Source code for bascenev1lib.actor.image

# 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, use it to wire up extended # stuff like tints and masks. mask_texture: bs.Texture | None if isinstance(texture, dict): tint_color = texture['tint_color'] tint2_color = texture['tint2_color'] tint_texture = texture['tint_texture'] # Assume we're dealing with a character icon but allow # overriding. mask_tex_name = texture.get('mask_texture', 'characterIconMask') mask_texture = ( None if mask_tex_name is None else bs.gettexture(mask_tex_name) ) texture = texture['texture'] 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)
# Docs-generation hack; import some stuff that we likely only forward-declared # in our actual source code so that docs tools can find it. from typing import (Coroutine, Any, Literal, Callable, Generator, Awaitable, Sequence, Self) import asyncio from concurrent.futures import Future from pathlib import Path from enum import Enum