Files
itgmania212121/Themes/_fallback/Scripts/02 Actor.lua
T
2011-08-20 20:17:00 -05:00

239 lines
6.2 KiB
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
end
-- fEase = 0 is equivalent to TweenType_Linear.
if fEase == 0 then
self:linear(t)
return
end
-- fEase = +100 is equivalent to TweenType_Decelerate.
if fEase == 100 then
self:decelerate(t)
return
end
self:tween( t, "TweenType_Bezier",
{
0,
scale(fEase, -100, 100, 0/3, 2/3),
scale(fEase, -100, 100, 1/3, 3/3),
1
}
)
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 )
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 )
end
local SmoothBezier =
{
0, 0, 1, 1
}
function Actor:smooth(t)
self:tween( t, "TweenType_Bezier", SmoothBezier )
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 )
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
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
end
function Actor:player(p)
self:visible( GAMESTATE:IsHumanPlayer(p) )
end
function ActorFrame:propagatecommand(...)
self:propagate(1)
self:playcommand(...)
self:propagate(0)
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 )
end
function Actor:FullScreen()
self:stretchto( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
end
--[[ Typical background sizes:
320x240 - [4:3]
640x480 - [4:3] (most simfiles in distribution today use this res.)
768x480 - [16:10]
854x480 - [16:9]
]]
function Actor:scale_or_crop_background()
local gw = self:GetWidth()
local gh = self:GetHeight()
local graphicAspect = gw/gh
local displayAspect = DISPLAY:GetDisplayWidth()/DISPLAY:GetDisplayHeight()
if graphicAspect == displayAspect then
-- bga matches the current aspect, we can stretch it.
self:stretchto( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
else
-- temp
self:scaletocover( 0,0,SCREEN_WIDTH,SCREEN_HEIGHT )
--[[
-- bga doesn't match the aspect.
if displayAspect > graphicAspect then
-- the graphic is smaller than the display aspect ratio
else
-- the graphic is bigger than the display aspect ratio; crop me
end
--]]
end
end
function Actor:Center()
self:x(SCREEN_CENTER_X)
self:y(SCREEN_CENTER_Y)
end
function Actor:bezier(...)
local a = {...}
local b = {}
local c = 0
assert((a == 9 or a == 5), "bad number of arguments for Actor:bezier()")
for i=3,c do
b[#b+1] = a[i]
end
self:tween(a[2], "TweenMode_Bezier", b)
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 )
end
-- (c) 2006 Glenn Maynard
-- 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.