mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-25 20:52:26 -06:00
443 lines
16 KiB
Python
Executable file
443 lines
16 KiB
Python
Executable file
"""Undocumented Module"""
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__all__ = ['Transitions']
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from pandac.PandaModules import *
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from direct.gui.DirectGui import *
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from direct.task import Task
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from direct.interval.LerpInterval import LerpColorScaleInterval, LerpColorInterval, LerpScaleInterval, LerpPosInterval
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from direct.interval.MetaInterval import Sequence, Parallel
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from direct.interval.FunctionInterval import Func
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class Transitions:
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# These may be reassigned before the fade or iris transitions are
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# actually invoked to change the models that will be used.
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IrisModelName = "models/misc/iris"
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FadeModelName = "models/misc/fade"
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def __init__(self, loader,
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model=None,
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scale=3.0,
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pos=Vec3(0, 0, 0)):
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self.transitionIval = None
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self.letterboxIval = None
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self.iris = None
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self.fade = None
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self.letterbox = None
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self.fadeModel = model
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self.imagePos = pos
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if model:
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self.alphaOff = Vec4(1, 1, 1, 0)
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self.alphaOn = Vec4(1, 1, 1, 1)
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model.setTransparency(1)
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self.lerpFunc = LerpColorScaleInterval
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else:
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self.alphaOff = Vec4(0, 0, 0, 0)
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self.alphaOn = Vec4(0, 0, 0, 1)
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self.lerpFunc = LerpColorInterval
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self.irisTaskName = "irisTask"
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self.fadeTaskName = "fadeTask"
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self.letterboxTaskName = "letterboxTask"
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def __del__(self):
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if self.fadeModel:
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self.fadeModel.removeNode()
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self.fadeModel = None
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##################################################
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# Fade
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##################################################
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# We can set a custom model for the fade before using it for the first time
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def setFadeModel(self, model, scale=1.0):
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self.fadeModel = model
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# We have to change some default parameters for a custom fadeModel
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self.alphaOn = Vec4(1, 1, 1, 1)
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# Reload fade if its already been created
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if self.fade:
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del self.fade
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self.fade = None
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self.loadFade()
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def loadFade(self):
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if not self.fadeModel:
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self.fadeModel = loader.loadModel(self.FadeModelName)
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if self.fade == None:
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# We create a DirectFrame for the fade polygon, instead of
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# simply loading the polygon model and using it directly,
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# so that it will also obscure mouse events for objects
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# positioned behind it.
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self.fade = DirectFrame(
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parent = hidden,
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guiId = 'fade',
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relief = None,
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image = self.fadeModel,
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image_scale = (4, 2, 2),
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state = DGG.NORMAL,
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)
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self.fade.setBin('unsorted', 0)
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self.fade.setColor(0,0,0,0)
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def getFadeInIval(self, t=0.5, finishIval=None):
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"""
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Returns an interval without starting it. This is particularly useful in
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cutscenes, so when the cutsceneIval is escaped out of we can finish the fade immediately
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"""
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#self.noTransitions() masad: this creates a one frame pop, is it necessary?
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self.loadFade()
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transitionIval = Sequence(Func(self.fade.reparentTo, aspect2d, FADE_SORT_INDEX),
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Func(self.fade.showThrough), # in case aspect2d is hidden for some reason
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self.lerpFunc(self.fade, t,
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self.alphaOff,
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# self.alphaOn,
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),
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Func(self.fade.detachNode),
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name = self.fadeTaskName,
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)
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if finishIval:
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transitionIval.append(finishIval)
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return transitionIval
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def getFadeOutIval(self, t=0.5, finishIval=None):
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"""
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Create a sequence that lerps the color out, then
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parents the fade to hidden
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"""
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self.noTransitions()
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self.loadFade()
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transitionIval = Sequence(Func(self.fade.reparentTo,aspect2d,FADE_SORT_INDEX),
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Func(self.fade.showThrough), # in case aspect2d is hidden for some reason
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self.lerpFunc(self.fade, t,
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self.alphaOn,
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# self.alphaOff,
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),
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name = self.fadeTaskName,
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)
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if finishIval:
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transitionIval.append(finishIval)
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return transitionIval
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def fadeIn(self, t=0.5, finishIval=None):
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"""
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Play a fade in transition over t seconds.
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Places a polygon on the aspect2d plane then lerps the color
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from black to transparent. When the color lerp is finished, it
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parents the fade polygon to hidden.
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"""
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gsg = base.win.getGsg()
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if gsg:
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# If we're about to fade in from black, go ahead and
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# preload all the textures etc.
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base.graphicsEngine.renderFrame()
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render.prepareScene(gsg)
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render2d.prepareScene(gsg)
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if (t == 0):
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# Fade in immediately with no lerp
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#print "transitiosn: fadeIn 0.0"
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self.noTransitions()
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self.loadFade()
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self.fade.detachNode()
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else:
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# Create a sequence that lerps the color out, then
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# parents the fade to hidden
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self.transitionIval = self.getFadeInIval(t, finishIval)
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self.transitionIval.start()
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def fadeOut(self, t=0.5, finishIval=None):
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"""
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Play a fade out transition over t seconds.
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Places a polygon on the aspect2d plane then lerps the color
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from transparent to full black. When the color lerp is finished,
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it leaves the fade polygon covering the aspect2d plane until you
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fadeIn or call noFade.
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lerp
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"""
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if (t == 0):
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# Fade out immediately with no lerp
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self.noTransitions()
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self.loadFade()
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self.fade.reparentTo(aspect2d, FADE_SORT_INDEX)
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self.fade.setColor(self.alphaOn)
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elif base.config.GetBool('no-loading-screen',0):
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if finishIval:
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self.transitionIval = finishIval
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self.transitionIval.start()
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else:
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# Create a sequence that lerps the color out, then
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# parents the fade to hidden
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self.transitionIval = self.getFadeOutIval(t,finishIval)
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self.transitionIval.start()
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def fadeOutActive(self):
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return self.fade and self.fade.getColor()[3] > 0
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def fadeScreen(self, alpha=0.5):
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"""
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Put a semitransparent screen over the camera plane
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to darken out the world. Useful for drawing attention to
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a dialog box for instance
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"""
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#print "transitiosn: fadeScreen"
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self.noTransitions()
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self.loadFade()
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self.fade.reparentTo(aspect2d, FADE_SORT_INDEX)
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self.fade.setColor(self.alphaOn[0],
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self.alphaOn[1],
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self.alphaOn[2],
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alpha)
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def fadeScreenColor(self, color):
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"""
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Put a semitransparent screen over the camera plane
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to darken out the world. Useful for drawing attention to
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a dialog box for instance
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"""
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#print "transitiosn: fadeScreenColor"
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self.noTransitions()
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self.loadFade()
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self.fade.reparentTo(aspect2d, FADE_SORT_INDEX)
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self.fade.setColor(color)
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def noFade(self):
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"""
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Removes any current fade tasks and parents the fade polygon away
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"""
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#print "transitiosn: noFade"
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if self.transitionIval:
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self.transitionIval.pause()
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self.transitionIval = None
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if self.fade:
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# Make sure to reset the color, since fadeOutActive() is looking at it
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self.fade.setColor(self.alphaOff)
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self.fade.detachNode()
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def setFadeColor(self, r, g, b):
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self.alphaOn.set(r, g, b, 1)
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self.alphaOff.set(r, g, b, 0)
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##################################################
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# Iris
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##################################################
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def loadIris(self):
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if self.iris == None:
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self.iris = loader.loadModel(self.IrisModelName)
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self.iris.setPos(0, 0, 0)
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def irisIn(self, t=0.5, finishIval=None):
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"""
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Play an iris in transition over t seconds.
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Places a polygon on the aspect2d plane then lerps the scale
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of the iris polygon up so it looks like we iris in. When the
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scale lerp is finished, it parents the iris polygon to hidden.
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"""
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self.noTransitions()
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self.loadIris()
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if (t == 0):
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self.iris.detachNode()
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else:
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self.iris.reparentTo(aspect2d, FADE_SORT_INDEX)
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self.transitionIval = Sequence(LerpScaleInterval(self.iris, t,
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scale = 0.18,
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startScale = 0.01),
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Func(self.iris.detachNode),
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name = self.irisTaskName,
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)
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if finishIval:
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self.transitionIval.append(finishIval)
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self.transitionIval.start()
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def irisOut(self, t=0.5, finishIval=None):
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"""
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Play an iris out transition over t seconds.
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Places a polygon on the aspect2d plane then lerps the scale
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of the iris down so it looks like we iris out. When the scale
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lerp is finished, it leaves the iris polygon covering the
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aspect2d plane until you irisIn or call noIris.
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"""
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self.noTransitions()
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self.loadIris()
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self.loadFade() # we need this to cover up the hole.
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if (t == 0):
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self.iris.detachNode()
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self.fadeOut(0)
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else:
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self.iris.reparentTo(aspect2d, FADE_SORT_INDEX)
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self.transitionIval = Sequence(LerpScaleInterval(self.iris, t,
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scale = 0.01,
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startScale = 0.18),
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Func(self.iris.detachNode),
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# Use the fade to cover up the hole that the iris would leave
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Func(self.fadeOut, 0),
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name = self.irisTaskName,
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)
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if finishIval:
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self.transitionIval.append(finishIval)
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self.transitionIval.start()
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def noIris(self):
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"""
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Removes any current iris tasks and parents the iris polygon away
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"""
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if self.transitionIval:
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self.transitionIval.pause()
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self.transitionIval = None
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if self.iris != None:
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self.iris.detachNode()
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# Actually we need to remove the fade too,
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# because the iris effect uses it.
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self.noFade()
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def noTransitions(self):
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"""
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This call should immediately remove any and all transitions running
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"""
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self.noFade()
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self.noIris()
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# Letterbox is not really a transition, it is a screen overlay
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# self.noLetterbox()
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##################################################
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# Letterbox
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##################################################
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def loadLetterbox(self):
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if not self.letterbox:
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# We create a DirectFrame for the fade polygon, instead of
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# simply loading the polygon model and using it directly,
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# so that it will also obscure mouse events for objects
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# positioned behind it.
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self.letterbox = NodePath("letterbox")
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# Allow fade in and out of the bars
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self.letterbox.setTransparency(1)
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# Allow DirectLabels to be parented to the letterbox sensibly
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self.letterbox.setBin('unsorted', 0)
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# Allow a custom look to the letterbox graphic.
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# TODO: This model isn't available everywhere. We should
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# pass it in as a parameter.
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button = loader.loadModel('models/gui/toplevel_gui',
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okMissing = True)
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barImage = None
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if button:
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barImage = button.find('**/generic_button')
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self.letterboxTop = DirectFrame(
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parent = self.letterbox,
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guiId = 'letterboxTop',
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relief = DGG.FLAT,
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state = DGG.NORMAL,
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frameColor = (0, 0, 0, 1),
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borderWidth = (0, 0),
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frameSize = (-1, 1, 0, 0.2),
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pos = (0, 0, 0.8),
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image = barImage,
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image_scale = (2.25,1,.5),
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image_pos = (0,0,.1),
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image_color = (0.3,0.3,0.3,1),
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sortOrder = 0,
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)
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self.letterboxBottom = DirectFrame(
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parent = self.letterbox,
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guiId = 'letterboxBottom',
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relief = DGG.FLAT,
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state = DGG.NORMAL,
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frameColor = (0, 0, 0, 1),
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borderWidth = (0, 0),
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frameSize = (-1, 1, 0, 0.2),
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pos = (0, 0, -1),
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image = barImage,
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image_scale = (2.25,1,.5),
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image_pos = (0,0,.1),
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image_color = (0.3,0.3,0.3,1),
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sortOrder = 0,
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)
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# masad: always place these at the bottom of render
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self.letterboxTop.setBin('sorted',0)
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self.letterboxBottom.setBin('sorted',0)
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self.letterbox.reparentTo(render2d, -1)
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self.letterboxOff(0)
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def noLetterbox(self):
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"""
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Removes any current letterbox tasks and parents the letterbox polygon away
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"""
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if self.letterboxIval:
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self.letterboxIval.pause()
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self.letterboxIval = None
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if self.letterbox:
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self.letterbox.stash()
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def letterboxOn(self, t=0.25, finishIval=None):
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"""
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Move black bars in over t seconds.
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"""
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self.noLetterbox()
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self.loadLetterbox()
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self.letterbox.unstash()
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if (t == 0):
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self.letterboxBottom.setPos(0, 0, -1)
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self.letterboxTop.setPos(0, 0, 0.8)
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else:
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self.letterboxIval = Sequence(Parallel(
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LerpPosInterval(self.letterboxBottom,
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t,
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pos = Vec3(0, 0, -1),
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#startPos = Vec3(0, 0, -1.2),
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),
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LerpPosInterval(self.letterboxTop,
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t,
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pos = Vec3(0, 0, 0.8),
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# startPos = Vec3(0, 0, 1),
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),
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),
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name = self.letterboxTaskName,
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)
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if finishIval:
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self.letterboxIval.append(finishIval)
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self.letterboxIval.start()
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def letterboxOff(self, t=0.25, finishIval=None):
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"""
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Move black bars away over t seconds.
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"""
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self.noLetterbox()
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self.loadLetterbox()
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self.letterbox.unstash()
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if (t == 0):
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self.letterbox.stash()
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else:
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self.letterboxIval = Sequence(Parallel(
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LerpPosInterval(self.letterboxBottom,
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t,
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pos = Vec3(0, 0, -1.2),
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# startPos = Vec3(0, 0, -1),
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),
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LerpPosInterval(self.letterboxTop,
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t,
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pos = Vec3(0, 0, 1),
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# startPos = Vec3(0, 0, 0.8),
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),
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),
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Func(self.letterbox.stash),
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Func(messenger.send,'letterboxOff'),
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name = self.letterboxTaskName,
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)
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if finishIval:
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self.letterboxIval.append(finishIval)
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self.letterboxIval.start()
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