173 lines
5.0 KiB
Lua
173 lines
5.0 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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local profile= GAMESTATE:GetEditLocalProfile()
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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 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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end
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return value
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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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{name= "exit", item_type= "exit"}
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}
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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= true
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local menu_item_actors= {}
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local menu_values= {}
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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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menu_cursor:stoptweening()
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menu_cursor:linear(.1)
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menu_cursor:y(menu_item_actors[menu_pos]:GetY())
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menu_cursor:SetWidth(menu_item_actors[menu_pos]:GetWidth() + 20)
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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 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]:settext(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= false
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elseif item.item_type == "exit" then
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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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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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else
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local done= number_entry:handle_input(button)
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if done then
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local item= menu_items[menu_pos]
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Profile[item.set](profile, number_entry.value)
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menu_values[menu_pos]:settext(item_value_to_text(item, number_entry.value))
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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= true
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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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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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},
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}
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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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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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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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args[#args+1]= Def.BitmapText{
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Name= "value_" .. item.name, Font= "Common Normal",
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Text= value_text,
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InitCommand= function(self)
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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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self:diffuse(Color.White)
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self:horizalign(left)
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end
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}
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end
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end
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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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