonMessageCommand=cmd(play);
};
};
};
return t;