LoafyLemon
dcdd54cdfe
* Overhauled colour codes support with Ren'py supplied Color class * Added support for hexadecimals alongside colour tuples w/ backwards compatibility * Reduced colour assignments overhead * Converted all colour lists into hexadecimals for all characters
278 lines
10 KiB
Plaintext
278 lines
10 KiB
Plaintext
init python:
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class DollCloth(DollMethods):
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layer_types = {
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"mask": "-1",
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"skin": 10,
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"armfix": "+1",
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"outline": None,
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"extra": None,
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"overlay": None,
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}
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layer_modifiers = {
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"back": "-300",
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"front": "+300",
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"zorder": None,
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}
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def __init__(self, name, categories, type, id, color, zorder=None, unlocked=False, level=0, blacklist=[], modpath=None, parent=None):
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self.name = 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( (tuple(x) if isinstance(x, list) else x) ) for x in color] if color else None
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self.unlocked = unlocked
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self.level = level
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self.blacklist = blacklist
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self.modpath = "mods/" + posixpath.normpath(modpath) if modpath else ""
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self.parent = parent
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self.char = eval(name)
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self.color_default = [x for x in self.color] if self.color else None
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self.zorder = zorder or self.char.states[type][1]
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self.seen = self.unlocked
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self._hash = self.generate_hash()
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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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# Define new item slot type if doesn't exist
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self.char.states.setdefault(self.type, [None, (self.zorder or 1), True])
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def __repr__(self):
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return f"DollCloth(name={self.name}, categories={self.categories}, type={self.type}, id={self.id}, color={self.color}, zorder={self.zorder}, unlocked={self.unlocked}, level={self.level}, blacklist={self.blacklist}, parent={self.parent}, modpath={self.modpath or None})"
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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, DollCloth):
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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( [self.name, self.char.pose, self.type, self.id, str(self.color), str(self.char.body._hash)] )
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return hash(salt)
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@functools.cache
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def get_layers(self, hash):
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path = os.path.join(self.modpath, "characters", self.name, self.char.pose, "clothes", self.type, self.id)
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extensions = self.extensions
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types = self.layer_types
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modifiers = self.layer_modifiers
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layers = {}
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for f in renpy.list_files():
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fp, fn = os.path.split(f)
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fn, ext = os.path.splitext(fn)
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if not fp == path or not ext in extensions:
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continue
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# For user's sake, simplicty, and compatibility reasons,
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# we sort the layers in the code instead.
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#
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# Each file name part represents the following:
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# layertype_subtype*_zorder*_INT*
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#
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# Parts marked with * are optional and can be inserted out of order,
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# with the exception of zorder, which requires an integer appendix.
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#
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# Example valid file name combinations:
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#
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# 0.webp
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# 0_zorder_15.webp
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# 0_front.webp
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# outline.webp
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# outline_back.webp
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#
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# If multiple files exist but with different extension,
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# only the first file will be added to the dictionary.
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ltype, *tails = fn.rsplit("_")
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if not ltype.isdigit() and not ltype in types:
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print("Invalid layer type for file: {}".format(f))
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continue
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zorder = z if (z := types.get(ltype)) is not None else self.zorder
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if isinstance(zorder, str):
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# Note: Layer uses relative zorder if it's passed as a string
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zorder = self.zorder + int(zorder)
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if tails:
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lmodifier, *tails = tails
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if not lmodifier in modifiers:
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print("Invalid modifier for file: {}".format(f))
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continue
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zorder_mod = modifiers.get(lmodifier)
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zorder = (zorder + int(zorder_mod)) if lmodifier != "zorder" else int(tails[-1])
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layers.setdefault("_".join([ltype, lmodifier]), [f, zorder])
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else:
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layers.setdefault(ltype, [f, zorder])
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return layers
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@functools.cache
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def build_image(self, hash, matrix=None):
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if matrix is None:
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matrix = self.char.body.hue
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processors = {
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"skin": lambda file, _: Transform(file, matrixcolor=matrix),
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"armfix": lambda file, _: Transform(file, matrixcolor=matrix),
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"colored": lambda file, n: self.apply_color(file, int(n)),
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"default": lambda file, _: Image(file),
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}
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layers = self.get_layers(hash)
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sprites = []
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for identifier, (file, zorder) in layers.items():
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if ((n := identifier.rsplit("_", 1)[0]).isdigit()):
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processor = processors["colored"]
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else:
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processor = processors.get(identifier, processors["default"])
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processed_file = processor(file, n)
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sprites.append((identifier, processed_file, zorder))
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return sprites
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@property
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def image(self):
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if not renpy.is_skipping() and self.is_stale():
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hash = self._hash
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sprites = self.build_image(hash)
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sprites.sort(key=itemgetter(2))
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sprites = [x[1] for x in sprites]
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self._image = Fixed(*sprites, fit_first=True)
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return self._image
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@functools.cache
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def build_icon(self, hash):
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matrix = SaturationMatrix(0.0)
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sprites = [i for i in self.build_image(hash, matrix=matrix) if not i[0] == "mask"]
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try:
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bounds = self.get_layers(hash).get("outline", [sprites[0][1]])[0]
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except IndexError:
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return Text(f"Error\n{{color=#00ffff}}{{size=-6}}ID:{self.id}{{/size}}{{/color}}", color="#ff0000")
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sprites.extend(self.char.body.build_image(self.char.body._hash, matrix=matrix))
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sprites.sort(key=itemgetter(2))
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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(*[i[1] for i in sprites], fit_first=True), crop=(x, y, w, h))
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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 apply_color(self, img, n):
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"""Takes image and int layer number. Used internally."""
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c = TintMatrix(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 = self.color[n]
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dcol = 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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try:
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action, value = ui.interact()
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except:
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print(f"{ui.interact()}")
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break
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if action == "layer":
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n = value
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col = self.color[value]
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dcol = self.color_default[value]
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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] = value
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self.is_stale()
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elif action == "replace":
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self.color[n] = value
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cp.live_replace(value)
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self.is_stale()
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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 = [Color( (tuple(x) if isinstance(x, list) else x) ) for x in n]
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self.is_stale()
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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] = self.color_default[n]
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else:
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self.color = [x for x in self.color_default]
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self.is_stale()
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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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if self.parent:
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return self
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return DollCloth(self.name, self.categories, self.type, self.id, [x for x in self.color] if self.color else None, self.zorder, self.unlocked, self.level, self.blacklist, self.modpath, self)
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def is_modded(self):
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"""Returns True if item comes from a mod."""
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return bool(self.modpath)
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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 self.type 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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