Files
itgmania212121/Themes/_fallback/BGAnimations/ScreenOptionsCustomizeProfile overlay.lua
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Lua

-- Pester Kyzentun for an explanation if you need to customize this screen.
-- Also, this might be rewritten to us a proper customizable lua menu system
-- in the future.
-- Copy this file into your theme, then modify as needed to suit your theme.
-- Each of the things on this list has a comment marking it, so you can
-- quickly find it by searching.
-- Things you will want to change:
-- 1. The Numpad
-- 2. The Cursor
-- 3. The Menu Items
-- 4. The Menu Values
-- 4.1 The L/R indicators
-- 5. The Menu Fader
local profile= GAMESTATE:GetEditLocalProfile()
-- 1. The Numpad
-- This is what sets up how the numpad looks. See Scripts/04 NumPadEntry.lua
-- for a full description of how to customize a NumPad.
-- Note that if you provide a custom prompt actor for the NumPad, it must
-- have a SetCommand because the NumPad is used any time the player needs to
-- enter a number, and the prompt is updated by running its SetCommand.
local number_entry= new_numpad_entry{
Name= "number_entry",
InitCommand= cmd(diffusealpha, 0; xy, _screen.cx*1.5, _screen.cy),
value_color= PlayerColor(PLAYER_1),
cursor_draw= "first",
cursor_color= PlayerDarkColor(PLAYER_1),
}
local function calc_list_pos(value, list)
for i, entry in ipairs(list) do
if entry.setting == value then
return i
end
end
return 1
end
local function item_value_to_text(item, value)
if item.item_type == "bool" then
if value then
value= THEME:GetString("ScreenOptionsCustomizeProfile", item.true_text)
else
value= THEME:GetString("ScreenOptionsCustomizeProfile", item.false_text)
end
elseif item.item_type == "list" then
local pos= calc_list_pos(value, item.list)
return item.list[pos].display_name
end
return value
end
local char_list= {}
do
local all_chars= CHARMAN:GetAllCharacters()
for i, char in ipairs(char_list) do
char_list[#char_list+1]= {
setting= char:GetCharacterID(), display_name= char:GetDisplayName()}
end
end
local menu_items= {
{name= "weight", get= "GetWeightPounds", set= "SetWeightPounds",
item_type= "number", auto_done= 100},
{name= "voomax", get= "GetVoomax", set= "SetVoomax", item_type= "number",
auto_done= 10},
{name= "birth_year", get= "GetBirthYear", set= "SetBirthYear",
item_type= "number", auto_done= 1000},
{name= "calorie_calc", get= "GetIgnoreStepCountCalories",
set= "SetIgnoreStepCountCalories", item_type= "bool",
true_text= "use_heart", false_text= "use_steps"},
{name= "gender", get= "GetIsMale", set= "SetIsMale", item_type= "bool",
true_text= "male", false_text= "female"},
}
if #char_list > 0 then
menu_items[#menu_items+1]= {
name= "character", get= "GetCharacter", set= "SetCharacter",
item_type= "list", list= char_list}
end
menu_items[#menu_items+1]= {name= "exit", item_type= "exit"}
local menu_cursor
local menu_pos= 1
local menu_start= 72
local menu_x= 32
local value_x= 300
local fader
local cursor_on_menu= "main"
local menu_item_actors= {}
local menu_values= {}
local list_pos= 0
local active_list= {}
local left_showing= false
local right_showing= false
local function fade_actor_to(actor, alf)
actor:stoptweening()
actor:linear(.2)
actor:diffusealpha(alf)
end
local function update_menu_cursor()
local item= menu_item_actors[menu_pos]
menu_cursor:playcommand("Move", {item:GetX(), item:GetY()})
menu_cursor:playcommand("Fit", item)
end
local function update_list_cursor()
local valactor= menu_values[menu_pos]
valactor:playcommand("Set", {active_list[list_pos].display_name})
if list_pos > 1 then
if not left_showing then
valactor:playcommand("ShowLeft")
left_showing= true
end
else
if left_showing then
valactor:playcommand("HideLeft")
left_showing= false
end
end
if list_pos < #active_list then
if not right_showing then
valactor:playcommand("ShowRight")
right_showing= true
end
else
if right_showing then
valactor:playcommand("HideRight")
right_showing= false
end
end
end
local function exit_screen()
local profile_id= GAMESTATE:GetEditLocalProfileID()
PROFILEMAN:SaveLocalProfile(profile_id)
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen")
SOUND:PlayOnce(THEME:GetPathS("Common", "Start"))
end
local function input(event)
local pn= event.PlayerNumber
if not pn then return false end
if event.type == "InputEventType_Release" then return false end
local button= event.GameButton
if cursor_on_menu == "main" then
if button == "Start" then
local item= menu_items[menu_pos]
if item.item_type == "bool" then
local value= not profile[item.get](profile)
menu_values[menu_pos]:playcommand(
"Set", {item_value_to_text(item, value)})
profile[item.set](profile, value)
elseif item.item_type == "number" then
fade_actor_to(fader, .8)
fade_actor_to(number_entry.container, 1)
number_entry.value= profile[item.get](profile)
number_entry.value_actor:playcommand("Set", {number_entry.value})
number_entry.auto_done_value= item.auto_done
number_entry.max_value= item.max
number_entry:update_cursor(number_entry.cursor_start)
number_entry.prompt_actor:playcommand(
"Set", {THEME:GetString("ScreenOptionsCustomizeProfile", item.name)})
cursor_on_menu= "numpad"
elseif item.item_type == "list" then
cursor_on_menu= "list"
active_list= menu_items[menu_pos].list
list_pos= calc_list_pos(
profile[menu_items[menu_pos].get](profile), active_list)
update_list_cursor()
elseif item.item_type == "exit" then
exit_screen()
end
elseif button == "Back" then
exit_screen()
else
if button == "MenuLeft" or button == "MenuUp" then
if menu_pos > 1 then menu_pos= menu_pos - 1 end
update_menu_cursor()
elseif button == "MenuRight" or button == "MenuDown" then
if menu_pos < #menu_items then menu_pos= menu_pos + 1 end
update_menu_cursor()
end
end
elseif cursor_on_menu == "numpad" then
local done= number_entry:handle_input(button)
if done or button == "Back" then
local item= menu_items[menu_pos]
if button ~= "Back" then
profile[item.set](profile, number_entry.value)
menu_values[menu_pos]:playcommand(
"Set", {item_value_to_text(item, number_entry.value)})
end
fade_actor_to(fader, 0)
fade_actor_to(number_entry.container, 0)
cursor_on_menu= "main"
end
elseif cursor_on_menu == "list" then
if button == "MenuLeft" or button == "MenuUp" then
if list_pos > 1 then list_pos= list_pos - 1 end
update_list_cursor()
menu_values[menu_pos]:playcommand("PressLeft")
elseif button == "MenuRight" or button == "MenuDown" then
if list_pos < #active_list then list_pos= list_pos + 1 end
update_list_cursor()
menu_values[menu_pos]:playcommand("PressRight")
elseif button == "Start" or button == "Back" then
if button ~= "Back" then
profile[menu_items[menu_pos].set](
profile, active_list[list_pos].setting)
end
local valactor= menu_values[menu_pos]
left_showing= false
right_showing= false
valactor:playcommand("HideLeft")
valactor:playcommand("HideRight")
cursor_on_menu= "main"
end
end
end
local args= {
Def.Actor{
OnCommand= function(self)
update_menu_cursor()
SCREENMAN:GetTopScreen():AddInputCallback(input)
end
},
-- 2. The Cursor
-- This is the cursor on the main portion of the menu.
-- It needs to have Move and Fit commands for when it's moved to a new
-- item on the list.
Def.Quad{
Name= "menu_cursor", InitCommand= function(self)
menu_cursor= self
self:horizalign(left)
self:setsize(0, 24)
self:diffuse(PlayerColor(PLAYER_1))
self:xy(menu_x - 10, menu_start)
end,
-- params contains the position to move to.
-- The -10 to x position is to give a bit of cursor on the left.
MoveCommand= function(self, params)
self:stoptweening()
self:linear(.1)
self:xy(params[1] - 10, params[2])
end,
-- param is the actor to fit around.
-- The +20 to width is to give a bit of cursor on each side.
FitCommand= function(self, param)
self:SetWidth(param:GetWidth() + 20)
end
},
}
-- Note that the "character" item in the menu only shows up if there are
-- characters to choose from. You might want to adjust positioning for that.
for i, item in ipairs(menu_items) do
local item_y= menu_start + ((i-1) * 24)
-- 3. The Menu Items
-- This creates the actor that will be used to show each item on the menu.
args[#args+1]= Def.BitmapText{
Name= "menu_" .. item.name, Font= "Common Normal",
Text= THEME:GetString("ScreenOptionsCustomizeProfile", item.name),
InitCommand= function(self)
-- Note that the item adds itself to the list menu_item_actors. This
-- is so that when the cursor is moved, the appropriate item can be
-- easily fetched for positioning and sizing the cursor.
-- Note the ActorFrames have a width of 1 unless you set it, so when
-- you change this from an BitmapText to a ActorFrame, you will have
-- to make the FitCommand of your cursor look at the children.
menu_item_actors[i]= self
self:xy(menu_x, item_y)
self:diffuse(Color.White)
self:horizalign(left)
end
}
if item.get then
local value_text= item_value_to_text(item, profile[item.get](profile))
-- 4. The Menu Values
-- Each of the values needs to have a SetCommand so it can be updated
-- when the player changes it.
-- And ActorFrame is used because values for list items need to have
-- left/right indicators for when the player is making a choice.
local value_args= {
Name= "value_" .. item.name,
InitCommand= function(self)
-- Note that the ActorFrame is being added to the list menu_values
-- so it can be easily fetched and updated when the value changes.
menu_values[i]= self
self:xy(value_x, menu_start + ((i-1) * 24))
end,
Def.BitmapText{
Name= "val", Font= "Common Normal", Text= value_text,
InitCommand= function(self)
self:diffuse(Color.White)
self:horizalign(left)
end,
SetCommand= function(self, param)
self:settext(param[1])
end,
}
}
if item.item_type == "list" then
-- 4.1 The L/R indicators
-- The L/R indicators are there to tell the player when there is a
-- choice to the left or right of the choice they are on.
-- Note that they are placed inside the ActorFrame for the value, so
-- when commands are played on the ActorFrame, they are played for the
-- indicators too.
-- The commands are ShowLeft, HideLeft, PressLeft, and the same for
-- Right.
-- Note that the right indicator has a SetCommand so it sees when the
-- value changes and checks the new width to position itself.
-- Show/Hide is only played when the indicator changes state.
-- Command execution order: Set, Show/Hide (if change occurred), Press
value_args[#value_args+1]= Def.ActorMultiVertex{
InitCommand= function(self)
self:SetVertices{
{{-5, 0, 0}, Color.White}, {{0, -10, 0}, Color.White},
{{0, 10, 0}, Color.White}}
self:SetDrawState{Mode= "DrawMode_Triangles"}
self:x(-8)
self:visible(false)
self:playcommand("Set", {value_text})
end,
ShowLeftCommand= cmd(visible, true),
HideLeftCommand= cmd(visible, false),
PressLeftCommand= cmd(stoptweening; linear, .2; zoom, 2; linear, .2;
zoom, 1),
}
value_args[#value_args+1]= Def.ActorMultiVertex{
InitCommand= function(self)
self:SetVertices{
{{5, 0, 0}, Color.White}, {{0, -10, 0}, Color.White},
{{0, 10, 0}, Color.White}}
self:SetDrawState{Mode= "DrawMode_Triangles"}
self:visible(false)
end,
SetCommand= function(self)
local valw= self:GetParent():GetChild("val"):GetWidth()
self:x(valw+8)
end,
ShowRightCommand= cmd(visible, true),
HideRightCommand= cmd(visible, false),
PressRightCommand= cmd(stoptweening; linear, .2; zoom, 2; linear, .2;
zoom, 1),
}
end
args[#args+1]= Def.ActorFrame(value_args)
end
end
-- 5. The Menu Fader
-- This is just something to tell the player that the menu is no longer
-- active because they are interacting with the numpad.
-- Default is to just fade this in over the top of the menu. If you want
-- something different, change the places in the input function that call
-- fade_actor_to to do what you want with the fader.
args[#args+1]= Def.Quad{
Name= "fader", InitCommand= function(self)
fader= self
self:setsize(270, #menu_items * 24)
self:horizalign(left)
self:vertalign(top)
self:xy(menu_x-10, menu_start-12)
self:diffuse(Color.Black)
self:diffusealpha(0)
end
}
args[#args+1]= number_entry:create_actors()
return Def.ActorFrame(args)