Files
itgmania212121/Themes/_fallback/Scripts/03 ProductivityHelpers.lua
T

266 lines
6.4 KiB
Lua

-- ProductivityHelpers: A set of useful aliases for theming.
--[[ Globals ]]
function IsArcade()
local sCoinMode = GAMESTATE:GetCoinMode();
local bIsArcade = (sCoinMode ~= 'CoinMode_Home');
return bIsArcade;
end
function IsHome()
local sCoinMode = GAMESTATE:GetCoinMode();
local bIsHome = (sCoinMode == 'CoinMode_Home');
return bIsHome;
end
function IsFreePlay()
if IsArcade() then
return (GAMESTATE:GetCoinMode() == 'CoinMode_Free');
else
return false
end
end
function Center1Player()
local styleType = GAMESTATE:GetCurrentStyle():GetStyleType()
-- always center in OnePlayerTwoSides.
if styleType == "StyleType_OnePlayerTwoSides" then
return true
-- only Center1P if Pref enabled and OnePlayerOneSide.
-- (implicitly excludes Rave, Battle, Versus, Routine)
elseif PREFSMAN:GetPreference("Center1Player") then
return styleType == "StyleType_OnePlayerOneSide"
else
return false
end
end
--[[ 3.9 Functions ]]
Game = {
GetStage = function()
end,
}
--[[ Aliases ]]
-- Blend Modes
-- Aliases for blend modes.
Blend = {
Normal = 'BlendMode_Normal',
Add = 'BlendMode_Add',
Subtract = 'BlendMode_Subtract',
Modulate = 'BlendMode_Modulate',
CopySource = 'BlendMode_CopySrc',
AlphaMask = 'BlendMode_AlphaMask',
AlphaKnockout = 'BlendMode_AlphaKnockout',
AlphaMultiply = 'BlendMode_AlphaMultiply',
Multiply = 'BlendMode_WeightedMultiply',
Invert = 'BlendMode_InvertDest',
NoEffect = 'BlendMode_NoEffect',
}
function StringToBlend(s) return Blend[s] or nil end
-- EffectMode
-- Aliases for EffectMode (aka shaders)
EffectMode = {
Normal = 'EffectMode_Normal',
Unpremultiply = 'EffectMode_Unpremultiply',
ColorBurn = 'EffectMode_ColorBurn',
ColorDodge = 'EffectMode_ColorDodge',
VividLight = 'EffectMode_VividLight',
HardMix = 'EffectMode_HardMix',
Overlay = 'EffectMode_Overlay',
Screen = 'EffectMode_Screen',
YUYV422 = 'EffectMode_YUYV422',
}
-- Health Declarations
-- Used primarily for lifebars.
Health = {
Max = 'HealthState_Hot',
Alive = 'HealthState_Alive',
Danger = 'HealthState_Danger',
Dead = 'HealthState_Dead'
}
-- 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
--]]
-- useful
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
function Actor:Real()
-- scale back down to real pixels.
self:basezoom(GetReal())
-- don't make this ugly
self:SetTextureFiltering(false)
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)
end
--[[ Actor commands ]]
function Actor:CenterX()
self:x(SCREEN_CENTER_X)
end
function Actor:CenterY()
self:y(SCREEN_CENTER_Y)
end
-- xy(actorX,actorY)
-- Sets the x and y of an actor in one command.
function Actor:xy(actorX,actorY)
self:x(actorX)
self:y(actorY)
end
function PositionPerPlayer(player, p1X, p2X)
return player == PLAYER_1 and p1X or p2X
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')
end
-- MaskDest()
-- Sets an actor up to be masked by anything with MaskSource().
function Actor:MaskDest()
self:ztest(true)
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)
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:effecmagnitude(1,1.125,1)
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)
end
-- Stroke(color)
-- Sets the text's stroke color.
function BitmapText:Stroke(c)
self:strokecolor( c )
end
-- NoStroke()
-- Removes any stroke.
function BitmapText:NoStroke()
self:strokecolor( color("0,0,0,0") )
end
-- Set Text With Format (contributed by Daisuke Master)
-- this function is my hero - shake
function BitmapText:settextf(...)
self:settext(string.format(...))
end
-- DiffuseAndStroke(diffuse,stroke)
-- Set diffuse and stroke at the same time.
function BitmapText:DiffuseAndStroke(diffuseC,strokeC)
self:diffuse(diffuseC)
self:strokecolor(strokeC)
end;
--[[ end BitmapText commands ]]
--[[ ----------------------------------------------------------------------- ]]
--[[ profile stuff ]]
-- GetPlayerOrMachineProfile(pn)
-- This returns a profile, preferably a player one.
-- If there isn't one, we fall back on the machine profile.
function GetPlayerOrMachineProfile(pn)
if PROFILEMAN:IsPersistentProfile(pn) then
-- player profile
return PROFILEMAN:GetProfile(pn);
else
-- machine profile
return PROFILEMAN:GetMachineProfile();
end;
end;
--[[ end profile stuff]]
--[[ ----------------------------------------------------------------------- ]]
--[[ helper functions ]]
function tobool(v)
if type(v) == "string" then
local cmp = string.lower(v)
if cmp == "true" or cmp == "t" then
return true
elseif cmp == "false" or cmp == "f" then
return false
end
elseif type(v) == "number" then
if v == 0 then
return false
else
return true
end
end
end
function pname(pn) return ToEnumShortString(pn) end
function math.round(num, pre)
if pre and pre < 0 then pre = 0 end
local mult = 10^(pre or 0)
if num >= 0 then return math.floor(num*mult+.5)/mult
else return math.ceil(num*mult-.5)/mult end
end
--[[ end helper functions ]]
-- this code is in the public domain.