LoafyLemon
fc794f969a
* Added a UI lock mechanism to avoid render stalls * Fixed initialization issue due to python init offset for android devices * Fixed a hang caused by joining threads on android devices * Fixed a race condition when forcefully stopping threads
290 lines
11 KiB
Plaintext
290 lines
11 KiB
Plaintext
init python:
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class DollOutfit(DollMethods):
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default_schedule = {"day": False, "night": False, "cloudy": False, "rainy": False, "snowy": False}
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_loading = Fixed(Text("Loading", align=(0.5, 0.5)), xysize=(96, 168))
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__slots__ = ("group", "name", "desc", "price", "char", "unlocked", "schedule", "temp", "hidden", "addons", "_hash", "_button")
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def __init__(self, group, unlocked=False, name="", desc="", price=0, temp=False, schedule={}, hidden=False, addons=[]):
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self.group = [x.clone() if not x.parent else x for x in group]
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self.group.sort()
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self.name = name
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self.desc = desc
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self.price = price
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self.char = self.group[0].char
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self.unlocked = unlocked
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self.schedule = dict(list(self.default_schedule.items()) + list(schedule.items()))
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self.temp = temp
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self.hidden = hidden
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self.addons = addons
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self._hash = self.generate_hash()
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self._button = DefaultQueue()
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if not self.temp:
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if unlocked:
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self.unlock()
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if not self.hidden and not self in self.char.outfits:
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self.char.outfits.append(self)
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def __hash__(self):
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return self._hash
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def __eq__(self, obj):
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if not isinstance(obj, DollOutfit):
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return NotImplemented
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return self._hash == obj._hash
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def generate_hash(self):
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salt = str( [x._hash for x in self.group] ) + str(self.schedule)
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return hash(salt)
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def delete(self):
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if self in self.char.outfits:
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self.char.outfits.remove(self)
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@functools.cache
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def build_image(self, hash):
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from itertools import chain
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matrix = SaturationMatrix(0.0)
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sprites = list(chain.from_iterable(
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(self.char.body.build_image(self.char.body._hash, matrix=matrix),
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*(x.build_image(x._hash, matrix=matrix) for x in self.group))
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))
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masks = [sprites.pop(sprites.index(x)) for x in sprites if x[0] == "mask"]
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sprites.sort(key=itemgetter(2))
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masks.sort(key=itemgetter(2))
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back_sprites = [x[1] for x in sprites if x[2] < 0]
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#Apply alpha mask
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for m in masks:
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_, mask, mask_zorder = m
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for i, s in enumerate(sprites):
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_, sprite, sprite_zorder = s
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if i < 1 or mask_zorder > sprite_zorder:
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continue
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masked = AlphaMask(Fixed(*(x[1] for x in sprites[:i]), fit_first=True), mask)
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sprites = sprites[i:]
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sprites.insert(0, (None, masked, mask_zorder))
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break
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sprites = back_sprites + [x[1] for x in sprites]
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return Fixed(*sprites, fit_first=True)
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@property
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def image(self):
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return self.build_image(self._hash)
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@functools.cache
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def build_icon(self, hash):
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sprite = self.build_image(self._hash)
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return Transform(sprite, crop=(220, 0, 680, 1200), size=(96, 168), fit="contain", align=(0.5, 1.0), yoffset=-6)
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@property
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def icon(self):
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return self.build_icon(self._hash)
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def _build_button(self, _hash, subcat):
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global wardrobe_outfit_schedule
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style = "wardrobe_button"
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# is_equipped = self.char.is_equipped_item(self)
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is_modded = self.is_modded()
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is_inadequate = subcat in ("save", "load", "schedule") and not wardrobe_check_equip_outfit(self)
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has_schedule = any(self.schedule.values())
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child = Frame(gui.format("interface/frames/{}/iconframe.webp"), 6, 6)
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warnings = []
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hbox = []
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vbox = []
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overlay = []
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if is_modded:
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warnings.append("Outfit contains items from these mods:\n{size=-4}{color=#35aae2}"+ "\n".join(self.get_modname()) + "{/color}{/size}")
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hbox.append(Text("M", color="#00b200", style="wardrobe_button_text"))
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action = None
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alternate = None
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unhovered = None
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foreground = None
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hover_foreground = "#ffffff80"
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selected_foreground = None
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if is_inadequate:
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foreground = "#b2000040"
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hover_foreground = "#CD5C5C40"
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selected_foreground = "#CD5C5C40"
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## MOVE ACTIONS OUT OF THE FUNCTION, THEY FUCK THINGS UP.
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## One can manipulate the button actions using Button.action
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if subcat == "delete":
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action = Return(["deloutfit", self])
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elif subcat == "load":
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action = Return(["equip", self])
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elif subcat == "save":
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action = Return(["addoutfit", self])
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# elif subcat == "import": # Imports are taken care of outside the class.
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# action = Return(["import", self])
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elif subcat == "export":
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action = Return(["export", self])
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elif subcat == "schedule":
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if not has_schedule and not is_inadequate:
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action = Return(["schedule", self])
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alternate = Return(["schedule", self])
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foreground = "#00000040"
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hover_foreground = "#80808040"
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selected_foreground = "#80808040"
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elif has_schedule:
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action = Return(["schedule", self])
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alternate = Return(["schedule", self])
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# elif is_inadequate:
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# foreground = "#b2000040"
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# hover_foreground = "#CD5C5C40"
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# selected_foreground = "#CD5C5C40"
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if has_schedule:
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for i in wardrobe_outfit_schedule:
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if self.schedule[i]:
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vbox.append(Transform(f"interface/wardrobe/icons/outfits/{i}.webp", size=(16, 16), offset=(6, 6)))
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# if is_equipped:
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# hbox.append(Transform("interface/topbar/icon_check.webp", align=(1.0, 1.0), offset=(-6, -6), size=(24, 24)))
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if vbox:
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hbox.append(VBox(*vbox))
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if hbox:
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child = Fixed(child, HBox(*hbox), fit_first=True)
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return Button(child=child, focus_mask=None, xysize=(96, 168), background=self.icon, action=action, alternate=alternate, tooltip=("\n".join(warnings)), foreground=foreground, hover_foreground=hover_foreground, selected_foreground=selected_foreground, unhovered=unhovered, style=style)
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@functools.cache
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def build_button(self, subcat):
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def _func(self, hash, subcat):
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result = self._build_button(self._hash, subcat)
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self._button.put(result)
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thread = DollThread(target=_func, args=(self, self._hash, subcat))
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thread.start()
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@property
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def button(self):
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if settings.get("multithreading"):
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return self._button.get_with_default(self._loading)
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else:
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global current_subcategory
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return self._build_button(self._hash, current_subcategory)
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def clear_button_cache(self):
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self.build_button.cache_clear()
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def exists(self):
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return (self in self.char.outfits)
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def export_data(self, filename, tofile=True):
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"""Exports outfit to .png file or clipboard text."""
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exported = [self.group[0].name]
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for i in self.group:
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if i.color:
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color = [j.hexcode for j in i.color]
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exported.append([i.id, color])
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# Encode data
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if tofile:
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path = os.path.join(config.gamedir, "outfits")
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if not os.path.exists(path):
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os.makedirs(path)
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path = os.path.join(path, "_temp.png")
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d = Transform(self.image, crop=(210, 200, 700, 1000), anchor=(0.5, 1.0), align=(0.5, 1.0), xsize=310, ysize=470, fit="contain")
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d = Fixed(
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"interface/wardrobe/export_background.webp",
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d,
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"interface/wardrobe/export_frame.webp",
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Text(states.active_girl, align=(0.5, 0.995)),
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Text("Ver. {}".format(config.version), size=10, align=(0.99, 0.99))
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)
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displayable_to_file(d, path, size=(310, 470) )
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ImagePayload().inject("_temp.png", filename, str(exported))
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os.remove(path)
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else:
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set_clipboard(exported)
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renpy.notify("Export successful!")
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def unlock(self):
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"""Unlocks outfit and respective clothing objects from which they were cloned."""
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self.unlocked = True
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for i in self.group:
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i.unlock()
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for i in self.addons:
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i.unlock()
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def save(self):
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"""Overwrites this outfit with clothes currently equipped by the character."""
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self.group = [x[0].clone() for x in self.char.states.values() if x[0]]
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return
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def is_modded(self):
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"""Returns True if one of the group items comes from a mod."""
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for i in self.group:
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if i.is_modded():
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return True
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return False
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def get_modname(self):
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"""Returns a list of mods contained within the outfit group."""
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return list(set([i.get_modname() for i in self.group if i.is_modded()]))
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def get_schedule(self):
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"""Returns a dictionary with the current schedule."""
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return self.schedule
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def set_schedule(self, **kwargs):
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for k, v in kwargs.items():
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self.schedule[k] = v
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def has_type(self, *args):
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"""Takes argument(s) containing string cloth type(s). Returns True if worn, False otherwise."""
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types = set(x.type for x in self.group)
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for arg in args:
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if arg in self.multislots:
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if not any(x.startswith(arg) for x in types):
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return False
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else:
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if not arg in types:
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return False
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return True
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def has_any_type(self, *args):
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"""Takes arguments containing string cloth types. Returns True if ANY of them is worn, False otherwise."""
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if "clothes" in args:
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for k in self.char.states.keys():
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if not k.startswith(self.blacklist_toggles):
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if self.has_type(k):
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return True
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else:
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for arg in args:
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if self.has_type(arg):
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return True
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return False
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