483 lines
16 KiB
Lua
483 lines
16 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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local cursor_width_padding = 16
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local cursor_spacing_value = 30
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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, _screen.cy * 1.5),
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value = LoadFont("Common Large") .. {
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InitCommand=cmd(xy,0,-62),
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OnCommand=cmd(zoom,0.75;diffuse,PlayerColor(PLAYER_1);strokecolor,ColorDarkTone(PlayerColor(PLAYER_1)));
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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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button = LoadFont("Common Normal") ..{
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InitCommand=cmd(shadowlength,1),
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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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OnCommand=cmd(diffuse,color("0.8,0.8,0.8,1");zoom,0.875),
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GainFocusCommand=cmd(finishtweening;decelerate,0.125;zoom,1;diffuse,Color.White),
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LoseFocusCommand=cmd(finishtweening;smooth,0.1;zoom,0.875;diffuse,color("0.8,0.8,0.8,1"))
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},
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button_positions = {{-cursor_spacing_value, -cursor_spacing_value}, {0, -cursor_spacing_value}, {cursor_spacing_value, -cursor_spacing_value},
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{-cursor_spacing_value, 0}, {0, 0}, {cursor_spacing_value, 0},
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{-cursor_spacing_value, cursor_spacing_value}, {0, cursor_spacing_value}, {cursor_spacing_value, cursor_spacing_value},
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{-cursor_spacing_value, cursor_spacing_value*2}, {0, cursor_spacing_value*2}, {cursor_spacing_value, cursor_spacing_value*2}},
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cursor = Def.ActorFrame {
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-- Move whole container
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MoveCommand=function(self, param)
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self:stoptweening()
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self:decelerate(0.15)
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self:xy(param[1], param[2])
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if param[3] then
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self:z(param[3])
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end
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end,
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--
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LoadActor( THEME:GetPathG("_frame", "1D"),
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{ 2/18, 14/18, 2/18 },
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LoadActor(THEME:GetPathB("_frame", "cursors/rounded fill"))
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) .. {
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OnCommand=cmd(diffuse,PlayerDarkColor(PLAYER_1)),
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FitCommand=function(self, param)
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self:playcommand("SetSize",{ Width=param:GetWidth()+cursor_width_padding, tween=cmd(decelerate,0.125)})
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end,
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},
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LoadActor( THEME:GetPathG("_frame", "1D"),
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{ 2/18, 14/18, 2/18 },
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LoadActor(THEME:GetPathB("_frame", "cursors/rounded gloss"))
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) .. {
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OnCommand=cmd(diffuse,PlayerColor(PLAYER_1)),
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FitCommand=function(self, param)
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self:playcommand("SetSize",{ Width=param:GetWidth()+cursor_width_padding, tween=cmd(decelerate,0.125)})
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end,
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}
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},
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cursor_draw= "first",
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prompt = LoadFont("Common Bold") .. {
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Name="prompt",
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InitCommand=cmd(xy,0,-96);
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OnCommand=cmd(shadowlength,1;skewx,-0.125;diffusebottomedge,color("#DDDDDD");strokecolor,Color.Outline);
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SetCommand= function(self, params)
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self:settext(params[1])
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end
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},
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LoadActor(THEME:GetPathB("_frame","3x3"),"rounded black", 128, 192) .. {
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InitCommand=cmd(xy, 0, -20)
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}
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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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-- Uncomment this section if you need to test the behavior of actors in the
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-- character list but don't have any duncing characters to test with.
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--[=[
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local fake_profile_mt= {__index= {}}
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local val_list= {}
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local function get_set_pair(name, default)
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fake_profile_mt.__index["Get"..name]= function(self)
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return self[name]
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end
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fake_profile_mt.__index["Set"..name]= function(self, val)
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self[name]= val
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end
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val_list[#val_list+1]= {name, default}
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end
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get_set_pair("WeightPounds", 0)
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get_set_pair("Voomax", 0)
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get_set_pair("BirthYear", 0)
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get_set_pair("IgnoreStepCountCalories", false)
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get_set_pair("IsMale", true)
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get_set_pair("Character", "dietlinde")
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fake_profile_mt.__index.init= function(self)
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for i, vald in ipairs(val_list) do
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self[vald[1]]= vald[2]
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end
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end
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profile= setmetatable({}, fake_profile_mt)
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profile:init()
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char_list= {
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{setting= "shake", display_name= "soda"},
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{setting= "freem", display_name= "inc"},
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{setting= "midi", display_name= "man"},
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{setting= "kyz", display_name= "zentun"},
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{setting= "mad", display_name= "matt"},
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{setting= "db", display_name= "k2"},
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}
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]=]
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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= SCREEN_TOP + 80
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if #menu_items > 6 then
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menu_start= SCREEN_TOP + 68
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end
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local menu_x= SCREEN_CENTER_X * 0.25
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local value_x= ( SCREEN_CENTER_X * 0.25 ) + 256
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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:smooth(.15)
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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"), true)
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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.ActorFrame {
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Name= "menu_cursor", InitCommand= function(self)
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menu_cursor= self
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end,
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-- Move whole container
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MoveCommand=function(self, param)
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self:stoptweening()
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self:decelerate(0.15)
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self:xy(param[1], param[2])
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if param[3] then
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self:z(param[3])
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end
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end,
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FitCommand= function(self, param)
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self:addx(param:GetWidth()/2)
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end,
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--
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LoadActor( THEME:GetPathG("_frame", "1D"),
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{ 2/18, 14/18, 2/18 },
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LoadActor(THEME:GetPathB("_frame", "cursors/rounded fill"))
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) .. {
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OnCommand=cmd(diffuse,PlayerDarkColor(PLAYER_1)),
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FitCommand=function(self, param)
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self:playcommand("SetSize",{ Width=param:GetWidth()+cursor_width_padding, tween=cmd(stoptweening;decelerate,0.15)})
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end,
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},
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LoadActor( THEME:GetPathG("_frame", "1D"),
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{ 2/18, 14/18, 2/18 },
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LoadActor(THEME:GetPathB("_frame", "cursors/rounded gloss"))
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) .. {
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OnCommand=cmd(diffuse,PlayerColor(PLAYER_1)),
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FitCommand=function(self, param)
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self:playcommand("SetSize",{ Width=param:GetWidth()+cursor_width_padding, tween=cmd(stoptweening;decelerate,0.15)})
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end,
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}
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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]= LoadActor(THEME:GetPathG("_StepsDisplayListRow","arrow")) .. {
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InitCommand= function(self)
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self:rotationy(-180)
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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(finishtweening;zoom,1.5;smooth,0.25;zoom,1),
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}
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value_args[#value_args+1]= LoadActor(THEME:GetPathG("_StepsDisplayListRow","arrow")) .. {
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InitCommand= function(self)
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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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SetCommand= function(self)
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local valw= self:GetParent():GetChild("val"):GetWidth()
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self:x(valw+8)
|
|
end,
|
|
ShowRightCommand= cmd(visible, true),
|
|
HideRightCommand= cmd(visible, false),
|
|
PressRightCommand= cmd(finishtweening;zoom,1.5;smooth,0.25;zoom,1),
|
|
}
|
|
end
|
|
args[#args+1]= Def.ActorFrame(value_args)
|
|
end
|
|
end
|
|
|
|
local _height = (#menu_items) * 24
|
|
args[#args+1]= LoadActor(THEME:GetPathB("_frame", "3x3"),"rounded black",474,_height) .. {
|
|
Name= "fader", InitCommand= function(self)
|
|
fader= self
|
|
self:draworder(-20)
|
|
self:xy(menu_x + 474/2, menu_start + _height/2 - 12)
|
|
self:diffuse(Color.Black)
|
|
self:diffusealpha(0.75)
|
|
end
|
|
}
|
|
|
|
args[#args+1]= number_entry:create_actors()
|
|
|
|
return Def.ActorFrame(args)
|