forked from SilverStudioGames/WTS
329 lines
13 KiB
Plaintext
329 lines
13 KiB
Plaintext
init python:
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class DollCloth(DollMethods):
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def __init__(self, name, categories, type, id, color, zorder=None, unlocked=False, level=0, blacklist=[], parent=None, armfix=False, modpath=None):
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self.name = name
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self.char = eval(name)
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self.categories = categories
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self.type = type
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self.id = id
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self.color = color
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self.color_default = [x[:] for x in color]
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self.unlocked = unlocked
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self.layers = len(color)
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self.parent = parent
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self.ico = Null()
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self.blacklist = blacklist
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self.level = level
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self.modpath = posixpath.normpath(modpath) if modpath else ""
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self.armfix = armfix
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self.back_outline = None
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self.front_outline = None
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# Inherit zorder from character if needed
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self.zorder = zorder or self.char.clothes[type][1]
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self.seen = self.unlocked
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self.cached_icon = False
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self.set_imagepath()
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self.set_layers()
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# Add to character wardrobe and unordered list
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if not parent:
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self.char.wardrobe.setdefault(self.categories[0], {}).setdefault(self.categories[1], []).append(self)
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self.char.wardrobe_list.append(self)
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def set_imagepath(self):
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if any(x in self.type for x in self.multislots):
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subpath = self.type[:-1]
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else:
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subpath = self.type
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path = "{}/characters/{}/clothes/{}/{}/".format(self.modpath, self.name, subpath, self.id)
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if renpy.loadable(path + "0.webp"):
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self.imagepath = path
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return
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raise IOError("Couldn't find file \"{}/characters/{}/clothes/{}/{}/0.webp\"".format(self.modpath, self.name, subpath, self.id))
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def set_layers(self):
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for x in self.layers_special:
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if x == "zorder":
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self.__dict__["zlayers"] = [f for f in renpy.list_files() if f.startswith(self.imagepath.lstrip("/")) and "zorder" in f]
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else:
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path = "{}{}.webp".format(self.imagepath, x)
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self.__dict__[x] = path if renpy.loadable(path) else None
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for x in self.layers_additional:
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self.__dict__[x] = []
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for i in range(self.layers):
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path = "{}{}_{}.webp".format(self.imagepath, i, x)
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if renpy.loadable(path):
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self.__dict__[x].append(path)
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else:
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self.__dict__[x].append(None)
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path = "{}outline_{}.webp".format(self.imagepath, x)
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self.__dict__[x+"_outline"] = path if renpy.loadable(path) else None
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def build_image(self):
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sprites = [(self.apply_color("{}{}.webp".format(self.imagepath, x), x), x) for x in range(self.layers)]
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# Add extra layers if exist
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for n, x in enumerate(self.layers_extra):
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path = "{}{}.webp".format(self.imagepath, x)
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if renpy.loadable(path):
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sprites.append((path, self.layers+n))
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sprites.sort(key=itemgetter(1))
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sprites = tuple(x[0] for x in sprites)
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return sprites
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def build_mannequin(self):
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sprites = [
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self.get_back(),
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self.get_mannequin(),
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self.get_front(),
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(self.get_image(), self.zorder),
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self.get_armfix(mannequin=True)
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]
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sprites.extend(self.get_zlayers())
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sprites.sort(key=itemgetter(1))
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# Apply Alpha mask
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if self.mask:
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mask_zorder = self.zorder-1
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for i, s in enumerate(sprites):
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sprite, sprite_zorder = s
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if mask_zorder > sprite_zorder >= 0:
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continue
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c = tuple(x[0] for x in sprites[:i] if not isinstance(x[0], Null))
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masked = AlphaMask(Fixed(*c, fit_first=True), self.mask)
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sprites = sprites[i:]
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sprites.insert(0, (masked, mask_zorder))
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break
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bounds = "{}outline.webp".format(self.imagepath) if renpy.loadable("{}outline.webp".format(self.imagepath)) else "{}0.webp".format(self.imagepath)
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sprites = tuple(x[0] for x in sprites)
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return (sprites, bounds)
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def make_icon(self):
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thread = DollThread(target=self.build_icon)
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thread.daemon = True
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thread.start()
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sprite = thread.join()
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self.ico = DollDisplayable(sprite)
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def build_icon(self):
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sprites, bounds = self.build_mannequin()
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wmax, hmax = self.sizes
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wmin = hmin = 96
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x, y, w, h = crop_whitespace(bounds)
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xoffset, yoffset = w/2, h/2
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w = h = max(w, h, wmin, hmin)
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w = max(wmin, w + w/2)
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h = max(hmin, h + h/2)
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x = clamp( (x - w/2) + xoffset, 0, wmax)
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y = clamp( (y - h/2) + yoffset, 0, hmax)
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# Forbid exceeding the image height.
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if y+h > hmax:
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y = hmax-h
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return Transform(Fixed(*sprites, fit_first=True), crop=(x, y, w, h))
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def rebuild_icon(self):
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# Defers rebuild until next time get_image is called
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self.cached_icon = False
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def get_zlayers(self):
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"""Returns a list of zordered layers"""
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zlayers = []
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for i in self.zlayers:
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path, filename = os.path.split(i)
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filename = os.path.splitext(filename)[0]
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# I.e "0_zorder_35", we don't need the middle control
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layertype, _, zorder = filename.split("_")
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if layertype.isdigit():
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zlayers.append((self.apply_color(i, int(layertype)), int(zorder)))
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else:
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zlayers.append((i, int(zorder)))
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return zlayers
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def get_back(self):
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"""Returns a list of layers displayed in the back of object/character"""
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back_outline = [self.back_outline] if self.back_outline else []
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sprites = [self.apply_color(x, n) for n, x in enumerate(self.back) if x] + back_outline
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if sprites:
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return (Fixed(*sprites, fit_first=True), -100+self.zorder)
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w, h = self.sizes
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return (Null(width=w, height=h), -100+self.zorder)
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def get_front(self):
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"""Returns a list of layers displayed in the front of object/character"""
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front_outline = [self.front_outline] if self.front_outline else []
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sprites = [self.apply_color(x, n) for n, x in enumerate(self.front) if x] + front_outline
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if sprites:
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return (Fixed(*sprites, fit_first=True), 100+self.zorder)
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w, h = self.sizes
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return (Null(width=w, height=h), 100+self.zorder)
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def get_armfix(self, mannequin=False):
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if self.armfix:
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if mannequin:
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armleft = gray_tint("{}armleft/{}_fix.webp".format(self.char.body.imagepath, self.char.body.get_part("armleft")))
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armright = gray_tint("{}armright/{}_fix.webp".format(self.char.body.imagepath, self.char.body.get_part("armright")))
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else:
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armleft = Transform("{}armleft/{}_fix.webp".format(self.char.body.imagepath, self.char.body.get_part("armleft")), matrixcolor=HueMatrix(self.char.body.hue))
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armright = Transform("{}armright/{}_fix.webp".format(self.char.body.imagepath, self.char.body.get_part("armright")), matrixcolor=HueMatrix(self.char.body.hue))
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return (Fixed(armleft, armright, fit_first=True), 0.5+self.zorder)
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w, h = self.sizes
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return (Null(width=w, height=h), 0.5+self.zorder)
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def get_mannequin(self):
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return (self.char.body.get_mannequin(group=[self]), 0)
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def get_icon(self):
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"""Returns cropped Fixed displayable"""
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if not renpy.is_skipping():
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if not self.cached_icon:
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self.cached_icon = True
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self.make_icon()
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return self.ico
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def apply_color(self, img, n):
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"""Takes image and int layer number. Used internally."""
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c = TintMatrix(tuple(self.color[n]))
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return Transform(img, matrixcolor=c)
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def set_color(self, n):
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"""Takes int layer number for manual color picking or a list to replace the cloth color in its entirety."""
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if isinstance(n, int):
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col = Color(tuple(self.color[n]))
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dcol = Color(tuple(self.color_default[n]))
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cp.live_replace(col)
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cp.start_replace(col)
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cp.default_replace(dcol)
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renpy.show_screen("colorpickerscreen", self)
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while True:
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action, value = ui.interact()
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if action == "layer":
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n = value
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col = Color(tuple(self.color[value]))
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dcol = Color(tuple(self.color_default[n]))
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cp.live_replace(col)
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cp.start_replace(col)
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cp.default_replace(dcol)
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elif action == "released":
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self.color[n] = [int(255*x) for x in value.rgba]
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self.rebuild_image()
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self.char.rebuild_image()
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elif action == "replace":
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self.color[n] = [int(255*x) for x in value.rgba]
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cp.live_replace(value)
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self.rebuild_image()
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self.char.rebuild_image()
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elif action == "finish":
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break
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renpy.hide_screen("colorpickerscreen")
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elif isinstance(n, list):
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self.color = [x[:] for x in n]
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self.rebuild_image()
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self.char.rebuild_image()
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self.rebuild_icon()
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def reset_color(self, n=None):
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"""Reset cloth color. Takes optional int layer number to reset only specific layer color."""
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if n:
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self.color[n] = [x for x in self.color_default]
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else:
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self.color = [x[:] for x in self.color_default]
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self.rebuild_image()
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self.char.rebuild_image()
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self.rebuild_icon()
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def clone(self):
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"""Creates a clone of this cloth object. Since it requires a parent object it should be used internally only to avoid object depth issue."""
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return DollCloth(self.name, self.categories, self.type, self.id, [x[:] for x in self.color], self.zorder, self.unlocked, self.level, self.blacklist, self, self.armfix, self.modpath)
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def set_pose(self, pose):
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compatible = False
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for x in (self.categories[0], self.categories[1], self.type):
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if pose is None:
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path = "{}/characters/{}/clothes/{}/{}/".format(self.modpath, self.name, x, self.id)
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if renpy.loadable(path + "0.webp"):
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self.imagepath = path
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self.char.wear(self.type)
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compatible = True
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break
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else:
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path = "{}/characters/{}/poses/{}/clothes/{}/{}/".format(self.modpath, self.name, pose, x, self.id)
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if renpy.loadable(path + "0.webp"):
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self.imagepath = path
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self.char.wear(self.type)
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compatible = True
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break
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if not compatible:
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self.char.strip(self.type)
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return
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self.set_layers()
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self.rebuild_image()
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return
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def is_compatible(self):
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return
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def is_modded(self):
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"""Returns True if item comes from a mod."""
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if self.modpath:
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return True
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return False
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def get_modname(self):
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"""Return the name of the mod directory if exists."""
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return self.modpath.split("/")[1] if self.is_modded() else None
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def mark_as_seen(self):
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self.seen = True
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def is_multislot(self):
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return any(x in self.type for x in self.multislots)
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def unlock(self):
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self.unlocked = True
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if self.parent:
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self.parent.unlock()
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