CampBuddy/Camp.Buddy v2.2.1/Camp_Buddy-2.2.1-pc/renpy/display/anim.py
2025-03-03 23:00:33 +01:00

631 lines
20 KiB
Python

# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
# This file contains support for state-machine controlled animations.
from __future__ import print_function
import renpy.display
import renpy.game
import renpy.easy
import random
class State(object):
"""
This creates a state that can be used in a SMAnimation.
"""
def __init__(self, name, image, *atlist, **properties):
"""
@param name: A string giving the name of this state.
@param image: The displayable that is shown to the user while
we are in (entering) this state. For convenience, this can
also be a string or tuple, which is interpreted with Image.
image should be None when this State is used with motion,
to indicate that the image will be replaced with the child of
the motion.
@param atlist: A list of functions to call on the image. (In
general, if something can be used in an at clause, it can be
used here as well.)
If any keyword arguments are given, they are used to construct a
Position object, that modifies the position of the image.
"""
if image and not isinstance(image, renpy.display.core.Displayable):
image = renpy.easy.displayable(image)
self.name = name
self.image = image
self.atlist = atlist
self.properties = properties
def add(self, sma):
sma.states[self.name] = self
def get_image(self):
rv = self.image
for i in self.atlist:
rv = i(rv)
if self.properties:
rv = renpy.display.layout.Position(rv, **self.properties)
return rv
def motion_copy(self, child):
if self.image is not None:
child = self.image
return State(self.name, child, *self.atlist)
class Edge(object):
"""
This creates an edge that can be used with a SMAnimation.
"""
def __init__(self, old, delay, new, trans=None, prob=1):
"""
@param old: The name (a string) of the state that this transition is from.
@param delay: The number of seconds that this transition takes.
@param new: The name (a string) of the state that this transition is to.
@param trans: The transition that will be used to show the
image found in the new state. If None, the image is show
immediately.
When used with an SMMotion, the transition should probably be
move.
@param prob: The number of times this edge is added. This can
be used to make a transition more probable then others. For
example, if one transition out of a state has prob=5, and the
other has prob=1, then the one with prob=5 will execute 5/6 of
the time, while the one with prob=1 will only occur 1/6 of the
time. (Don't make this too large, as memory use is proportional to
this value.)
"""
self.old = old
self.delay = delay
self.new = new
self.trans = trans
self.prob = prob
def add(self, sma):
for _i in xrange(0, self.prob):
sma.edges.setdefault(self.old, []).append(self)
class SMAnimation(renpy.display.core.Displayable):
"""
This creates a state-machine animation. Such an animation is
created by randomly traversing the edges between states in a
defined state machine. Each state corresponds to an image shown to
the user, with the edges corresponding to the amount of time an
image is shown, and the transition it is shown with.
Images are shown, perhaps with a transition, when we are
transitioning into a state containing that image.
"""
def __init__(self, initial, *args, **properties):
"""
@param initial: The name (a string) of the initial state we
start in.
@param showold: If the keyword parameter showold is True, then
the old image is shown instead of the new image when in an
edge.
@param anim_timebase: If True, we use the animation
timebase. If False, we use the displayable timebase.
This accepts as additional arguments the anim.State and
anim.Edge objects that are used to make up this state
machine.
"""
if 'delay' in properties:
self.delay = properties['delay']
del properties['delay']
else:
self.delay = None
if 'showold' in properties:
self.showold = properties['showold']
del properties['showold']
else:
self.showold = False
if 'anim_timebase' in properties:
self.anim_timebase = properties['anim_timebase']
del properties['anim_timebase']
else:
self.anim_timebase = True
super(SMAnimation, self).__init__(**properties)
self.properties = properties
# The initial state.
self.initial = initial
# A map from state name to State object.
self.states = { }
# A map from state name to list of Edge objects.
self.edges = { }
for i in args:
i.add(self)
# The time at which the current edge started. If None, will be
# set to st by render.
self.edge_start = None
# A cache for what the current edge looks like when rendered.
self.edge_cache = None
# The current edge.
self.edge = None
# The state we're in.
self.state = None
def visit(self):
return [ i.image for i in self.states.itervalues() ]
def pick_edge(self, state):
"""
This randomly picks an edge out of the given state, if
one exists. It updates self.edge if a transition has
been selected, or returns None if none can be found. It also
updates self.image to be the new image on the selected edge.
"""
if state not in self.edges:
self.edge = None
return
edges = self.edges[state]
self.edge = random.choice(edges)
self.state = self.edge.new
def update_cache(self):
"""
Places the correct Displayable into the edge cache, based on
what is contained in the given edge. This takes into account
the old and new states, and any transition that is present.
"""
if self.edge.trans:
im = self.edge.trans(old_widget=self.states[self.edge.old].get_image(),
new_widget=self.states[self.edge.new].get_image())
elif self.showold:
im = self.states[self.edge.old].get_image()
else:
im = self.states[self.edge.new].get_image()
self.edge_cache = im
def get_placement(self):
if self.edge_cache:
return self.edge_cache.get_placement()
if self.state:
return self.states[self.state].get_image().get_placement()
return super(SMAnimation, self).get_placement()
def render(self, width, height, st, at):
if self.anim_timebase:
t = at
else:
t = st
if self.edge_start is None or t < self.edge_start:
self.edge_start = t
self.edge_cache = None
self.pick_edge(self.initial)
while self.edge and t > self.edge_start + self.edge.delay:
self.edge_start += self.edge.delay
self.edge_cache = None
self.pick_edge(self.edge.new)
# If edge is None, then we have a permanent, static picture. Deal
# with that.
if not self.edge:
im = renpy.display.render.render(self.states[self.state].get_image(),
width, height,
st - self.edge_start, at)
# Otherwise, we have another edge.
else:
if not self.edge_cache:
self.update_cache()
im = renpy.display.render.render(self.edge_cache, width, height, t - self.edge_start, at)
if not renpy.game.less_updates:
renpy.display.render.redraw(self.edge_cache, self.edge.delay - (t - self.edge_start))
iw, ih = im.get_size()
rv = renpy.display.render.Render(iw, ih)
rv.blit(im, (0, 0))
return rv
def __call__(self, child=None, new_widget=None, old_widget=None):
"""
Used when this SMAnimation is used as a SMMotion. This creates
a duplicate of the animation, with all states containing None
as the image having that None replaced with the image that is provided here.
"""
if child is None:
child = new_widget
args = [ ]
for state in self.states.itervalues():
args.append(state.motion_copy(child))
for edges in self.edges.itervalues():
args.extend(edges)
return SMAnimation(self.initial, delay=self.delay, *args, **self.properties)
# class Animation(renpy.display.core.Displayable):
# """
# A Displayable that draws an animation, which is a series of images
# that are displayed with time delays between them.
# """
# def __init__(self, *args, **properties):
# """
# Odd (first, third, fifth, etc.) arguments to Animation are
# interpreted as image filenames, while even arguments are the
# time to delay between each image. If the number of arguments
# is odd, the animation will stop with the last image (well,
# actually delay for a year before looping). Otherwise, the
# animation will restart after the final delay time.
# @param anim_timebase: If True, the default, use the animation
# timebase. Otherwise, use the displayable timebase.
# """
# properties.setdefault('style', 'animation')
# self.anim_timebase = properties.pop('anim_timebase', True)
# super(Animation, self).__init__(**properties)
# self.images = [ ]
# self.delays = [ ]
# for i, arg in enumerate(args):
# if i % 2 == 0:
# self.images.append(renpy.easy.displayable(arg))
# else:
# self.delays.append(arg)
# if len(self.images) > len(self.delays):
# self.delays.append(365.25 * 86400.0) # One year, give or take.
# def render(self, width, height, st, at):
# if self.anim_timebase:
# t = at % sum(self.delays)
# else:
# t = st % sum(self.delays)
# for image, delay in zip(self.images, self.delays):
# if t < delay:
# renpy.display.render.redraw(self, delay - t)
# im = renpy.display.render.render(image, width, height, t, at)
# width, height = im.get_size()
# rv = renpy.display.render.Render(width, height)
# rv.blit(im, (0, 0))
# return rv
# else:
# t = t - delay
# def visit(self):
# return self.images
def Animation(*args, **kwargs):
newargs = [ ]
for i, a in enumerate(args):
newargs.append(a)
if i % 2 == 1:
newargs.append(None)
return TransitionAnimation(*newargs, **kwargs)
class TransitionAnimation(renpy.display.core.Displayable):
"""
A displayable that draws an animation with each frame separated
by a transition.
"""
def __init__(self, *args, **properties):
"""
This takes arguments such that the 1st, 4th, 7th, ...
arguments are displayables, the 2nd, 5th, 8th, ... on arguments
are times, and the 3rd, 6th, 9th, ... are transitions.
This displays the first displayable for the given time, then
transitions to the second displayable using the given
transition, and shows it for the given time (the time of the
transition is taken out of the time the frame is shown), and
so on.
The last argument may be a displayable (in which case that
displayable is used to transition back to the first frame), or
a displayable (which is shown forever).
There is one keyword argument, apart from the style properties:
@param anim_timebase: If True, the default, use the animation
timebase. Otherwise, use the displayable timebase.
"""
properties.setdefault('style', 'animation')
self.anim_timebase = properties.pop('anim_timebase', True)
super(TransitionAnimation, self).__init__(**properties)
images = [ ]
delays = [ ]
transitions = [ ]
for i, arg in enumerate(args):
if i % 3 == 0:
images.append(renpy.easy.displayable(arg))
elif i % 3 == 1:
delays.append(arg)
else:
transitions.append(arg)
if len(images) > len(delays):
delays.append(365.25 * 86400.0) # One year, give or take.
if len(images) > len(transitions):
transitions.append(None)
self.images = images
self.prev_images = [ images[-1] ] + images[:-1]
self.delays = delays
self.transitions = [ transitions[-1] ] + transitions[:-1]
def render(self, width, height, st, at):
if self.anim_timebase:
orig_t = at
else:
orig_t = st
t = orig_t % sum(self.delays)
for image, prev, delay, trans in zip(self.images, self.prev_images, self.delays, self.transitions):
if t < delay:
if not renpy.game.less_updates:
renpy.display.render.redraw(self, delay - t)
if trans and orig_t >= self.delays[0]:
image = trans(old_widget=prev, new_widget=image)
im = renpy.display.render.render(image, width, height, t, at)
width, height = im.get_size()
rv = renpy.display.render.Render(width, height)
rv.blit(im, (0, 0))
return rv
else:
t = t - delay
def visit(self):
return self.images
class Blink(renpy.display.core.Displayable):
"""
"""
def __init__(self, image, on=0.5, off=0.5, rise=0.5, set=0.5, # @ReservedAssignment
high=1.0, low=0.0, offset=0.0, anim_timebase=False, **properties):
"""
This takes as an argument an image or widget, and blinks that image
by varying its alpha. The sequence of phases is
on - set - off - rise - on - ... All times are given in seconds, all
alphas are fractions between 0 and 1.
@param image: The image or widget that will be blinked.
@param on: The amount of time the widget spends on, at high alpha.
@param off: The amount of time the widget spends off, at low alpha.
@param rise: The amount time the widget takes to ramp from low to high alpha.
@param set: The amount of time the widget takes to ram from high to low.
@param high: The high alpha.
@param low: The low alpha.
@param offset: A time offset, in seconds. Use this to have a
blink that does not start at the start of the on phase.
@param anim_timebase: If True, use the animation timebase, if false, the displayable timebase.
"""
super(Blink, self).__init__(**properties)
self.image = renpy.easy.displayable(image)
self.on = on
self.off = off
self.rise = rise
self.set = set
self.high = high
self.low = low
self.offset = offset
self.anim_timebase = anim_timebase
self.cycle = on + set + off + rise
def visit(self):
return [ self.image ]
def render(self, height, width, st, at):
if self.anim_timebase:
t = at
else:
t = st
time = (self.offset + t) % self.cycle
alpha = self.high
if 0 <= time < self.on:
delay = self.on - time
alpha = self.high
time -= self.on
if 0 <= time < self.set:
delay = 0
frac = time / self.set
alpha = self.low * frac + self.high * (1.0 - frac)
time -= self.set
if 0 <= time < self.off:
delay = self.off - time
alpha = self.low
time -= self.off
if 0 <= time < self.rise:
delay = 0
frac = time / self.rise
alpha = self.high * frac + self.low * (1.0 - frac)
rend = renpy.display.render.render(self.image, height, width, st, at)
w, h = rend.get_size()
rv = renpy.display.render.Render(w, h)
rv.blit(rend, (0, 0))
rv.alpha = alpha
if not renpy.game.less_updates:
renpy.display.render.redraw(self, delay)
return rv
def Filmstrip(image, framesize, gridsize, delay, frames=None, loop=True, **properties):
"""
This creates an animation from a single image. This image
must consist of a grid of frames, with the number of columns and
rows in the grid being taken from gridsize, and the size of each
frame in the grid being taken from framesize. This takes frames
and sticks them into an Animation, with the given delay between
each frame. The frames are taken by going from left-to-right
across the first row, left-to-right across the second row, and
so on until all frames are consumed, or a specified number of
frames are taken.
@param image: The image that the frames must be taken from.
@param framesize: A (width, height) tuple giving the size of
each of the frames in the animation.
@param gridsize: A (columns, rows) tuple giving the number of
columns and rows in the grid.
@param delay: The delay, in seconds, between frames.
@param frames: The number of frames in this animation. If None,
then this defaults to colums * rows frames, that is, taking
every frame in the grid.
@param loop: If True, loop at the end of the animation. If False,
this performs the animation once, and then stops.
Other keyword arguments are as for anim.SMAnimation.
"""
width, height = framesize
cols, rows = gridsize
if frames is None:
frames = cols * rows
i = 0
# Arguments to Animation
args = [ ]
for r in range(0, rows):
for c in range(0, cols):
x = c * width
y = r * height
args.append(renpy.display.im.Crop(image, x, y, width, height))
args.append(delay)
i += 1
if i == frames:
break
if i == frames:
break
if not loop:
args.pop()
return Animation(*args, **properties)