# 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 Text(bs.Actor):
"""Text with some tricks."""
[docs]
class Transition(Enum):
"""Transition types for text."""
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 HAlign(Enum):
"""Horizontal alignment type."""
LEFT = 'left'
CENTER = 'center'
RIGHT = 'right'
[docs]
class VAlign(Enum):
"""Vertical alignment type."""
NONE = 'none'
CENTER = 'center'
[docs]
class HAttach(Enum):
"""Horizontal attach type."""
LEFT = 'left'
CENTER = 'center'
RIGHT = 'right'
[docs]
class VAttach(Enum):
"""Vertical attach type."""
BOTTOM = 'bottom'
CENTER = 'center'
TOP = 'top'
def __init__(
self,
text: str | bs.Lstr,
*,
position: tuple[float, float] = (0.0, 0.0),
h_align: HAlign = HAlign.LEFT,
v_align: VAlign = VAlign.NONE,
color: Sequence[float] = (1.0, 1.0, 1.0, 1.0),
transition: Transition | None = None,
transition_delay: float = 0.0,
flash: bool = False,
v_attach: VAttach = VAttach.CENTER,
h_attach: HAttach = HAttach.CENTER,
scale: float = 1.0,
transition_out_delay: float | None = None,
maxwidth: float | None = None,
shadow: float = 0.5,
flatness: float = 0.0,
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__()
self.node = bs.newnode(
'text',
delegate=self,
attrs={
'text': text,
'color': color,
'position': position,
'h_align': h_align.value,
'vr_depth': vr_depth,
'v_align': v_align.value,
'h_attach': h_attach.value,
'v_attach': v_attach.value,
'shadow': shadow,
'flatness': flatness,
'maxwidth': 0.0 if maxwidth is None else maxwidth,
'host_only': host_only,
'front': front,
'scale': scale,
},
)
if transition is self.Transition.FADE_IN:
if flash:
raise RuntimeError(
'fixme: flash and fade-in currently cant both be on'
)
cmb = bs.newnode(
'combine',
owner=self.node,
attrs={
'input0': color[0],
'input1': color[1],
'input2': color[2],
'size': 4,
},
)
keys = {transition_delay: 0.0, 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] = 0.0
bs.animate(cmb, 'input3', keys)
cmb.connectattr('output', self.node, 'color')
if flash:
mult = 2.0
tm1 = 0.15
tm2 = 0.3
cmb = bs.newnode('combine', owner=self.node, attrs={'size': 4})
bs.animate(
cmb,
'input0',
{0.0: color[0] * mult, tm1: color[0], tm2: color[0] * mult},
loop=True,
)
bs.animate(
cmb,
'input1',
{0.0: color[1] * mult, tm1: color[1], tm2: color[1] * mult},
loop=True,
)
bs.animate(
cmb,
'input2',
{0.0: color[2] * mult, tm1: color[2], tm2: color[2] * mult},
loop=True,
)
cmb.input3 = color[3]
cmb.connectattr('output', self.node, 'color')
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] + 1300,
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] - 1300,
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 + 0.2] = (
position[0] - 1300.0
)
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: -100.0,
transition_delay + 1.0: position[1],
}
o_keys = {transition_delay: 0.0, transition_delay + 0.2: 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: -100.0,
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] = -100.0
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: 400.0,
transition_delay + 3.5: position[1],
}
o_keys = {transition_delay: 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)