WTS/game/scripts/rooms/init.rpy

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init -1 python:
class Room(object):
def __init__(self, id, menu=None):
self.id = id
self.menu = menu
self.objects = set()
def add(self, obj):
self.objects.add(obj)
def remove(self, obj):
self.objects.remove(obj)
class RoomObject(object):
def __init__(self, room, id, pos, idle, hover=None, foreground=None, background=None, anchor=(0.5, 0.5), focus_mask=True, action=NullAction(), hovered=None, unhovered=None, tooltip=None, decoration=None, zorder=0, hidden=False, overlay=None):
self.room = room
self.id = id
self.pos = pos
self.idle = idle
self.hover = hover or self.idle
self.foreground = foreground
self.background = background
self.anchor = anchor
self.focus_mask = focus_mask
self.action = action
self.hovered = hovered
self.unhovered = unhovered
self.tooltip = tooltip
self.decoration = decoration
self.zorder = zorder
self.hidden = hidden
self.overlay = overlay
# Add to the main room if room was specified
if self.room:
self.room.add(self)
# Backwards compatibility, to be resolved if possible.
self.xpos, self.ypos = self.pos
if isinstance(self.action, dict):
self._default_action = self.action.copy()
else:
self._default_action = self.action
def generate_hash(self):
salt = str( [self.id, self.pos, self.idle, self.hover, self.foreground, self.background, self.anchor, self.focus_mask,
self.action, self.hovered, self.unhovered, self.tooltip, self.decoration, self.zorder, self.hidden, self.overlay]
)
return hash(salt)
def set_image(self, idle, hover=None):
self.idle = idle
self.hover = hover or idle
def get_idle(self):
return self._get_idle(self.generate_hash())
@functools.cache
def _get_idle(self, hash):
if self.hidden:
return Null()
if self.decoration:
if self.decoration.replaces:
return Fixed(self.decoration.room_image, fit_first=True)
else:
return Fixed(self.idle, self.decoration.room_image, fit_first=True)
return Fixed(self.idle, fit_first=True)
def get_hover(self):
return self._get_hover(self.generate_hash())
@functools.cache
def _get_hover(self, hash):
if self.hidden:
return Null()
if self.decoration:
if self.decoration.replaces:
return At(Fixed(self.decoration.room_image_hover, fit_first=True), pulse_hover)
else:
return At(Fixed(self.hover, self.decoration.room_image_hover, fit_first=True), pulse_hover)
return At(Fixed(self.hover, fit_first=True), pulse_hover)
### Shader needs more work.
# if self.decoration:
# return Transform(Fixed(self.hover, self.decoration.room_image, fit_first=True), shader="outline_shader")
# return Transform(self.hover, shader="outline_shader")
def get_foreground(self):
return self._get_foreground(self.generate_hash())
@functools.cache
def _get_foreground(self, hash):
if self.hidden:
return Null()
if self.overlay:
if self.foreground:
return Fixed(self.foreground, self.overlay)
return self.overlay
elif self.foreground:
return self.foreground
def set_decoration(self, decoration):
if not isinstance(decoration, (Decoration, NoneType)):
raise TypeError("Decoration must be a Decoration instance reference or a NoneType")
self.decoration = decoration
def get_action(self):
deco = self.decoration
if deco and deco.replace_action:
action = deco.replace_action
else:
action = self.action
if isinstance(action, dict):
if not action:
raise IndexError(f"Action dict was provided for '{self.id}' but it is empty.")
btns = create_wheelmenu(action)
if not btns:
return None
return Call("wheelmenu", btns=btns, ret=self.room.menu)
return action
def reset_action(self):
if isinstance(self._default_action, dict):
self.action = self._default_action.copy()
elif isinstance(self._default_action, set):
self.action = set(self._default_action)
elif isinstance(self._default_action, list):
self.action = self._default_action[:]
else:
self.action = self._default_action
def get_anchor(self):
deco = self.decoration
if deco and deco.replace_anchor:
return deco.replace_anchor
return self.anchor
def get_pos(self):
deco = self.decoration
if deco and deco.replace_pos:
return deco.replace_pos
return self.pos
def RoomHighlightToggle(state=None):
if not room_menu_active or renpy.in_rollback():
return
room = getattr(store, states.room, None)
if not room:
return
for i in room.objects:
if i.hidden or not i.action:
continue
if i.overlay:
i.overlay = None
else:
i.overlay = At(Text("🔎", align=(0.5, 0.5), size=24), room_highlight_anim)
renpy.restart_interaction()
transform room_highlight_anim:
subpixel True
easein 0.5 zoom 1.2
easeout 0.5 zoom 1.0
repeat
default room_menu_active = False
screen room_menu():
tag room_menu
on "show" action SetVariable("room_menu_active", True)
on "hide" action SetVariable("room_menu_active", False)