Files
itgmania212121/Themes/default/BGAnimations/ScreenGameplay decorations/default.lua
T

239 lines
8.0 KiB
Lua

local maxSegments = 150
local function CreateSegments(Player)
local t = Def.ActorFrame { };
local bars = Def.ActorFrame{ Name="CoverBars" };
local bpmFrame = Def.ActorFrame{ Name="BPMFrame"; };
local stopFrame = Def.ActorFrame{ Name="StopFrame"; };
local delayFrame = Def.ActorFrame{ Name="DelayFrame"; };
local warpFrame = Def.ActorFrame{ Name="WarpFrame"; };
local fakeFrame = Def.ActorFrame{ Name="FakeFrame"; };
local scrollFrame = Def.ActorFrame{ Name="ScrollFrame"; };
local speedFrame = Def.ActorFrame{ Name="SpeedFrame"; };
local fFrameWidth = 380;
local fFrameHeight = 8;
-- XXX: doesn't work in course mode -aj
if not GAMESTATE:IsSideJoined( Player ) then
return t
elseif not GAMESTATE:IsCourseMode() then
-- Straight rip off NCRX
local song = GAMESTATE:GetCurrentSong();
local steps = GAMESTATE:GetCurrentSteps( Player );
if steps then
local timingData = steps:GetTimingData();
-- use the StepsSeconds, which will almost always be more proper
-- than a file with ITG2r21 compatibility.
if song then
local songLen = song:MusicLengthSeconds();
local firstBeatSecs = song:GetFirstSecond();
local lastBeatSecs = song:GetLastSecond();
local bpms = timingData:GetBPMsAndTimes();
local stops = timingData:GetStops();
local delays = timingData:GetDelays();
local warps = timingData:GetWarps();
local fakes = timingData:GetFakes();
local scrolls = timingData:GetScrolls();
local speeds = timingData:GetSpeeds();
-- we don't want too many segments to be shown.
local sumSegments = #bpms + #stops + #delays + #warps + #fakes + #scrolls + #speeds
if sumSegments > maxSegments then
return Def.ActorFrame{}
end
local function CreateLine(beat, secs, firstShadow, firstDiffuse, secondShadow, firstEffect, secondEffect)
local beatTime = timingData:GetElapsedTimeFromBeat(beat);
if beatTime < 0 then beatTime = 0; end;
return Def.ActorFrame {
Def.Quad {
InitCommand=function(self)
self:shadowlength(0);
self:shadowcolor(color(firstShadow));
-- set width
self:zoomto(math.max((secs/songLen)*fFrameWidth, 1), fFrameHeight);
-- find location
self:x((scale(beatTime,firstBeatSecs,lastBeatSecs,-fFrameWidth/2,fFrameWidth/2)));
end;
OnCommand=function(self)
self:diffuse(color(firstDiffuse));
end;
};
--[[ there's a cool effect that can't happen because we don't fade out like we did before
Def.Quad {
InitCommand=function(self)
--self:diffuse(HSVA(192,1,0.8,0.8));
self:shadowlength(0);
self:shadowcolor(color(secondShadow));
-- set width
self:zoomto(math.max((secs/songLen)*fFrameWidth, 1),fFrameHeight);
-- find location
self:x((scale(beatTime,firstBeatSecs,lastBeatSecs,-fFrameWidth/2,fFrameWidth/2)));
end;
OnCommand=function(self)
self:diffusealpha(1);
self:diffuseshift();
self:effectcolor1(color(firstEffect));
self:effectcolor2(color(secondEffect));
self:effectclock('beat');
self:effectperiod(1/8);
--
self:diffusealpha(0);
self:sleep(beatTime+1);
self:diffusealpha(1);
self:linear(4);
self:diffusealpha(0);
end;
};]]
};
end;
for i=2,#bpms do
local data = split("=",bpms[i]);
bpmFrame[#bpmFrame+1] = CreateLine(data[1], 0,
"#00808077", "#00808077", "#00808077", "#FF634777", "#FF000077");
end;
for i=1,#delays do
local data = split("=",delays[i]);
delayFrame[#delayFrame+1] = CreateLine(data[1], data[2],
"#FFFF0077", "#FFFF0077", "#FFFF0077", "#00FF0077", "#FF000077");
end;
for i=1,#stops do
local data = split("=",stops[i]);
stopFrame[#stopFrame+1] = CreateLine(data[1], data[2],
"#FFFFFF77", "#FFFFFF77", "#FFFFFF77", "#FFA50077", "#FF000077");
end;
for i=1,#scrolls do
local data = split("=",scrolls[i]);
scrollFrame[#scrollFrame+1] = CreateLine(data[1], 0,
"#4169E177", "#4169E177", "#4169E177", "#0000FF77", "#FF000077");
end;
for i=1,#speeds do
local data = split("=",speeds[i]);
-- TODO: Turn beats into seconds for this calculation?
speedFrame[#speedFrame+1] = CreateLine(data[1], 0,
"#ADFF2F77", "#ADFF2F77", "#ADFF2F77", "#7CFC0077", "#FF000077");
end;
for i=1,#warps do
local data = split("=",warps[i]);
warpFrame[#warpFrame+1] = CreateLine(data[1], 0,
"#CC00CC77", "#CC00CC77", "#CC00CC77", "#FF33CC77", "#FF000077");
end;
for i=1,#fakes do
local data = split("=",fakes[i]);
fakeFrame[#fakeFrame+1] = CreateLine(data[1], 0,
"#BC8F8F77", "#BC8F8F77", "#BC8F8F77", "#F4A46077", "#FF000077");
end;
end;
bars[#bars+1] = bpmFrame;
bars[#bars+1] = scrollFrame;
bars[#bars+1] = speedFrame;
bars[#bars+1] = stopFrame;
bars[#bars+1] = delayFrame;
bars[#bars+1] = warpFrame;
bars[#bars+1] = fakeFrame;
t[#t+1] = bars;
--addition here: increase performance a ton by only rendering once
t[#t+1] = Def.ActorFrameTexture{Name="Target"}
t[#t+1] = Def.Sprite{Name="Actual"}
local FirstPass=true;
local function Draw(self)
kids=self:GetChildren();
if FirstPass then
kids.Target:setsize(fFrameWidth,fFrameHeight);
kids.Target:EnableAlphaBuffer(true);
kids.Target:Create();
kids.Target:GetTexture():BeginRenderingTo();
for k,v in pairs(kids) do
if k~="Target" and k~="Actual" then
v:Draw();
end
end
kids.Target:GetTexture():FinishRenderingTo();
kids.Actual:SetTexture(kids.Target:GetTexture());
FirstPass=false;
end
kids.Actual:Draw();
end
t.InitCommand=function(self) self:SetDrawFunction(Draw); end
end
end
return t
end
local t = LoadFallbackB()
t[#t+1] = StandardDecorationFromFileOptional("ScoreFrame","ScoreFrame");
local function songMeterScale(val) return scale(val,0,1,-380/2,380/2) end
for pn in ivalues(PlayerNumber) do
local MetricsName = "SongMeterDisplay" .. PlayerNumberToString(pn);
local songMeterDisplay = Def.ActorFrame{
InitCommand=function(self)
self:player(pn);
self:name(MetricsName);
ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen");
end;
Def.Quad {
InitCommand=cmd(zoomto,420,20);
OnCommand=cmd(fadeleft,0.35;faderight,0.35;diffuse,Color.Black;diffusealpha,0.5);
};
LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'frame ' .. PlayerNumberToString(pn) ) ) .. {
InitCommand=function(self)
self:name('Frame');
ActorUtil.LoadAllCommandsAndSetXY(self,MetricsName);
end;
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.25);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.5);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.Quad {
InitCommand=cmd(zoomto,2,8);
OnCommand=cmd(x,songMeterScale(0.75);diffuse,PlayerColor(pn);diffusealpha,0.5);
};
Def.SongMeterDisplay {
StreamWidth=THEME:GetMetric( MetricsName, 'StreamWidth' );
Stream=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'stream ' .. PlayerNumberToString(pn) ) )..{
InitCommand=cmd(diffuse,PlayerColor(pn);diffusealpha,0.5;blend,Blend.Add;);
};
Tip=LoadActor( THEME:GetPathG( 'SongMeterDisplay', 'tip ' .. PlayerNumberToString(pn) ) ) .. { InitCommand=cmd(visible,false); };
};
};
if ThemePrefs.Get("TimingDisplay") == true then
songMeterDisplay[#songMeterDisplay+1] = CreateSegments(pn);
end
t[#t+1] = songMeterDisplay
end;
for pn in ivalues(PlayerNumber) do
local MetricsName = "ToastyDisplay" .. PlayerNumberToString(pn);
t[#t+1] = LoadActor( THEME:GetPathG("Player", 'toasty'), pn ) .. {
InitCommand=function(self)
self:player(pn);
self:name(MetricsName);
ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen");
end;
};
end;
t[#t+1] = StandardDecorationFromFileOptional("BPMDisplay","BPMDisplay");
t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay");
t[#t+1] = StandardDecorationFromFileOptional("SongTitle","SongTitle");
return t