# Released under the MIT License. See LICENSE for details.
#
"""Defines Actor(s)."""
from __future__ import annotations
from enum import Enum
from typing import TYPE_CHECKING, override
import bascenev1 as bs
if TYPE_CHECKING:
from typing import Any, Sequence
[docs]
class Image(bs.Actor):
"""Just a wrapped up image node with a few tricks up its sleeve."""
[docs]
class Transition(Enum):
"""Transition types we support."""
FADE_IN = 'fade_in'
IN_RIGHT = 'in_right'
IN_LEFT = 'in_left'
IN_BOTTOM = 'in_bottom'
IN_BOTTOM_SLOW = 'in_bottom_slow'
IN_TOP_SLOW = 'in_top_slow'
[docs]
class Attach(Enum):
"""Attach types we support."""
CENTER = 'center'
TOP_CENTER = 'topCenter'
TOP_LEFT = 'topLeft'
BOTTOM_CENTER = 'bottomCenter'
def __init__(
self,
texture: bs.Texture | dict[str, Any],
*,
position: tuple[float, float] = (0, 0),
transition: Transition | None = None,
transition_delay: float = 0.0,
attach: Attach = Attach.CENTER,
color: Sequence[float] = (1.0, 1.0, 1.0, 1.0),
scale: tuple[float, float] = (100.0, 100.0),
transition_out_delay: float | None = None,
mesh_opaque: bs.Mesh | None = None,
mesh_transparent: bs.Mesh | None = None,
vr_depth: float = 0.0,
host_only: bool = False,
front: bool = False,
):
# pylint: disable=too-many-statements
# pylint: disable=too-many-branches
# pylint: disable=too-many-locals
super().__init__()
# If they provided a dict as texture, assume its an icon.
# otherwise its just a texture value itself.
mask_texture: bs.Texture | None
if isinstance(texture, dict):
tint_color = texture['tint_color']
tint2_color = texture['tint2_color']
tint_texture = texture['tint_texture']
texture = texture['texture']
mask_texture = bs.gettexture('characterIconMask')
else:
tint_color = (1, 1, 1)
tint2_color = None
tint_texture = None
mask_texture = None
self.node = bs.newnode(
'image',
attrs={
'texture': texture,
'tint_color': tint_color,
'tint_texture': tint_texture,
'position': position,
'vr_depth': vr_depth,
'scale': scale,
'mask_texture': mask_texture,
'color': color,
'absolute_scale': True,
'host_only': host_only,
'front': front,
'attach': attach.value,
},
delegate=self,
)
if mesh_opaque is not None:
self.node.mesh_opaque = mesh_opaque
if mesh_transparent is not None:
self.node.mesh_transparent = mesh_transparent
if tint2_color is not None:
self.node.tint2_color = tint2_color
if transition is self.Transition.FADE_IN:
keys = {transition_delay: 0, transition_delay + 0.5: color[3]}
if transition_out_delay is not None:
keys[transition_delay + transition_out_delay] = color[3]
keys[transition_delay + transition_out_delay + 0.5] = 0
bs.animate(self.node, 'opacity', keys)
cmb = self.position_combine = bs.newnode(
'combine', owner=self.node, attrs={'size': 2}
)
if transition is self.Transition.IN_RIGHT:
keys = {
transition_delay: position[0] + 1200,
transition_delay + 0.2: position[0],
}
o_keys = {transition_delay: 0.0, transition_delay + 0.05: 1.0}
bs.animate(cmb, 'input0', keys)
cmb.input1 = position[1]
bs.animate(self.node, 'opacity', o_keys)
elif transition is self.Transition.IN_LEFT:
keys = {
transition_delay: position[0] - 1200,
transition_delay + 0.2: position[0],
}
o_keys = {transition_delay: 0.0, transition_delay + 0.05: 1.0}
if transition_out_delay is not None:
keys[transition_delay + transition_out_delay] = position[0]
keys[transition_delay + transition_out_delay + 200] = (
-position[0] - 1200
)
o_keys[transition_delay + transition_out_delay + 0.15] = 1.0
o_keys[transition_delay + transition_out_delay + 0.2] = 0.0
bs.animate(cmb, 'input0', keys)
cmb.input1 = position[1]
bs.animate(self.node, 'opacity', o_keys)
elif transition is self.Transition.IN_BOTTOM_SLOW:
keys = {transition_delay: -400, transition_delay + 3.5: position[1]}
o_keys = {transition_delay: 0.0, transition_delay + 2.0: 1.0}
cmb.input0 = position[0]
bs.animate(cmb, 'input1', keys)
bs.animate(self.node, 'opacity', o_keys)
elif transition is self.Transition.IN_BOTTOM:
keys = {transition_delay: -400, transition_delay + 0.2: position[1]}
o_keys = {transition_delay: 0.0, transition_delay + 0.05: 1.0}
if transition_out_delay is not None:
keys[transition_delay + transition_out_delay] = position[1]
keys[transition_delay + transition_out_delay + 0.2] = -400
o_keys[transition_delay + transition_out_delay + 0.15] = 1.0
o_keys[transition_delay + transition_out_delay + 0.2] = 0.0
cmb.input0 = position[0]
bs.animate(cmb, 'input1', keys)
bs.animate(self.node, 'opacity', o_keys)
elif transition is self.Transition.IN_TOP_SLOW:
keys = {transition_delay: 400, transition_delay + 3.5: position[1]}
o_keys = {transition_delay: 0.0, transition_delay + 1.0: 1.0}
cmb.input0 = position[0]
bs.animate(cmb, 'input1', keys)
bs.animate(self.node, 'opacity', o_keys)
else:
assert transition is self.Transition.FADE_IN or transition is None
cmb.input0 = position[0]
cmb.input1 = position[1]
cmb.connectattr('output', self.node, 'position')
# If we're transitioning out, die at the end of it.
if transition_out_delay is not None:
bs.timer(
transition_delay + transition_out_delay + 1.0,
bs.WeakCall(self.handlemessage, bs.DieMessage()),
)
[docs]
@override
def handlemessage(self, msg: Any) -> Any:
assert not self.expired
if isinstance(msg, bs.DieMessage):
if self.node:
self.node.delete()
return None
return super().handlemessage(msg)