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