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itgmania212121/Themes/_fallback/BGAnimations/ScreenOverscanConfig overlay.lua
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krakpot 139463b7a5 Fixed input function on ScreenOverscanConfig
Now you can exit OverscanConfig safely.
2015-06-23 04:01:00 +09:00

138 lines
5.1 KiB
Lua

-- Screen written by Kyzentun, so if it's confusingly advanced/simple, that's
-- why.
-- The names of the elements in this table will be used to know the names of
-- the preferences they affect.
local valtex_buttons= {
CenterImageAddWidth= {"d", "a"},
CenterImageAddHeight= {"w", "s"},
CenterImageTranslateX= {"l", "j"},
CenterImageTranslateY= {"k", "i"},
}
-- valtex will be used to store the actors that show the current values for
-- easy access.
local valtex= {}
-- change_center_val is a convenience function so that things that need to
-- change a value only need one line of code, and so that if the method for
-- changing a value changes, it only needs to be changed here.
local function change_center_val(valname, amount)
local new_val= PREFSMAN:GetPreference(valname) + amount
PREFSMAN:SetPreference(valname, new_val)
valtex[valname]:settext(new_val)
update_centering()
end
-- valtext_frames will store the ActorFrames that each name and value actor
-- is inside. Then each ActorFrame can update widest_name and tell all the
-- frames to adjust their position for the new width. This is how the text
-- is reasonably centered.
local valtex_frames= {}
local widest_name= 0
-- valtexact is a convenience function because each preference needs the same
-- actors: one for the name and buttons, and one for the value. This way,
-- there are fewer lines of code, and they all behave the same.
-- The value is left aligned and the name right aligned so they don't overlap.
-- Normally, all text displayed should be translated by using THEME:GetString,
-- but in this case, these are the exact names of the preferences, so it's
-- important for people to be able to find them easily in Preferences.ini by
-- recognizing the name shown on the screen.
local function valtexact(name, x, y, c)
return Def.ActorFrame{
InitCommand= function(self)
valtex_frames[name]= self
local name_w= self:GetChild("Name"):GetWidth()
if name_w > widest_name then widest_name= name_w end
self:y(y)
for frame_name, frame in pairs(valtex_frames) do
frame:playcommand("recenter")
end
end,
recenterCommand= function(self)
self:x(x + (widest_name / 2))
end,
Def.BitmapText{
Font= "Common Normal", Name= "Value", InitCommand= function(self)
valtex[name]= self
self:x(4):settext(PREFSMAN:GetPreference(name)):horizalign(left)
end,
},
Def.BitmapText{
Font= "Common Normal", Name= "Name", InitCommand= function(self)
self:x(-4):settext(
name .. "(" .. valtex_buttons[name][1] .. " or " ..
valtex_buttons[name][2] .. "): "):horizalign(right):diffuse(c)
end,
},
}
end
-- This is the callback that processes input. It ignores releases so only
-- first press and repeat events are processed. It uses valtex_buttons to
-- figure out what value was modified. This way, all the prefs have the same
-- interface, and the definition of that interface is short and simple.
-- One button to increase the value by one, one button to decrease by one.
local function input(event)
if event.type == "InputEventType_Release" then return false end
local button= ToEnumShortString(event.DeviceInput.button)
local gamebutton = event.GameButton
local input_functions = {
Start= function()
SCREENMAN:GetTopScreen():StartTransitioningScreen("SM_GoToNextScreen")
SOUND:PlayOnce(THEME:GetPathS("Common", "Start"), true)
end,
Back= function()
SCREENMAN:GetTopScreen():Cancel()
end
};
if input_functions[gamebutton] then
input_functions[gamebutton]()
end
for valname, button_set in pairs(valtex_buttons) do
if button == button_set[1] then
change_center_val(valname, 1)
elseif button == button_set[2] then
change_center_val(valname, -1)
end
end
end
-- Another convenience function, this time for a simple aligned quad.
local function quaid(x, y, w, h, c, ha, va)
return Def.Quad{
InitCommand= function(self)
self:xy(x, y):setsize(w, h):diffuse(c):horizalign(ha):vertalign(va)
end
}
end
-- Simple colors. Note that the quads and the text are color coded: the text
-- for the prefs that affect the width and the vertical quads on the sides are
-- the same color. The text for the prefs that affect the height is the same
-- color as the quads at the top and bottom.
local red= color("#ff0000")
local blue= color("#0000ff")
local args= {
OnCommand= function(self)
SCREENMAN:GetTopScreen():AddInputCallback(input)
end,
-- Note that the quads are aligned. This way, they are drawn entirely
-- inside the screen, and their edge starts at the edge of the screen.
-- This is important because the user needs them to verify that their
-- settings bring everything into view.
quaid(0, 0, _screen.w, 1, red, left, top),
quaid(0, _screen.h, _screen.w, 1, red, left, bottom),
quaid(0, 0, 1, _screen.h, blue, left, top),
quaid(_screen.w, 0, 1, _screen.h, blue, right, top),
-- The text is centered to minimize the chance of some of it being cut off.
valtexact("CenterImageAddHeight", _screen.cx, _screen.cy-36, red),
valtexact("CenterImageAddWidth", _screen.cx, _screen.cy-12, blue),
valtexact("CenterImageTranslateX", _screen.cx, _screen.cy+12, blue),
valtexact("CenterImageTranslateY", _screen.cx, _screen.cy+36, red),
}
return Def.ActorFrame(args)