Source code for bascenev1lib.actor.controlsguide

# Released under the MIT License. See LICENSE for details.
#
"""Defines Actors related to controls guides."""

from __future__ import annotations

from typing import TYPE_CHECKING, override

import bascenev1 as bs

if TYPE_CHECKING:
    from typing import Any, Sequence


[docs] class ControlsGuide(bs.Actor): """A screen overlay of game controls. category: Gameplay Classes Shows button mappings based on what controllers are connected. Handy to show at the start of a series or whenever there might be newbies watching. """ def __init__( self, *, position: tuple[float, float] = (390.0, 120.0), scale: float = 1.0, delay: float = 0.0, lifespan: float | None = None, bright: bool = False, ): """Instantiate an overlay. delay: is the time in seconds before the overlay fades in. lifespan: if not None, the overlay will fade back out and die after that long (in seconds). bright: if True, brighter colors will be used; handy when showing over gameplay but may be too bright for join-screens, etc. """ # pylint: disable=too-many-statements # pylint: disable=too-many-locals super().__init__() show_title = True scale *= 0.75 image_size = 90.0 * scale offs = 74.0 * scale offs5 = 43.0 * scale ouya = False maxw = 50 xtweak = -2.8 * scale self._lifespan = lifespan self._dead = False self._bright = bright self._cancel_timer: bs.Timer | None = None self._fade_in_timer: bs.Timer | None = None self._update_timer: bs.Timer | None = None self._title_text: bs.Node | None clr: Sequence[float] punch_pos = (position[0] - offs * 1.1, position[1]) jump_pos = (position[0], position[1] - offs) bomb_pos = (position[0] + offs * 1.1, position[1]) pickup_pos = (position[0], position[1] + offs) self._force_hide_button_names = False if show_title: self._title_text_pos_top = ( position[0], position[1] + 139.0 * scale, ) self._title_text_pos_bottom = ( position[0], position[1] + 139.0 * scale, ) clr = (1, 1, 1) if bright else (0.7, 0.7, 0.7) tval = bs.Lstr( value='${A}:', subs=[('${A}', bs.Lstr(resource='controlsText'))] ) self._title_text = bs.newnode( 'text', attrs={ 'text': tval, 'host_only': True, 'scale': 1.1 * scale, 'shadow': 0.5, 'flatness': 1.0, 'maxwidth': 480, 'v_align': 'center', 'h_align': 'center', 'color': clr, }, ) else: self._title_text = None pos = jump_pos clr = (0.4, 1, 0.4) self._jump_image = bs.newnode( 'image', attrs={ 'texture': bs.gettexture('buttonJump'), 'absolute_scale': True, 'host_only': True, 'vr_depth': 10, 'position': pos, 'scale': (image_size, image_size), 'color': clr, }, ) self._jump_text = bs.newnode( 'text', attrs={ 'v_align': 'top', 'h_align': 'center', 'scale': 1.5 * scale, 'flatness': 1.0, 'host_only': True, 'shadow': 1.0, 'maxwidth': maxw, 'position': (pos[0] + xtweak, pos[1] - offs5), 'color': clr, }, ) clr = (0.2, 0.6, 1) if ouya else (1, 0.7, 0.3) pos = punch_pos self._punch_image = bs.newnode( 'image', attrs={ 'texture': bs.gettexture('buttonPunch'), 'absolute_scale': True, 'host_only': True, 'vr_depth': 10, 'position': pos, 'scale': (image_size, image_size), 'color': clr, }, ) self._punch_text = bs.newnode( 'text', attrs={ 'v_align': 'top', 'h_align': 'center', 'scale': 1.5 * scale, 'flatness': 1.0, 'host_only': True, 'shadow': 1.0, 'maxwidth': maxw, 'position': (pos[0] + xtweak, pos[1] - offs5), 'color': clr, }, ) pos = bomb_pos clr = (1, 0.3, 0.3) self._bomb_image = bs.newnode( 'image', attrs={ 'texture': bs.gettexture('buttonBomb'), 'absolute_scale': True, 'host_only': True, 'vr_depth': 10, 'position': pos, 'scale': (image_size, image_size), 'color': clr, }, ) self._bomb_text = bs.newnode( 'text', attrs={ 'h_align': 'center', 'v_align': 'top', 'scale': 1.5 * scale, 'flatness': 1.0, 'host_only': True, 'shadow': 1.0, 'maxwidth': maxw, 'position': (pos[0] + xtweak, pos[1] - offs5), 'color': clr, }, ) pos = pickup_pos clr = (1, 0.8, 0.3) if ouya else (0.8, 0.5, 1) self._pickup_image = bs.newnode( 'image', attrs={ 'texture': bs.gettexture('buttonPickUp'), 'absolute_scale': True, 'host_only': True, 'vr_depth': 10, 'position': pos, 'scale': (image_size, image_size), 'color': clr, }, ) self._pick_up_text = bs.newnode( 'text', attrs={ 'v_align': 'top', 'h_align': 'center', 'scale': 1.5 * scale, 'flatness': 1.0, 'host_only': True, 'shadow': 1.0, 'maxwidth': maxw, 'position': (pos[0] + xtweak, pos[1] - offs5), 'color': clr, }, ) clr = (0.9, 0.9, 2.0, 1.0) if bright else (0.8, 0.8, 2.0, 1.0) self._run_text_pos_top = (position[0], position[1] - 135.0 * scale) self._run_text_pos_bottom = (position[0], position[1] - 172.0 * scale) sval = 1.0 * scale if bs.app.env.vr else 0.8 * scale self._run_text = bs.newnode( 'text', attrs={ 'scale': sval, 'host_only': True, 'shadow': 1.0 if bs.app.env.vr else 0.5, 'flatness': 1.0, 'maxwidth': 380, 'v_align': 'top', 'h_align': 'center', 'color': clr, }, ) clr = (1, 1, 1) if bright else (0.7, 0.7, 0.7) self._extra_text = bs.newnode( 'text', attrs={ 'scale': 0.8 * scale, 'host_only': True, 'shadow': 0.5, 'flatness': 1.0, 'maxwidth': 380, 'v_align': 'top', 'h_align': 'center', 'color': clr, }, ) self._extra_image_1 = None self._extra_image_2 = None self._nodes = [ self._bomb_image, self._bomb_text, self._punch_image, self._punch_text, self._jump_image, self._jump_text, self._pickup_image, self._pick_up_text, self._run_text, self._extra_text, ] if show_title: assert self._title_text self._nodes.append(self._title_text) # Start everything invisible. for node in self._nodes: node.opacity = 0.0 # Don't do anything until our delay has passed. bs.timer(delay, bs.WeakCall(self._start_updating)) @staticmethod def _meaningful_button_name( device: bs.InputDevice, button_name: str ) -> str: """Return a flattened string button name; empty for non-meaningful.""" if not device.has_meaningful_button_names: return '' assert bs.app.classic is not None button = bs.app.classic.get_input_device_mapped_value( device, button_name ) # -1 means unset; let's show that. if button == -1: return bs.Lstr(resource='configGamepadWindow.unsetText').evaluate() return device.get_button_name(button).evaluate() def _start_updating(self) -> None: # Ok, our delay has passed. Now lets periodically see if we can fade # in (if a touch-screen is present we only want to show up if gamepads # are connected, etc). # Also set up a timer so if we haven't faded in by the end of our # duration, abort. if self._lifespan is not None: self._cancel_timer = bs.Timer( self._lifespan, bs.WeakCall(self.handlemessage, bs.DieMessage(immediate=True)), ) self._fade_in_timer = bs.Timer( 1.0, bs.WeakCall(self._check_fade_in), repeat=True ) self._check_fade_in() # Do one check immediately. def _check_fade_in(self) -> None: assert bs.app.classic is not None # If we have a touchscreen, we only fade in if we have a player # with an input device that is *not* the touchscreen. Otherwise # it is confusing to see the touchscreen buttons right next to # our display buttons. touchscreen: bs.InputDevice | None = bs.getinputdevice( 'TouchScreen', '#1', doraise=False ) if touchscreen is not None: # We look at the session's players; not the activity's. # We want to get ones who are still in the process of # selecting a character, etc. input_devices = [ p.inputdevice for p in bs.getsession().sessionplayers ] input_devices = [ i for i in input_devices if i and i is not touchscreen ] fade_in = False if input_devices: # Only count this one if it has non-empty button names # (filters out wiimotes, the remote-app, etc). for device in input_devices: for name in ( 'buttonPunch', 'buttonJump', 'buttonBomb', 'buttonPickUp', ): if self._meaningful_button_name(device, name) != '': fade_in = True break if fade_in: break # No need to keep looking. else: # No touch-screen; fade in immediately. fade_in = True if fade_in: self._cancel_timer = None # Didn't need this. self._fade_in_timer = None # Done with this. self._fade_in() def _fade_in(self) -> None: for node in self._nodes: bs.animate(node, 'opacity', {0: 0.0, 2.0: 1.0}) # If we were given a lifespan, transition out after it. if self._lifespan is not None: bs.timer( self._lifespan, bs.WeakCall(self.handlemessage, bs.DieMessage()) ) self._update() self._update_timer = bs.Timer( 1.0, bs.WeakCall(self._update), repeat=True ) def _update(self) -> None: # pylint: disable=too-many-statements # pylint: disable=too-many-branches # pylint: disable=too-many-locals if self._dead: return classic = bs.app.classic assert classic is not None punch_button_names = set() jump_button_names = set() pickup_button_names = set() bomb_button_names = set() # We look at the session's players; not the activity's - we want to # get ones who are still in the process of selecting a character, etc. input_devices = [p.inputdevice for p in bs.getsession().sessionplayers] input_devices = [i for i in input_devices if i] # If there's no players with input devices yet, try to default to # showing keyboard controls. if not input_devices: kbd = bs.getinputdevice('Keyboard', '#1', doraise=False) if kbd is not None: input_devices.append(kbd) # We word things specially if we have nothing but keyboards. all_keyboards = input_devices and all( i.name == 'Keyboard' for i in input_devices ) only_remote = len(input_devices) == 1 and all( i.name == 'Amazon Fire TV Remote' for i in input_devices ) right_button_names = set() left_button_names = set() up_button_names = set() down_button_names = set() # For each player in the game with an input device, # get the name of the button for each of these 4 actions. # If any of them are uniform across all devices, display the name. for device in input_devices: # We only care about movement buttons in the case of keyboards. if all_keyboards: right_button_names.add( self._meaningful_button_name(device, 'buttonRight') ) left_button_names.add( self._meaningful_button_name(device, 'buttonLeft') ) down_button_names.add( self._meaningful_button_name(device, 'buttonDown') ) up_button_names.add( self._meaningful_button_name(device, 'buttonUp') ) # Ignore empty values; things like the remote app or # wiimotes can return these. bname = self._meaningful_button_name(device, 'buttonPunch') if bname != '': punch_button_names.add(bname) bname = self._meaningful_button_name(device, 'buttonJump') if bname != '': jump_button_names.add(bname) bname = self._meaningful_button_name(device, 'buttonBomb') if bname != '': bomb_button_names.add(bname) bname = self._meaningful_button_name(device, 'buttonPickUp') if bname != '': pickup_button_names.add(bname) # If we have no values yet, we may want to throw out some sane # defaults. if all( not lst for lst in ( punch_button_names, jump_button_names, bomb_button_names, pickup_button_names, ) ): # Otherwise on android show standard buttons. if classic.platform == 'android': punch_button_names.add('X') jump_button_names.add('A') bomb_button_names.add('B') pickup_button_names.add('Y') run_text = bs.Lstr( value='${R}: ${B}', subs=[ ('${R}', bs.Lstr(resource='runText')), ( '${B}', bs.Lstr( resource=( 'holdAnyKeyText' if all_keyboards else 'holdAnyButtonText' ) ), ), ], ) # If we're all keyboards, lets show move keys too. if ( all_keyboards and len(up_button_names) == 1 and len(down_button_names) == 1 and len(left_button_names) == 1 and len(right_button_names) == 1 ): up_text = list(up_button_names)[0] down_text = list(down_button_names)[0] left_text = list(left_button_names)[0] right_text = list(right_button_names)[0] run_text = bs.Lstr( value='${M}: ${U}, ${L}, ${D}, ${R}\n${RUN}', subs=[ ('${M}', bs.Lstr(resource='moveText')), ('${U}', up_text), ('${L}', left_text), ('${D}', down_text), ('${R}', right_text), ('${RUN}', run_text), ], ) if self._force_hide_button_names: jump_button_names.clear() punch_button_names.clear() bomb_button_names.clear() pickup_button_names.clear() self._run_text.text = run_text w_text: bs.Lstr | str if only_remote and self._lifespan is None: w_text = bs.Lstr( resource='fireTVRemoteWarningText', subs=[('${REMOTE_APP_NAME}', bs.get_remote_app_name())], ) else: w_text = '' self._extra_text.text = w_text if len(punch_button_names) == 1: self._punch_text.text = list(punch_button_names)[0] else: self._punch_text.text = '' if len(jump_button_names) == 1: tval = list(jump_button_names)[0] else: tval = '' self._jump_text.text = tval if tval == '': self._run_text.position = self._run_text_pos_top self._extra_text.position = ( self._run_text_pos_top[0], self._run_text_pos_top[1] - 50, ) else: self._run_text.position = self._run_text_pos_bottom self._extra_text.position = ( self._run_text_pos_bottom[0], self._run_text_pos_bottom[1] - 50, ) if len(bomb_button_names) == 1: self._bomb_text.text = list(bomb_button_names)[0] else: self._bomb_text.text = '' # Also move our title up/down depending on if this is shown. if len(pickup_button_names) == 1: self._pick_up_text.text = list(pickup_button_names)[0] if self._title_text is not None: self._title_text.position = self._title_text_pos_top else: self._pick_up_text.text = '' if self._title_text is not None: self._title_text.position = self._title_text_pos_bottom def _die(self) -> None: for node in self._nodes: node.delete() self._nodes = [] self._update_timer = None self._dead = True
[docs] @override def exists(self) -> bool: return not self._dead
[docs] @override def handlemessage(self, msg: Any) -> Any: assert not self.expired if isinstance(msg, bs.DieMessage): if msg.immediate: self._die() else: # If they don't need immediate, fade out our nodes and # die later. for node in self._nodes: bs.animate(node, 'opacity', {0: node.opacity, 3.0: 0.0}) bs.timer(3.1, bs.WeakCall(self._die)) return None return super().handlemessage(msg)