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215aab41d3
Author | SHA1 | Date |
---|---|---|
Jill | 215aab41d3 | |
Jill | 1bc3604f9f | |
Jill | 6a0cb734db | |
Jill | b34c18da8a | |
Jill | e8cb599dde | |
Jill | 3ceba9bafc | |
Jill | 78f78c96db | |
Jill | 9821df6c2e | |
Jill | dd7234cc9e | |
Jill | 57225d526c | |
Jill | db7d0db7ec |
794
main.xml
794
main.xml
|
@ -1,7 +1,6 @@
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<Layer Type="ActorFrame" InitCommand="%function(self)
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_G.oat = {}
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oat._main = self
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oat.dir = GAMESTATE:GetCurrentSong():GetSongDir()
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setmetatable(oat, {
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-- if something isn't found in the table, fall back to a global lookup
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@ -14,6 +13,9 @@
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end
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})
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uranium = {}
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uranium.dir = GAMESTATE:GetCurrentSong():GetSongDir()
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-- make require work
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-- stolen from mirin template
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-- https://github.com/XeroOl/notitg-mirin/blob/0fbff2ee93d905feeb58c4aac4fe7f5f9ebc9647/template/std.lua#L17
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@ -33,7 +35,7 @@
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local filename = string.gsub(modname, '%.', '/')
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for path in (string.gfind or string.gmatch)(oat.package.path, '[^;]+') do
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-- get the file path
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local filepath = oat.dir .. string.gsub(path, '%?', filename)
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local filepath = uranium.dir .. string.gsub(path, '%?', filename)
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-- check if file exists
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if not GAMESTATE:GetFileStructure(filepath) then
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table.insert(errors, 'no file \''..filepath..'\'')
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@ -79,792 +81,10 @@
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oat()
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local function copy(src)
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local dest = {}
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for k, v in pairs(src) do
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dest[k] = v
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end
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return dest
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end
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require 'uranium.main'
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oat.oat = _G.oat
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oat.type = _G.type
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oat.print = _G.print
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oat.pairs = _G.pairs
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oat.ipairs = _G.ipairs
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oat.unpack = _G.unpack
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oat.tonumber = _G.tonumber
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oat.tostring = _G.tostring
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oat.math = copy(_G.math)
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oat.table = copy(_G.table)
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oat.string = copy(_G.string)
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oat.scx = SCREEN_CENTER_X
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oat.scy = SCREEN_CENTER_Y
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oat.sw = SCREEN_WIDTH
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oat.sh = SCREEN_HEIGHT
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oat.dw = DISPLAY:GetDisplayWidth()
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oat.dh = DISPLAY:GetDisplayHeight()
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oat.useProfiler = false
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oat.profilerInfo = {}
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local resetOnFrameStartCfg = false
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local resetOnFrameStartActors = {}
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local uraniumFunc = {}
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local debugCache = {}
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function uraniumFunc:call(event, ...)
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if self._callbacks[event] then
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profilerInfo[event] = {}
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for _, callback in ipairs(self._callbacks[event]) do
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local start = os.clock()
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local res = callback(unpack(arg))
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local dur = os.clock() - start
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if oat.useProfiler then
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if not debugCache[callback] then
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debugCache[callback] = debug.getinfo(callback, 'Sl') -- cached cus debug.getinfo is EXPENSIVE
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end
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local finfo = debugCache[callback]
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table.insert(profilerInfo[event], {
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src = finfo.short_src .. ':' .. finfo.linedefined,
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t = dur
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})
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end
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if res ~= nil then return res end
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end
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end
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end
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local uraniumMeta = {}
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function uraniumMeta:__newindex(key, value)
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if self._callbacks[key] then
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table.insert(self._callbacks[key], value)
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else
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self._callbacks[key] = {value}
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end
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end
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uraniumMeta.__index = uraniumFunc
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uranium = setmetatable({_callbacks = {}}, uraniumMeta)
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function backToSongWheel(message)
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if message then
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SCREENMAN:SystemMessage(message)
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print(message)
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end
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GAMESTATE:FinishSong()
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-- disable update_command
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self:hidden(1)
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end
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local hasExited = false
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local function exit()
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if hasExited then return end
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hasExited = true
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uranium:call('exit')
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-- good templates clean up after themselves
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uranium = nil
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_G.oat = nil
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oat = nil
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_main:hidden(1)
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collectgarbage()
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end
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local actorsInitialized = false -- if true, no new actors can be created
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local actorsInitializing = false -- the above but a bit more explicit
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local luaobj
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local globalQueue = {} -- for resetting
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local patchedFunctions = {}
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local function patchFunction(f, obj)
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if not patchedFunctions[f] then patchedFunctions[f] = {} end
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if not patchedFunctions[f][obj] then
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patchedFunctions[f][obj] = function(...)
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arg[1] = obj
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local results
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local status, result = pcall(function()
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-- doing it this way instead of returning because lua
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-- offers no way of grabbing everything BUT the first
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-- argument out of pcall
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results = {f(unpack(arg))}
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end)
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if not status then
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error(result, 2)
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else
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return unpack(results)
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end
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end
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end
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return patchedFunctions[f][obj]
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end
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local function onCommand(self)
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actorsInitialized = true
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actorsInitializing = false
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local resetOnFrameStartActors_ = {}
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for k,v in pairs(resetOnFrameStartActors) do
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resetOnFrameStartActors_[k.__raw] = v
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end
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resetOnFrameStartActors = resetOnFrameStartActors_
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uranium:call('init')
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end
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function reset(actor)
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if not actorsInitialized then error('uranium: cannot reset an actor during initialization', 2) end
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for _, q in ipairs(globalQueue) do
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local queueActor = q[1]
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if queueActor == actor.__raw then
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local v = q[2]
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local func = queueActor[v[1]]
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if not func then
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-- uhmmm ??? hm. what do we do??
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else
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patchFunction(func, queueActor)(unpack(v[2]))
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end
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end
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end
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end
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resetActor = reset
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-- runs once during ScreenReadyCommand, before the user code is loaded
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-- hides various actors that are placed by the theme
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local function hideThemeActors()
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for _, element in ipairs {
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'Overlay', 'Underlay',
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'ScoreP1', 'ScoreP2',
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'LifeP1', 'LifeP2',
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'PlayerOptionsP1', 'PlayerOptionsP2', 'SongOptions',
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'LifeFrame', 'ScoreFrame',
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'DifficultyP1', 'DifficultyP2',
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'BPMDisplay',
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'MemoryCardDisplayP1', 'MemoryCardDisplayP2'
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} do
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local child = SCREENMAN(element)
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if child then child:hidden(1) end
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end
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end
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GAMESTATE:ApplyModifiers('clearall')
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local drawfunctionArguments = {}
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local specialActorFrames = {} -- ones defined specifically; here for drawfunction jank
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function setDrawFunction(frame, func)
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--if not frame.__raw then error('uranium: cannot set actorframe drawfunction during module loadtime! put this in uranium.init or actor:addcommand(\'Init\', ...)', 2) end
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if not frame.SetDrawFunction then error('uranium: expected an actorframe but got something that doesn\'t even bother to implement SetDrawFunction', 2) end
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if type(func) ~= 'function' then error('uranium: tried to set a drawfunction to a.. ' .. type(func) .. '?? the hell', 2) end
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frame:SetDrawFunction(function()
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for i = 1, frame:GetNumChildren() do
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local a = frame:GetChildAt(i - 1)
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if specialActorFrames[a] == false then
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a:Draw()
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end
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end
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local args = drawfunctionArguments[frame]
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if args then
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func(unpack(args))
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else
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func()
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end
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end)
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end
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function setShader(actor, shader)
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if not shader.__raw then
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function uranium.init() setShader(actor, shader) end
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else
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actor:SetShader(shader.__raw)
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end
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end
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function setShaderfuck(shader)
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if not shader.__raw then
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function uranium.init() setShaderfuck(shader) end
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else
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DISPLAY:ShaderFuck(shader.__raw)
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end
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end
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function clearShaderfuck()
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DISPLAY:ClearShaderFuck()
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end
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function resetOnFrameStart(bool)
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resetOnFrameStartCfg = bool
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end
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function resetActorOnFrameStart(actor, bool)
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if bool == nil then bool = not resetOnFrameStartCfg end
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resetOnFrameStartActors[actor.__raw or actor] = bool
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end
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local actorAssociationTable = {}
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function getChildren(frame)
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local c = actorAssociationTable[frame]
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if c then
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return c
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else
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error('uranium: actorframe doesn\'t exist (or isn\'t an actorframe)', 2)
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end
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end
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-- actors
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local actorQueue = {}
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local actorAssociationQueue = {}
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local actorTree = {}
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local currentPath
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local pastPaths = {}
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local currentActor = nil
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local function findFirstActor(path)
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for i, v in ipairs(path) do
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if v.type or v.file then
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return v, i
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end
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end
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end
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local function findFirstActorFrame(path)
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for i, v in ipairs(path) do
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if not v.type and not v.file then
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return v, i
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end
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end
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end
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oat._actor = {}
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local function nextActor()
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local new, idx = findFirstActor(currentPath)
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if not new then
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currentActor = nil
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else
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currentActor = new
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table.remove(currentPath, idx)
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end
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end
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function oat._actor.recurse(forceActor)
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local newFrame, idx = findFirstActorFrame(currentPath)
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local newActor = findFirstActor(currentPath)
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if newFrame and not (newActor and forceActor) then
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table.insert(pastPaths, currentPath)
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currentPath = currentPath[idx]
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table.remove(pastPaths[#pastPaths], idx)
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return true
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elseif newActor then
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table.insert(pastPaths, currentPath)
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return true
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else
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return false
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end
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end
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function oat._actor.recurseLast()
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return oat._actor.recurse(true)
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end
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function oat._actor.endRecurse()
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currentPath = table.remove(pastPaths, #pastPaths)
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end
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function oat._actor.cond()
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return currentActor ~= nil
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end
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function oat._actor.hasShader()
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return oat._actor.cond() and (currentActor.frag ~= nil or currentActor.vert ~= nil)
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end
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function oat._actor.noShader()
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nextActor()
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return oat._actor.cond() and not oat._actor.hasShader()
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end
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function oat._actor.type()
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return currentActor.type
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end
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function oat._actor.file()
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return currentActor.file
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end
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function oat._actor.frag()
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return currentActor.frag or 'nop.frag'
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end
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function oat._actor.vert()
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return currentActor.vert or 'nop.vert'
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end
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function oat._actor.font()
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return currentActor.font
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end
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function oat._actor.init(self)
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currentActor.init(self)
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self:removecommand('Init')
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currentActor = nil -- to prevent any weirdness
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end
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function oat._actor.initFrame(self)
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self:removecommand('Init')
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self:SetDrawFunction(function()
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for i = 1, self:GetNumChildren() do
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local a = self:GetChildAt(i - 1)
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if specialActorFrames[a] == false then
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a:Draw()
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end
|
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end
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end)
|
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|
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if currentPath.init then
|
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currentPath.init(self)
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currentPath.init = nil
|
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specialActorFrames[self] = true
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else
|
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specialActorFrames[self] = false
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end
|
||||
end
|
||||
|
||||
local actorMethodOverrides = {
|
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Draw = function(self, ...)
|
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drawfunctionArguments[self] = arg
|
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self.__raw:Draw()
|
||||
end
|
||||
}
|
||||
|
||||
local function createProxyActor(name)
|
||||
local queue = {}
|
||||
local initCommands = {}
|
||||
local lockedActor
|
||||
local queueRepresentation
|
||||
|
||||
return setmetatable({}, {
|
||||
__index = function(self, key)
|
||||
if key == '__raw' then
|
||||
return lockedActor
|
||||
end
|
||||
if lockedActor then
|
||||
if actorMethodOverrides[key] then
|
||||
return actorMethodOverrides[key]
|
||||
else
|
||||
local val = lockedActor[key]
|
||||
if type(val) == 'function' then
|
||||
return patchFunction(val, lockedActor)
|
||||
end
|
||||
return val
|
||||
end
|
||||
end
|
||||
if key == '__queue' then
|
||||
return queueRepresentation
|
||||
end
|
||||
if key == '__queueRepresentation' then
|
||||
return function(q)
|
||||
queueRepresentation = q
|
||||
end
|
||||
end
|
||||
if key == '__lock' then
|
||||
return function(actor)
|
||||
if lockedActor then return end
|
||||
for _, v in ipairs(queue) do
|
||||
local func = actor[v[1]]
|
||||
if not func then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
'you\'re calling a function \'' .. v[1] .. '\' on a ' .. name .. ' which doesn\'t exist!:\n'
|
||||
)
|
||||
else
|
||||
local success, result = pcall(function()
|
||||
patchFunction(func, actor)(unpack(v[2]))
|
||||
end)
|
||||
if not success then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
result
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- now that we know there's no poisonous methods in queue, let's offload them
|
||||
for _, v in ipairs(queue) do
|
||||
table.insert(globalQueue, {actor, v})
|
||||
end
|
||||
-- let's also properly route everything from the proxied actor to the actual actor
|
||||
lockedActor = actor
|
||||
-- and now let's run the initcommands
|
||||
for _, c in ipairs(initCommands) do
|
||||
local func = c[1]
|
||||
local success, result = pcall(function()
|
||||
func(actor)
|
||||
end)
|
||||
if not success then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' InitCommand defined on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
result
|
||||
)
|
||||
end
|
||||
end
|
||||
-- to make mr. Garbage Collector's job easier
|
||||
initCommands = {}
|
||||
queueRepresentation = nil
|
||||
queue = {}
|
||||
end
|
||||
else
|
||||
return function(...)
|
||||
if actorsInitialized then return end
|
||||
if key == 'addcommand' and arg[2] == 'Init' then
|
||||
table.insert(initCommands, {arg[3], debug.getinfo(2, 'Sl')})
|
||||
else
|
||||
table.insert(queue, {key, arg, debug.getinfo(2, 'Sl')})
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
__newindex = function()
|
||||
error('uranium: cannot set properties on actors!', 2)
|
||||
end,
|
||||
__tostring = function() return 'Proxy of ' .. name end,
|
||||
__name = name
|
||||
})
|
||||
end
|
||||
|
||||
local function createGenericFunc(type)
|
||||
return function()
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor(type)
|
||||
table.insert(actorQueue, {
|
||||
type = type,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
end
|
||||
|
||||
Quad = createGenericFunc('Quad')
|
||||
ActorProxy = createGenericFunc('ActorProxy')
|
||||
Polygon = createGenericFunc('Polygon')
|
||||
ActorFrameTexture = createGenericFunc('ActorFrameTexture')
|
||||
|
||||
function Sprite(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
--if not file then error('uranium: cannot create a Sprite without a file', 2) end
|
||||
local actor = createProxyActor('Sprite')
|
||||
local type = nil
|
||||
if not file then type = 'Sprite' end
|
||||
table.insert(actorQueue, {
|
||||
type = type,
|
||||
file = file and oat.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function ActorFrame()
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('ActorFrame')
|
||||
table.insert(actorQueue, {
|
||||
type = 'ActorFrame',
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
actorAssociationTable[actor] = {}
|
||||
return actor
|
||||
end
|
||||
|
||||
local function isShaderCode(str)
|
||||
return string.find(str or '', '\n')
|
||||
end
|
||||
|
||||
function Shader(frag, vert)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('RageShaderProgram')
|
||||
|
||||
local fragFile = frag
|
||||
local vertFile = vert
|
||||
|
||||
local isFragShaderCode = isShaderCode(frag)
|
||||
local isVertShaderCode = isShaderCode(vert)
|
||||
|
||||
if isFragShaderCode then fragFile = nil end
|
||||
if isVertShaderCode then vertFile = nil end
|
||||
|
||||
if (frag and vert) and ((isFragShaderCode and not isVertShaderCode) or (not isFragShaderCode and isVertShaderCode)) then
|
||||
error('uranium: cannot create a shader with 1 shader file and 1 shader code block', 2)
|
||||
end
|
||||
|
||||
table.insert(actorQueue, {
|
||||
type = 'Sprite',
|
||||
frag = fragFile and ('../' .. fragFile) or 'nop.frag',
|
||||
vert = vertFile and ('../' .. vertFile) or 'nop.vert',
|
||||
init = function(a)
|
||||
a:hidden(1)
|
||||
actor.__lock(a:GetShader())
|
||||
|
||||
-- shader code stuff
|
||||
if isFragShaderCode or isVertShaderCode then
|
||||
a:GetShader():compile(vert or '', frag or '')
|
||||
end
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function Texture(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create a texture without a file', 2) end
|
||||
local actor = createProxyActor('RageTexture')
|
||||
|
||||
table.insert(actorQueue, {
|
||||
file = file and oat.dir .. file,
|
||||
init = function(a)
|
||||
a:hidden(1)
|
||||
actor.__lock(a:GetTexture())
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function Model(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create a Model without a file', 2) end
|
||||
local actor = createProxyActor('Model')
|
||||
table.insert(actorQueue, {
|
||||
type = nil,
|
||||
file = file and oat.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function BitmapText(font, text)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('BitmapText')
|
||||
table.insert(actorQueue, {
|
||||
type = 'BitmapText',
|
||||
font = font or 'common',
|
||||
init = function(a)
|
||||
if text then a:settext(text) end
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function ActorSound(file)
|
||||
if actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create an ActorSound without a file', 2) end
|
||||
local actor = createProxyActor('ActorSound')
|
||||
table.insert(actorQueue, {
|
||||
type = 'ActorSound',
|
||||
file = oat.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(actorQueue[#actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
function addChild(frame, actor)
|
||||
if not frame or not actor then
|
||||
error('uranium: frame and actor must both Exist', 2)
|
||||
end
|
||||
if actorsInitializing then
|
||||
error('uranium: cannot create frame-child associations during actor initialization', 2)
|
||||
end
|
||||
if actorsInitialized then
|
||||
error('uranium: cannot create frame-child associations after actors have been initialized', 2)
|
||||
end
|
||||
if not frame.__lock then
|
||||
error('uranium: ActorFrame passed into addChild must be one instantiated with ActorFrame()!', 2)
|
||||
end
|
||||
if not actor.__lock then
|
||||
error('uranium: trying to add a child to an ActorFrame that isn\'t an actor; please read the first half of \'ActorFrame\'', 2)
|
||||
end
|
||||
actorAssociationQueue[actor.__queue] = frame.__queue
|
||||
table.insert(actorAssociationTable[frame], actor)
|
||||
end
|
||||
|
||||
local function transformQueueToTree()
|
||||
local tree = {}
|
||||
local paths = {}
|
||||
local iter = 0
|
||||
while #actorQueue > 0 do
|
||||
iter = iter + 1
|
||||
if iter > 99999 then
|
||||
error('uranium: failed to transform queue to tree: reached maximum iteration limit! is there an actor with an invalid actorframe?')
|
||||
end
|
||||
for i = #actorQueue, 1, -1 do
|
||||
v = actorQueue[i]
|
||||
local insertInto
|
||||
if not actorAssociationQueue[v] then
|
||||
insertInto = tree
|
||||
else
|
||||
if paths[actorAssociationQueue[v]] then
|
||||
insertInto = paths[actorAssociationQueue[v]]
|
||||
end
|
||||
end
|
||||
if insertInto then
|
||||
if v.type == 'ActorFrame' then
|
||||
table.insert(insertInto, {init = v.init})
|
||||
table.remove(actorQueue, i)
|
||||
paths[v] = insertInto[#insertInto]
|
||||
else
|
||||
table.insert(insertInto, v)
|
||||
table.remove(actorQueue, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
actorTree = tree
|
||||
end
|
||||
|
||||
local lastt = GAMESTATE:GetSongTime()
|
||||
local function screenReadyCommand(self)
|
||||
hideThemeActors()
|
||||
self:hidden(0)
|
||||
oat._actor = {}
|
||||
|
||||
actorQueue = {}
|
||||
actorAssociationQueue = {}
|
||||
|
||||
actorTree = {}
|
||||
currentPath = nil
|
||||
pastPaths = {}
|
||||
currentActor = nil
|
||||
|
||||
collectgarbage()
|
||||
|
||||
local errored = false
|
||||
local firstrun = true
|
||||
local playersLoaded = false
|
||||
self:addcommand('Update', function()
|
||||
if errored then
|
||||
return 0
|
||||
end
|
||||
errored = true
|
||||
|
||||
if P1 and P2 then
|
||||
playersLoaded = true
|
||||
end
|
||||
if playersLoaded and not P1 and not P2 then -- sora exit hack
|
||||
exit()
|
||||
end
|
||||
|
||||
t = os.clock()
|
||||
b = GAMESTATE:GetSongBeat()
|
||||
local dt = t - lastt
|
||||
lastt = t
|
||||
|
||||
if firstrun then
|
||||
firstrun = false
|
||||
dt = 0
|
||||
self:GetChildren()[2]:hidden(1)
|
||||
uranium:call('ready')
|
||||
end
|
||||
|
||||
drawfunctionArguments = {}
|
||||
|
||||
for _, q in ipairs(globalQueue) do
|
||||
local enabled = resetOnFrameStartCfg
|
||||
|
||||
local actor = q[1]
|
||||
local v = q[2]
|
||||
|
||||
local pref = resetOnFrameStartActors[actor]
|
||||
if pref ~= nil then enabled = pref end
|
||||
|
||||
if enabled then
|
||||
local func = actor[v[1]]
|
||||
if not func then
|
||||
-- uhmmm ??? hm. what do we do??
|
||||
else
|
||||
patchFunction(func, actor)(unpack(v[2]))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
uranium:call('preUpdate', dt)
|
||||
uranium:call('update', dt)
|
||||
uranium:call('postUpdate', dt)
|
||||
|
||||
errored = false
|
||||
|
||||
return 0
|
||||
end)
|
||||
self:luaeffect('Update')
|
||||
end
|
||||
|
||||
if not pcall(function() oat._release = require('release') end) then
|
||||
oat._release = require('release_blank')
|
||||
end
|
||||
|
||||
local success, result = pcall(function()
|
||||
require('main')
|
||||
end)
|
||||
|
||||
if success then
|
||||
luaobj = result
|
||||
|
||||
print('---')
|
||||
|
||||
actorsInitializing = true
|
||||
transformQueueToTree()
|
||||
--Trace(fullDump(actorTree))
|
||||
currentPath = actorTree
|
||||
|
||||
self:addcommand('On', onCommand)
|
||||
self:addcommand('Ready', screenReadyCommand)
|
||||
self:addcommand('Off', exit)
|
||||
self:addcommand('SaltyReset', exit)
|
||||
self:addcommand('WindowFocus', function()
|
||||
uranium:call('focus', true)
|
||||
end)
|
||||
self:addcommand('WindowFocusLost', function()
|
||||
uranium:call('focus', false)
|
||||
end)
|
||||
self:queuecommand('Ready')
|
||||
else
|
||||
Trace('got an error loading main.lua!')
|
||||
Trace(result)
|
||||
backToSongWheel('loading .lua file failed, check log for details')
|
||||
error('uranium: loading main.lua file failed:\n' .. result)
|
||||
end
|
||||
-- Needed by StepMania, in order to not kill lua mods early
|
||||
self:sleep(9e9)
|
||||
|
||||
-- NotITG and OpenITG have a long standing bug where the InitCommand on an actor can run twice in certain cases.
|
||||
-- By removing the command after it's done, it can only ever run once
|
||||
|
|
|
@ -17,4 +17,15 @@ function self.aft(self)
|
|||
self:Create()
|
||||
end
|
||||
|
||||
function self.aftSetup()
|
||||
local a = ActorFrameTexture()
|
||||
local b = Sprite()
|
||||
uranium.on('init', function()
|
||||
self.aft(a)
|
||||
self.sprite(b)
|
||||
b:SetTexture(a:GetTexture())
|
||||
end)
|
||||
return a, b
|
||||
end
|
||||
|
||||
return self
|
|
@ -1,72 +1,42 @@
|
|||
require('stdlib.util')
|
||||
|
||||
---@class easable
|
||||
---@field public a number @the eased value
|
||||
---@field public toa number @the target, uneased value
|
||||
local eas = {}
|
||||
---@field eased number | any
|
||||
---@field target number | any
|
||||
---@field speed number
|
||||
local easable = {}
|
||||
|
||||
---@param new number @New value to ease to
|
||||
---@return void
|
||||
function eas:set(new)
|
||||
self.toa = new
|
||||
--- move towards a new target
|
||||
function easable:set(n)
|
||||
self.target = n
|
||||
end
|
||||
|
||||
---@param new number @New value
|
||||
---@return void
|
||||
function eas:reset(new)
|
||||
self.toa = new
|
||||
self.a = new
|
||||
--- move towards a new target additively
|
||||
function easable:add(n)
|
||||
self.target = self.target + n
|
||||
end
|
||||
|
||||
---@param new number @How much to add to current value to ease to
|
||||
---@return void
|
||||
function eas:add(new)
|
||||
self.toa = self.toa + new
|
||||
--- set both the eased value and the target
|
||||
function easable:reset(n)
|
||||
self.target = n
|
||||
self.eased = n
|
||||
end
|
||||
|
||||
local easmeta = {}
|
||||
|
||||
easmeta.__index = eas
|
||||
easmeta.__name = 'easable'
|
||||
|
||||
function easmeta.__add(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) + ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__sub(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) - ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__mul(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) * ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__div(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) / ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__mod(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) % ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__eq(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) == ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__lt(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) < ((type(b) == 'table' and b.a) and b.a or b)
|
||||
end
|
||||
function easmeta.__le(a, b)
|
||||
return ((type(a) == 'table' and a.a) and a.a or a) <= ((type(b) == 'table' and b.a) and b.a or b)
|
||||
---@param dt number
|
||||
function easable:update(dt)
|
||||
self.eased = math.pow(self.speed, -dt) * (self.eased - self.target) + self.target
|
||||
end
|
||||
|
||||
function easmeta:__call(dt)
|
||||
self.a = mix(self.a, self.toa, dt)
|
||||
end
|
||||
function easmeta:__tostring()
|
||||
return tostring(self.a)
|
||||
end
|
||||
function easmeta:__unm(self)
|
||||
return -self.a
|
||||
function easable:__tostring()
|
||||
return 'easable (' .. self.eased .. ' towards ' .. self.target .. ')'
|
||||
end
|
||||
|
||||
---@param default number
|
||||
easable.__index = easable
|
||||
easable.__name = 'easable'
|
||||
|
||||
---@return easable
|
||||
return function(default)
|
||||
default = default or 0
|
||||
return setmetatable({a = default, toa = default}, easmeta)
|
||||
return function(default, speed)
|
||||
return setmetatable({
|
||||
eased = default,
|
||||
target = default,
|
||||
speed = speed and math.pow(2, speed) or 2
|
||||
}, easable)
|
||||
end
|
|
@ -8,9 +8,9 @@ return function()
|
|||
P2:SetNoteDataFromLua({})
|
||||
end
|
||||
|
||||
function uranium.update()
|
||||
uranium.on('update', function()
|
||||
if b >= 1 then
|
||||
GAMESTATE:SetSongBeat(b % 1)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
|
@ -106,7 +106,7 @@ function self.isDown(i, pn)
|
|||
return self.getInput(i, pn) ~= -1
|
||||
end
|
||||
|
||||
function uranium.init()
|
||||
uranium.on('init', function()
|
||||
for pn = 1, 2 do
|
||||
for j, v in pairs(self.inputType) do
|
||||
local j = j -- lua scope funnies
|
||||
|
@ -124,6 +124,6 @@ function uranium.init()
|
|||
end)
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
return self
|
|
@ -14,6 +14,6 @@ require('stdlib.mirin.sort')
|
|||
require('stdlib.mirin.ease')
|
||||
require('stdlib.mirin.template')
|
||||
|
||||
function uranium.init()
|
||||
uranium.on('init', function()
|
||||
xero.init_command(xeroActorsAF)
|
||||
end
|
||||
end)
|
|
@ -1,14 +1,14 @@
|
|||
local oldAutoplay
|
||||
|
||||
return function()
|
||||
function uranium.ready()
|
||||
uranium.on('ready', function()
|
||||
oldAutoplay = PREFSMAN:GetPreference('AutoPlay')
|
||||
PREFSMAN:SetPreference('AutoPlay', 0)
|
||||
end
|
||||
end)
|
||||
|
||||
function uranium.exit()
|
||||
uranium.on('exit', function()
|
||||
if oldAutoplay and oldAutoplay ~= 0 then
|
||||
PREFSMAN:SetPreference('AutoPlay', oldAutoplay)
|
||||
end
|
||||
end
|
||||
end)
|
||||
end
|
|
@ -49,8 +49,8 @@ if PROFILER_ENABLED then
|
|||
text:Draw()
|
||||
end
|
||||
|
||||
function uranium.postUpdate(dt)
|
||||
uranium.on('postUpdate', function(dt)
|
||||
max(dt * 12)
|
||||
draw()
|
||||
end
|
||||
end)
|
||||
end
|
|
@ -176,18 +176,18 @@ function self.getLastSave()
|
|||
end
|
||||
end
|
||||
|
||||
function uranium.init()
|
||||
uranium.on('init', function()
|
||||
loadedSavedata = true
|
||||
if savedataName then
|
||||
self.load()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
function self.enableAutosave()
|
||||
checkIfInitialized()
|
||||
function uranium.exit()
|
||||
uranium.on('exit', function()
|
||||
self.save(true)
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
return self
|
|
@ -40,7 +40,7 @@ function self:unscheduleInTicks(i)
|
|||
scheduledTicks[i] = nil
|
||||
end
|
||||
|
||||
function uranium.update(dt)
|
||||
uranium.on('update', function(dt)
|
||||
for k, s in pairs(scheduledTicks) do
|
||||
s[1] = s[1] - 1
|
||||
if s[1] <= 0 then
|
||||
|
@ -56,6 +56,6 @@ function uranium.update(dt)
|
|||
scheduled[k] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
return self
|
103
typings.lua
103
typings.lua
|
@ -1,7 +1,7 @@
|
|||
---@meta
|
||||
|
||||
-- cleaning up some notitg typing jank... ehe
|
||||
---@alias int number
|
||||
---@alias int integer
|
||||
---@alias float number
|
||||
---@alias Quad Actor
|
||||
---@alias void nil
|
||||
|
@ -16,82 +16,6 @@ PROFILEMAN = {}
|
|||
---@type RageInput
|
||||
INPUTMAN = {}
|
||||
|
||||
---@return Quad
|
||||
--- Defines a Quad actor.
|
||||
function Quad() end
|
||||
---@return ActorProxy
|
||||
--- Defines an ActorProxy actor.
|
||||
function ActorProxy() end
|
||||
---@return Polygon
|
||||
--- Defines a Polygon actor.
|
||||
function Polygon() end
|
||||
---@param file string | nil
|
||||
---@return Sprite
|
||||
--- Defines a Sprite actor.
|
||||
function Sprite(file) end
|
||||
---@param file string
|
||||
---@return RageTexture
|
||||
--- Defines a texture.
|
||||
function Texture(file) end
|
||||
---@param file string
|
||||
---@return Model
|
||||
--- Defines a Model actor.
|
||||
function Model(file) end
|
||||
---@param font string?
|
||||
---@param text string?
|
||||
---@return BitmapText
|
||||
--- Defines a BitmapText actor.
|
||||
function BitmapText(font, text) end
|
||||
---@param file string
|
||||
---@return ActorSound
|
||||
--- Defines an ActorSound actor.
|
||||
function ActorSound(file) end
|
||||
---@return ActorFrameTexture
|
||||
--- Defines an ActorFrameTexture actor.
|
||||
function ActorFrameTexture() end
|
||||
---@param frag string | nil
|
||||
---@param vert string | nil
|
||||
---@return RageShaderProgram
|
||||
--- Defines a shader. `frag` and `vert` can either be filenames or shader code.
|
||||
function Shader(frag, vert) end
|
||||
---@return ActorFrame
|
||||
---@see addChild
|
||||
--- Defines an ActorFrame. Add children to it with `addChild`.
|
||||
function ActorFrame() end
|
||||
|
||||
---@param actor Actor
|
||||
--- Resets an actor to its initial state
|
||||
function reset(actor) end
|
||||
resetActor = reset
|
||||
|
||||
---@param frame ActorFrame
|
||||
---@param actor Actor
|
||||
--- Adds a child to an ActorFrame. **Please be aware of the side-effects!**
|
||||
function addChild(frame, actor) end
|
||||
|
||||
---@param frame ActorFrame
|
||||
---@param func function
|
||||
--- SetDrawFunction with special behavior to account for Uranium's actor loading scheme.
|
||||
function setDrawFunction(frame, func) end
|
||||
|
||||
---@param actor Actor
|
||||
---@param shader RageShaderProgram
|
||||
function setShader(actor, shader) end
|
||||
|
||||
-- Toggle actor resetting on frame start behavior by default.
|
||||
---@param bool boolean
|
||||
function resetOnFrameStart(bool) end
|
||||
|
||||
-- Toggle actor resetting on frame start for individual actors. `bool` defaults to the opposite of your `resetOnFrameStart` config
|
||||
---@param actor Actor
|
||||
---@param bool boolean | nil
|
||||
function resetActorOnFrameStart(actor, bool) end
|
||||
|
||||
-- Gets every child of an ActorFrame. More accurate than :GetChildren()
|
||||
---@param frame ActorFrame
|
||||
---@return Actor[]
|
||||
function getChildren(frame) end
|
||||
|
||||
---@type number
|
||||
--- A simple timer. Ticks upwards at a rate of 1/sec.
|
||||
---
|
||||
|
@ -127,26 +51,11 @@ dw = 0
|
|||
--- The display height.
|
||||
dh = 0
|
||||
|
||||
--- The Uranium Template table! Mostly callback-related stuff goes here.
|
||||
uranium = {}
|
||||
|
||||
--- A callback for initialization. Called on `OnCommand`.
|
||||
uranium.init = function() end
|
||||
--- A callback for updates. Called every frame. Draw stuff here!
|
||||
uranium.update = function() end
|
||||
|
||||
---@param event string
|
||||
---@param ... any
|
||||
---@return any
|
||||
--- Call a defined callback.
|
||||
function uranium:call(event, ...) end
|
||||
|
||||
--- Equivalent to a modfile-sandboxed `_G`, similar to Mirin's `xero`. You shouldn't need this; and if you do, *what are you doing?*
|
||||
oat = _G
|
||||
|
||||
---@class ProfilerInfo
|
||||
---@field public t number
|
||||
---@field public src string
|
||||
|
||||
---@type table<string, ProfilerInfo>
|
||||
profilerInfo = {}
|
||||
--- The Uranium Template table! All template-related functionality is stored here.
|
||||
uranium = {}
|
||||
---@type string
|
||||
--- A shorthand for `GAMESTATE:GetCurrentSong():GetSongDir()`.
|
||||
uranium.dir = nil
|
|
@ -0,0 +1,601 @@
|
|||
local M = {}
|
||||
|
||||
M._actorsInitialized = false -- if true, no new actors can be created
|
||||
M._actorsInitializing = false -- the above but a bit more explicit
|
||||
|
||||
local drawfunctionArguments = {}
|
||||
local specialActorFrames = {} -- ones defined specifically; here for drawfunction jank
|
||||
|
||||
---@param frame ActorFrame
|
||||
---@param func function
|
||||
--- SetDrawFunction with special behavior to account for Uranium's actor loading scheme.
|
||||
function setDrawFunction(frame, func)
|
||||
--if not frame.__raw then error('uranium: cannot set actorframe drawfunction during module loadtime! put this in uranium.init or actor:addcommand(\'Init\', ...)', 2) end
|
||||
if not frame.SetDrawFunction then error('uranium: expected an actorframe but got something that doesn\'t even bother to implement SetDrawFunction', 2) end
|
||||
if type(func) ~= 'function' then error('uranium: tried to set a drawfunction to a.. ' .. type(func) .. '?? the hell', 2) end
|
||||
frame:SetDrawFunction(function()
|
||||
for i = 1, frame:GetNumChildren() do
|
||||
local a = frame:GetChildAt(i - 1)
|
||||
if specialActorFrames[a] == false then
|
||||
a:Draw()
|
||||
end
|
||||
end
|
||||
local args = drawfunctionArguments[frame]
|
||||
if args then
|
||||
func(unpack(args))
|
||||
else
|
||||
func()
|
||||
end
|
||||
end)
|
||||
end
|
||||
|
||||
---@param actor Actor
|
||||
---@param shader RageShaderProgram
|
||||
function setShader(actor, shader)
|
||||
if not shader.__raw then
|
||||
uranium.on('init', function() setShader(actor, shader) end)
|
||||
else
|
||||
actor:SetShader(shader.__raw)
|
||||
end
|
||||
end
|
||||
|
||||
function setShaderfuck(shader)
|
||||
if not shader.__raw then
|
||||
uranium.on('init', function() setShaderfuck(shader) end)
|
||||
else
|
||||
DISPLAY:ShaderFuck(shader.__raw)
|
||||
end
|
||||
end
|
||||
|
||||
function clearShaderfuck()
|
||||
DISPLAY:ClearShaderFuck()
|
||||
end
|
||||
|
||||
oat._actorAssociationTable = {}
|
||||
|
||||
-- Gets every child of an ActorFrame. More accurate than :GetChildren()
|
||||
---@param frame ActorFrame
|
||||
---@return Actor[]
|
||||
function getChildren(frame)
|
||||
local c = oat._actorAssociationTable[frame]
|
||||
if c then
|
||||
return c
|
||||
else
|
||||
error('uranium: actorframe doesn\'t exist (or isn\'t an actorframe)', 2)
|
||||
end
|
||||
end
|
||||
|
||||
local patchedFunctions = {}
|
||||
function oat._patchFunction(f, obj)
|
||||
if not patchedFunctions[f] then patchedFunctions[f] = {} end
|
||||
if not patchedFunctions[f][obj] then
|
||||
patchedFunctions[f][obj] = function(...)
|
||||
arg[1] = obj
|
||||
local results
|
||||
local status, result = pcall(function()
|
||||
-- doing it this way instead of returning because lua
|
||||
-- offers no way of grabbing everything BUT the first
|
||||
-- argument out of pcall
|
||||
results = {f(unpack(arg))}
|
||||
end)
|
||||
if not status then
|
||||
error(result, 2)
|
||||
else
|
||||
return unpack(results)
|
||||
end
|
||||
end
|
||||
end
|
||||
return patchedFunctions[f][obj]
|
||||
end
|
||||
|
||||
M._globalQueue = {} -- for resetting
|
||||
|
||||
---@param actor Actor
|
||||
--- Resets an actor to its initial state
|
||||
function reset(actor)
|
||||
if not M._actorsInitialized then error('uranium: cannot reset an actor during initialization', 2) end
|
||||
for _, q in ipairs(M._globalQueue) do
|
||||
local queueActor = q[1]
|
||||
if queueActor == actor.__raw then
|
||||
local v = q[2]
|
||||
|
||||
local func = queueActor[v[1]]
|
||||
if not func then
|
||||
-- uhmmm ??? hm. what do we do??
|
||||
else
|
||||
oat._patchFunction(func, queueActor)(unpack(v[2]))
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
resetActor = reset
|
||||
|
||||
M._actorQueue = {}
|
||||
M._actorAssociationQueue = {}
|
||||
|
||||
M._actorTree = {}
|
||||
M._currentPath = nil
|
||||
M._pastPaths = {}
|
||||
M._currentActor = nil
|
||||
|
||||
local function findFirstActor(path)
|
||||
for i, v in ipairs(path) do
|
||||
if v.type or v.file then
|
||||
return v, i
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function findFirstActorFrame(path)
|
||||
for i, v in ipairs(path) do
|
||||
if not v.type and not v.file then
|
||||
return v, i
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
oat._actor = {}
|
||||
|
||||
local function nextActor()
|
||||
local new, idx = findFirstActor(M._currentPath)
|
||||
if not new then
|
||||
M._currentActor = nil
|
||||
else
|
||||
M._currentActor = new
|
||||
table.remove(M._currentPath, idx)
|
||||
end
|
||||
end
|
||||
|
||||
function oat._actor.recurse(forceActor)
|
||||
local newFrame, idx = findFirstActorFrame(M._currentPath)
|
||||
local newActor = findFirstActor(M._currentPath)
|
||||
if newFrame and not (newActor and forceActor) then
|
||||
table.insert(M._pastPaths, M._currentPath)
|
||||
M._currentPath = M._currentPath[idx]
|
||||
table.remove(M._pastPaths[#M._pastPaths], idx)
|
||||
return true
|
||||
elseif newActor then
|
||||
table.insert(M._pastPaths, M._currentPath)
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function oat._actor.recurseLast()
|
||||
return oat._actor.recurse(true)
|
||||
end
|
||||
|
||||
function oat._actor.endRecurse()
|
||||
M._currentPath = table.remove(M._pastPaths, #M._pastPaths)
|
||||
end
|
||||
|
||||
function oat._actor.cond()
|
||||
return M._currentActor ~= nil
|
||||
end
|
||||
|
||||
function oat._actor.hasShader()
|
||||
return oat._actor.cond() and (M._currentActor.frag ~= nil or M._currentActor.vert ~= nil)
|
||||
end
|
||||
|
||||
function oat._actor.noShader()
|
||||
nextActor()
|
||||
return oat._actor.cond() and not oat._actor.hasShader()
|
||||
end
|
||||
|
||||
function oat._actor.type()
|
||||
return M._currentActor.type
|
||||
end
|
||||
|
||||
function oat._actor.file()
|
||||
return M._currentActor.file
|
||||
end
|
||||
|
||||
function oat._actor.frag()
|
||||
return M._currentActor.frag or 'nop.frag'
|
||||
end
|
||||
|
||||
function oat._actor.vert()
|
||||
return M._currentActor.vert or 'nop.vert'
|
||||
end
|
||||
|
||||
function oat._actor.font()
|
||||
return M._currentActor.font
|
||||
end
|
||||
|
||||
function oat._actor.init(self)
|
||||
M._currentActor.init(self)
|
||||
self:removecommand('Init')
|
||||
M._currentActor = nil -- to prevent any weirdness
|
||||
end
|
||||
|
||||
function oat._actor.initFrame(self)
|
||||
self:removecommand('Init')
|
||||
self:SetDrawFunction(function()
|
||||
for i = 1, self:GetNumChildren() do
|
||||
local a = self:GetChildAt(i - 1)
|
||||
if specialActorFrames[a] == false then
|
||||
a:Draw()
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
if M._currentPath.init then
|
||||
M._currentPath.init(self)
|
||||
M._currentPath.init = nil
|
||||
specialActorFrames[self] = true
|
||||
else
|
||||
specialActorFrames[self] = false
|
||||
end
|
||||
end
|
||||
|
||||
local actorMethodOverrides = {
|
||||
Draw = function(self, ...)
|
||||
drawfunctionArguments[self] = arg
|
||||
self.__raw:Draw()
|
||||
end
|
||||
}
|
||||
|
||||
-- todo: probably make this more sane
|
||||
local function createProxyActor(name)
|
||||
local queue = {}
|
||||
local initCommands = {}
|
||||
local lockedActor
|
||||
local queueRepresentation
|
||||
|
||||
return setmetatable({}, {
|
||||
__index = function(self, key)
|
||||
if key == '__raw' then
|
||||
return lockedActor
|
||||
end
|
||||
if lockedActor then
|
||||
if actorMethodOverrides[key] then
|
||||
return actorMethodOverrides[key]
|
||||
else
|
||||
local val = lockedActor[key]
|
||||
if type(val) == 'function' then
|
||||
return oat._patchFunction(val, lockedActor)
|
||||
end
|
||||
return val
|
||||
end
|
||||
end
|
||||
if key == '__queue' then
|
||||
return queueRepresentation
|
||||
end
|
||||
if key == '__queueRepresentation' then
|
||||
return function(q)
|
||||
queueRepresentation = q
|
||||
end
|
||||
end
|
||||
if key == '__lock' then
|
||||
return function(actor)
|
||||
if lockedActor then return end
|
||||
for _, v in ipairs(queue) do
|
||||
local func = actor[v[1]]
|
||||
if not func then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
'you\'re calling a function \'' .. v[1] .. '\' on a ' .. name .. ' which doesn\'t exist!:\n'
|
||||
)
|
||||
else
|
||||
local success, result = pcall(function()
|
||||
oat._patchFunction(func, actor)(unpack(v[2]))
|
||||
end)
|
||||
if not success then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' initialization on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
result
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
-- now that we know there's no poisonous methods in queue, let's offload them
|
||||
for _, v in ipairs(queue) do
|
||||
table.insert(M._globalQueue, {actor, v})
|
||||
end
|
||||
-- let's also properly route everything from the proxied actor to the actual actor
|
||||
lockedActor = actor
|
||||
-- and now let's run the initcommands
|
||||
for _, c in ipairs(initCommands) do
|
||||
local func = c[1]
|
||||
local success, result = pcall(function()
|
||||
func(actor)
|
||||
end)
|
||||
if not success then
|
||||
error(
|
||||
'uranium: error on \'' .. name .. '\' InitCommand defined on ' .. v[3].short_src .. ':' .. v[3].currentline .. ':\n' ..
|
||||
result
|
||||
)
|
||||
end
|
||||
end
|
||||
-- to make mr. Garbage Collector's job easier
|
||||
initCommands = {}
|
||||
queueRepresentation = nil
|
||||
queue = {}
|
||||
end
|
||||
else
|
||||
return function(...)
|
||||
if M._actorsInitialized then return end
|
||||
if key == 'addcommand' and arg[2] == 'Init' then
|
||||
table.insert(initCommands, {arg[3], debug.getinfo(2, 'Sl')})
|
||||
else
|
||||
table.insert(queue, {key, arg, debug.getinfo(2, 'Sl')})
|
||||
end
|
||||
end
|
||||
end
|
||||
end,
|
||||
__newindex = function()
|
||||
error('uranium: cannot set properties on actors!', 2)
|
||||
end,
|
||||
__tostring = function() return 'Proxy of ' .. name end,
|
||||
__name = name
|
||||
})
|
||||
end
|
||||
|
||||
local function createGenericFunc(type)
|
||||
return function()
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor(type)
|
||||
table.insert(M._actorQueue, {
|
||||
type = type,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
end
|
||||
|
||||
--- Defines a Quad actor.
|
||||
---@type fun(): Quad
|
||||
Quad = createGenericFunc('Quad')
|
||||
--- Defines an ActorProxy actor.
|
||||
---@type fun(): ActorProxy
|
||||
ActorProxy = createGenericFunc('ActorProxy')
|
||||
--- Defines a Polygon actor.
|
||||
---@type fun(): Polygon
|
||||
Polygon = createGenericFunc('Polygon')
|
||||
--- Defines an ActorFrameTexture actor.
|
||||
---@type fun(): ActorFrameTexture
|
||||
ActorFrameTexture = createGenericFunc('ActorFrameTexture')
|
||||
|
||||
---@param file string | nil
|
||||
---@return Sprite
|
||||
--- Defines a Sprite actor.
|
||||
function Sprite(file)
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
--if not file then error('uranium: cannot create a Sprite without a file', 2) end
|
||||
local actor = createProxyActor('Sprite')
|
||||
local type = nil
|
||||
if not file then type = 'Sprite' end
|
||||
table.insert(M._actorQueue, {
|
||||
type = type,
|
||||
file = file and uranium.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
---@return ActorFrame
|
||||
---@see addChild
|
||||
--- Defines an ActorFrame. Add children to it with `addChild`.
|
||||
function ActorFrame()
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('ActorFrame')
|
||||
table.insert(M._actorQueue, {
|
||||
type = 'ActorFrame',
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
oat._actorAssociationTable[actor] = {}
|
||||
return actor
|
||||
end
|
||||
|
||||
local function isShaderCode(str)
|
||||
return string.find(str or '', '\n')
|
||||
end
|
||||
|
||||
---@param frag string | nil
|
||||
---@param vert string | nil
|
||||
---@return RageShaderProgram
|
||||
--- Defines a shader. `frag` and `vert` can either be filenames or shader code.
|
||||
function Shader(frag, vert)
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('RageShaderProgram')
|
||||
|
||||
local fragFile = frag
|
||||
local vertFile = vert
|
||||
|
||||
local isFragShaderCode = isShaderCode(frag)
|
||||
local isVertShaderCode = isShaderCode(vert)
|
||||
|
||||
if isFragShaderCode then fragFile = nil end
|
||||
if isVertShaderCode then vertFile = nil end
|
||||
|
||||
if (frag and vert) and ((isFragShaderCode and not isVertShaderCode) or (not isFragShaderCode and isVertShaderCode)) then
|
||||
error('uranium: cannot create a shader with 1 shader file and 1 shader code block', 2)
|
||||
end
|
||||
|
||||
table.insert(M._actorQueue, {
|
||||
type = 'Sprite',
|
||||
frag = fragFile and ('../' .. fragFile) or 'nop.frag',
|
||||
vert = vertFile and ('../' .. vertFile) or 'nop.vert',
|
||||
init = function(a)
|
||||
a:hidden(1)
|
||||
actor.__lock(a:GetShader())
|
||||
|
||||
-- shader code stuff
|
||||
if isFragShaderCode or isVertShaderCode then
|
||||
a:GetShader():compile(vert or '', frag or '')
|
||||
end
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
---@param file string
|
||||
---@return RageTexture
|
||||
--- Defines a texture.
|
||||
function Texture(file)
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create a texture without a file', 2) end
|
||||
local actor = createProxyActor('RageTexture')
|
||||
|
||||
table.insert(M._actorQueue, {
|
||||
file = file and uranium.dir .. file,
|
||||
init = function(a)
|
||||
a:hidden(1)
|
||||
actor.__lock(a:GetTexture())
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
---@param file string
|
||||
---@return Model
|
||||
--- Defines a Model actor.
|
||||
function Model(file)
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create a Model without a file', 2) end
|
||||
local actor = createProxyActor('Model')
|
||||
table.insert(M._actorQueue, {
|
||||
type = nil,
|
||||
file = file and uranium.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
---@param font string?
|
||||
---@param text string?
|
||||
---@return BitmapText
|
||||
--- Defines a BitmapText actor.
|
||||
function BitmapText(font, text)
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
local actor = createProxyActor('BitmapText')
|
||||
table.insert(M._actorQueue, {
|
||||
type = 'BitmapText',
|
||||
font = font or 'common',
|
||||
init = function(a)
|
||||
if text then a:settext(text) end
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
---@param file string
|
||||
---@return ActorSound
|
||||
--- Defines an ActorSound actor.
|
||||
function ActorSound(file)
|
||||
if M._actorsInitializing then error('uranium: cannot create an actor during actor initialization!!', 2) end
|
||||
if M._actorsInitialized then error('uranium: cannot create an actor during runtime!!', 2) end
|
||||
if not file then error('uranium: cannot create an ActorSound without a file', 2) end
|
||||
local actor = createProxyActor('ActorSound')
|
||||
table.insert(M._actorQueue, {
|
||||
type = 'ActorSound',
|
||||
file = uranium.dir .. file,
|
||||
init = function(a)
|
||||
actor.__lock(a)
|
||||
end
|
||||
})
|
||||
actor.__queueRepresentation(M._actorQueue[#M._actorQueue])
|
||||
return actor
|
||||
end
|
||||
|
||||
---@param frame ActorFrame
|
||||
---@param actor Actor
|
||||
--- Adds a child to an ActorFrame. **Please be aware of the side-effects!**
|
||||
function addChild(frame, actor)
|
||||
if not frame or not actor then
|
||||
error('uranium: frame and actor must both Exist', 2)
|
||||
end
|
||||
if M._actorsInitializing then
|
||||
error('uranium: cannot create frame-child associations during actor initialization', 2)
|
||||
end
|
||||
if M._actorsInitialized then
|
||||
error('uranium: cannot create frame-child associations after actors have been initialized', 2)
|
||||
end
|
||||
if not frame.__lock then
|
||||
error('uranium: ActorFrame passed into addChild must be one instantiated with ActorFrame()!', 2)
|
||||
end
|
||||
if not actor.__lock then
|
||||
error('uranium: trying to add a child to an ActorFrame that isn\'t an actor; please read the first half of \'ActorFrame\'', 2)
|
||||
end
|
||||
M._actorAssociationQueue[actor.__queue] = frame.__queue
|
||||
table.insert(oat._actorAssociationTable[frame], actor)
|
||||
end
|
||||
|
||||
function M._transformQueueToTree()
|
||||
local tree = {}
|
||||
local paths = {}
|
||||
local iter = 0
|
||||
while #M._actorQueue > 0 do
|
||||
iter = iter + 1
|
||||
if iter > 99999 then
|
||||
error('uranium: failed to transform queue to tree: reached maximum iteration limit! is there an actor with an invalid actorframe?')
|
||||
end
|
||||
for i = #M._actorQueue, 1, -1 do
|
||||
v = M._actorQueue[i]
|
||||
local insertInto
|
||||
if not M._actorAssociationQueue[v] then
|
||||
insertInto = tree
|
||||
else
|
||||
if paths[M._actorAssociationQueue[v]] then
|
||||
insertInto = paths[M._actorAssociationQueue[v]]
|
||||
end
|
||||
end
|
||||
if insertInto then
|
||||
if v.type == 'ActorFrame' then
|
||||
table.insert(insertInto, {init = v.init})
|
||||
table.remove(M._actorQueue, i)
|
||||
paths[v] = insertInto[#insertInto]
|
||||
else
|
||||
table.insert(insertInto, v)
|
||||
table.remove(M._actorQueue, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
M._actorTree = tree
|
||||
end
|
||||
|
||||
function M.prepareForActors()
|
||||
M._actorsInitializing = true
|
||||
M._transformQueueToTree()
|
||||
--Trace(fullDump(M._actorTree))
|
||||
M._currentPath = M._actorTree
|
||||
end
|
||||
|
||||
function M.finalize()
|
||||
oat._actor = nil
|
||||
|
||||
M._actorQueue = nil
|
||||
M._actorAssociationQueue = nil
|
||||
|
||||
M._actorTree = nil
|
||||
M._currentPath = nil
|
||||
M._pastPaths = nil
|
||||
M._currentActor = nil
|
||||
end
|
||||
|
||||
return M
|
|
@ -0,0 +1,36 @@
|
|||
-- Internal module for Uranium's configuration system, meant to be used
|
||||
-- for other systems to access the values.
|
||||
local M = {}
|
||||
|
||||
-- Uranium's configuration system, providing methods to configure parts
|
||||
-- of the template.
|
||||
uranium.config = {}
|
||||
|
||||
M.resetOnFrameStart = false
|
||||
|
||||
-- Toggle actor resetting on frame start behavior by default.
|
||||
---@param bool boolean
|
||||
function uranium.config.resetOnFrameStart(bool)
|
||||
M.resetOnFrameStart = bool
|
||||
end
|
||||
|
||||
---@type table<Actor, boolean>
|
||||
M.resetActorOnFrameStart = {}
|
||||
|
||||
-- Toggle actor resetting on frame start for individual actors. `bool` defaults to the opposite of your `resetOnFrameStart` config
|
||||
---@param actor Actor
|
||||
---@param bool boolean | nil
|
||||
function uranium.config.resetActorOnFrameStart(actor, bool)
|
||||
if bool == nil then bool = not M.resetOnFrameStart end
|
||||
M.resetActorOnFrameStart[actor.__raw or actor] = bool
|
||||
end
|
||||
|
||||
M.hideThemeActors = true
|
||||
|
||||
-- Toggle if theme actors (lifebars, scores, song names, etc.) are hidden. Must be toggled **before** `init`.
|
||||
---@param bool boolean
|
||||
function uranium.config.hideThemeActors(bool)
|
||||
M.hideThemeActors = bool
|
||||
end
|
||||
|
||||
return M
|
|
@ -0,0 +1,33 @@
|
|||
-- indexing things on _G is slower than
|
||||
-- having access to them in a local `oat` table
|
||||
-- that already acts as _G, so we move commonly
|
||||
-- use values over
|
||||
|
||||
local function copy(src)
|
||||
local dest = {}
|
||||
for k, v in pairs(src) do
|
||||
dest[k] = v
|
||||
end
|
||||
return dest
|
||||
end
|
||||
|
||||
oat = _G.oat
|
||||
type = _G.type
|
||||
print = _G.print
|
||||
pairs = _G.pairs
|
||||
ipairs = _G.ipairs
|
||||
unpack = _G.unpack
|
||||
tonumber = _G.tonumber
|
||||
tostring = _G.tostring
|
||||
math = copy(_G.math)
|
||||
table = copy(_G.table)
|
||||
string = copy(_G.string)
|
||||
|
||||
-- convinience shortcuts employed by most templates
|
||||
|
||||
scx = SCREEN_CENTER_X
|
||||
scy = SCREEN_CENTER_Y
|
||||
sw = SCREEN_WIDTH
|
||||
sh = SCREEN_HEIGHT
|
||||
dw = DISPLAY:GetDisplayWidth()
|
||||
dh = DISPLAY:GetDisplayHeight()
|
|
@ -0,0 +1,51 @@
|
|||
useProfiler = false
|
||||
|
||||
---@class ProfilerInfo
|
||||
---@field public t number
|
||||
---@field public src string
|
||||
|
||||
---@type table<string, ProfilerInfo>
|
||||
profilerInfo = {}
|
||||
|
||||
local callbacks = {}
|
||||
|
||||
local debugCache = {}
|
||||
|
||||
---@param event string
|
||||
---@param ... any
|
||||
---@return any
|
||||
--- Call a defined callback.
|
||||
function uranium.call(event, ...)
|
||||
if callbacks[event] then
|
||||
profilerInfo[event] = {}
|
||||
for _, callback in ipairs(callbacks[event]) do
|
||||
local start = os.clock()
|
||||
local res = callback(unpack(arg))
|
||||
local dur = os.clock() - start
|
||||
|
||||
if useProfiler then
|
||||
if not debugCache[callback] then
|
||||
debugCache[callback] = debug.getinfo(callback, 'Sl') -- cached cus debug.getinfo is EXPENSIVE
|
||||
end
|
||||
local finfo = debugCache[callback]
|
||||
|
||||
table.insert(profilerInfo[event], {
|
||||
src = finfo.short_src .. ':' .. finfo.linedefined,
|
||||
t = dur
|
||||
})
|
||||
end
|
||||
|
||||
if res ~= nil then return res end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
---@param event string
|
||||
---@param f function
|
||||
--- Register a callback handler.
|
||||
function uranium.on(event, f)
|
||||
if not callbacks[event] then
|
||||
callbacks[event] = {}
|
||||
end
|
||||
table.insert(callbacks[event], f)
|
||||
end
|
|
@ -0,0 +1,175 @@
|
|||
require 'uranium.constants'
|
||||
require 'uranium.events'
|
||||
local actors = require 'uranium.actors'
|
||||
local config = require 'uranium.config'
|
||||
|
||||
local hasExited = false
|
||||
local function exit()
|
||||
if hasExited then return end
|
||||
hasExited = true
|
||||
uranium.call('exit')
|
||||
-- good templates clean up after themselves
|
||||
uranium = nil
|
||||
_G.oat = nil
|
||||
---@diagnostic disable-next-line: assign-type-mismatch
|
||||
oat = nil
|
||||
_main:hidden(1)
|
||||
collectgarbage()
|
||||
end
|
||||
|
||||
function backToSongWheel(message)
|
||||
if message then
|
||||
SCREENMAN:SystemMessage(message)
|
||||
print(message)
|
||||
end
|
||||
exit()
|
||||
GAMESTATE:FinishSong()
|
||||
-- disable update_command
|
||||
_main:hidden(1)
|
||||
end
|
||||
|
||||
local function onCommand(self)
|
||||
actors._actorsInitialized = true
|
||||
actors._actorsInitializing = false
|
||||
local resetOnFrameStartActors_ = {}
|
||||
for k,v in pairs(config.resetActorOnFrameStart) do
|
||||
resetOnFrameStartActors_[k.__raw] = v
|
||||
end
|
||||
config.resetActorOnFrameStart = resetOnFrameStartActors_
|
||||
uranium.call('init')
|
||||
end
|
||||
|
||||
-- runs once during ScreenReadyCommand, before the user code is loaded
|
||||
-- hides various actors that are placed by the theme
|
||||
local function hideThemeActors()
|
||||
for _, element in ipairs {
|
||||
'Overlay', 'Underlay',
|
||||
'ScoreP1', 'ScoreP2',
|
||||
'LifeP1', 'LifeP2',
|
||||
'PlayerOptionsP1', 'PlayerOptionsP2', 'SongOptions',
|
||||
'LifeFrame', 'ScoreFrame',
|
||||
'DifficultyP1', 'DifficultyP2',
|
||||
'BPMDisplay',
|
||||
'MemoryCardDisplayP1', 'MemoryCardDisplayP2'
|
||||
} do
|
||||
local child = SCREENMAN(element)
|
||||
if child then child:hidden(1) end
|
||||
end
|
||||
end
|
||||
|
||||
GAMESTATE:ApplyModifiers('clearall')
|
||||
|
||||
local lastt = GAMESTATE:GetSongTime()
|
||||
local function screenReadyCommand(self)
|
||||
actors.finalize()
|
||||
|
||||
if config.hideThemeActors then
|
||||
hideThemeActors()
|
||||
end
|
||||
|
||||
self:hidden(0)
|
||||
|
||||
collectgarbage()
|
||||
|
||||
local errored = false
|
||||
local firstrun = true
|
||||
local playersLoaded = false
|
||||
self:addcommand('Update', function()
|
||||
if errored then
|
||||
return 0
|
||||
end
|
||||
errored = true
|
||||
|
||||
local P1, P2 = SCREENMAN('PlayerP1'), SCREENMAN('PlayerP2')
|
||||
if P1 and P2 then
|
||||
playersLoaded = true
|
||||
end
|
||||
if playersLoaded and not P1 and not P2 then -- sora exit hack
|
||||
exit()
|
||||
end
|
||||
|
||||
t = os.clock()
|
||||
b = GAMESTATE:GetSongBeat()
|
||||
local dt = t - lastt
|
||||
lastt = t
|
||||
|
||||
if firstrun then
|
||||
firstrun = false
|
||||
dt = 0
|
||||
self:GetChildren()[2]:hidden(1)
|
||||
uranium.call('ready')
|
||||
end
|
||||
|
||||
drawfunctionArguments = {}
|
||||
|
||||
for _, q in ipairs(actors._globalQueue) do
|
||||
local enabled = config.resetOnFrameStart
|
||||
|
||||
local actor = q[1]
|
||||
local v = q[2]
|
||||
|
||||
local pref = config.resetActorOnFrameStart[actor]
|
||||
if pref ~= nil then enabled = pref end
|
||||
|
||||
if enabled then
|
||||
local func = actor[v[1]]
|
||||
if not func then
|
||||
-- uhmmm ??? hm. what do we do??
|
||||
else
|
||||
oat._patchFunction(func, actor)(unpack(v[2]))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
uranium.call('preUpdate', dt)
|
||||
uranium.call('update', dt)
|
||||
uranium.call('postUpdate', dt)
|
||||
|
||||
errored = false
|
||||
|
||||
return 0
|
||||
end)
|
||||
self:luaeffect('Update')
|
||||
end
|
||||
|
||||
---@class UraniumRelease
|
||||
---@field branch string
|
||||
---@field commit string
|
||||
---@field version string
|
||||
---@field name string
|
||||
---@field prettyName string
|
||||
---@field homeURL string
|
||||
|
||||
---@type UraniumRelease
|
||||
uranium.release = {}
|
||||
|
||||
if not pcall(function() uranium.release = require('uranium.release') end) then
|
||||
uranium.release = require('uranium.release_blank')
|
||||
end
|
||||
|
||||
local success, result = pcall(function()
|
||||
return require('main')
|
||||
end)
|
||||
|
||||
if success then
|
||||
print('---')
|
||||
|
||||
actors.prepareForActors()
|
||||
|
||||
_main:addcommand('On', onCommand)
|
||||
_main:addcommand('Ready', screenReadyCommand)
|
||||
_main:addcommand('Off', exit)
|
||||
_main:addcommand('SaltyReset', exit)
|
||||
_main:addcommand('WindowFocus', function()
|
||||
uranium.call('focus', true)
|
||||
end)
|
||||
_main:addcommand('WindowFocusLost', function()
|
||||
uranium.call('focus', false)
|
||||
end)
|
||||
_main:queuecommand('Ready')
|
||||
else
|
||||
Trace('got an error loading main.lua!')
|
||||
Trace(result)
|
||||
backToSongWheel('loading .lua file failed, check log for details')
|
||||
error('uranium: loading main.lua file failed:\n' .. result)
|
||||
end
|
Loading…
Reference in New Issue