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dev_exp_previewer.rpy
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dev_exp_previewer.rpy
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# special module that contains a screen dedicated to expression prevewing.
# we really needed this lol.
init 5 python:
addEvent(
Event(
persistent.event_database,
eventlabel="dev_exp_previewer",
category=["dev"],
prompt="EXP PREVIEW",
pool=True,
unlocked=True
)
)
label dev_exp_previewer:
# show monika at t21
hide monika
window hide
python hide:
HKBHideButtons()
prev_flt = store.mas_sprites.get_filter()
# store.mas_sprites.set_filter(store.mas_sprites.FLT_DAY)
prev_zoom = store.mas_sprites.zoom_level
store.mas_sprites.reset_zoom()
prev_moni_state = monika_chr.save_state(True, True, True)
monika_chr.reset_outfit()
try:
ui.add(MASExpPreviewer())
result = ui.interact()
finally:
monika_chr.reset_outfit()
monika_chr.load_state(prev_moni_state)
store.mas_sprites.zoom_level = prev_zoom
store.mas_sprites.adjust_zoom()
store.mas_sprites.set_filter(prev_flt)
HKBShowButtons()
show monika at i11
window auto
return
init 999 python:
class MASExpPreviewer(renpy.Displayable):
"""
we are about to go there
"""
import pygame
import store.mas_sprites as mas_sprites
# CONSTANTS
VIEW_WIDTH = config.screen_width
VIEW_HEIGHT = config.screen_height
MARGIN = 10
PANEL_X = int((VIEW_WIDTH // 2) + 100)
PANEL_Y = MARGIN
PANEL_WIDTH = VIEW_WIDTH - PANEL_X - MARGIN
PANEL_HEIGHT = VIEW_HEIGHT - (2 * MARGIN)
ROW_SPACING = 10
BUTTON_WIDTH = 120
BUTTON_HEIGHT = 35
SQ_BUTTON_WIDTH = 35
SQ_BUTTON_HEIGHT = 35
ROW_Y_START = 70 + MARGIN
BUTTON_LX_START = 150
BUTTON_RX_START = PANEL_WIDTH - MARGIN - SQ_BUTTON_WIDTH
# labels x
# label y is a list generated later
LBL_X = MARGIN + PANEL_X
BUTTON_X_COPY = PANEL_X + MARGIN
BUTTON_Y_COPY = (PANEL_Y + PANEL_HEIGHT) - (BUTTON_HEIGHT + MARGIN)
BUTTON_X_PASTE = BUTTON_X_COPY + BUTTON_WIDTH + MARGIN
BUTTON_Y_PASTE = BUTTON_Y_COPY
BUTTON_X_RESET = BUTTON_X_PASTE + BUTTON_WIDTH + MARGIN
BUTTON_Y_RESET = BUTTON_Y_COPY
BUTTON_X_DONE = PANEL_X + PANEL_WIDTH - (BUTTON_WIDTH + MARGIN)
BUTTON_Y_DONE = BUTTON_Y_COPY
# sprite code y
# sprite code x is genrated later, since this should be centered
SC_Y = MARGIN + PANEL_Y
# x coord to start the selected text
SEL_TX_X = PANEL_X + BUTTON_LX_START + SQ_BUTTON_WIDTH
# with of selected text space
SEL_TX_W = BUTTON_RX_START - (BUTTON_LX_START + SQ_BUTTON_WIDTH)
TEXT_SIZE = 40
SPR_FOUND = "#ffe6f4"
MONI_X = 0
MONI_Y = 0
# STATES for which monika to show
# use blit to render monika
STATE_VALID = 1
# use show + interaction to render monika
STATE_INVALID = 0
### image name maps
# for building the real deal sprites
# list of leaning poses so we know
# format:
# [0]: lean
# [1]: arm
LEAN_SMAP = {
"5": ("def", "def")
}
# modifier map, for special cases. Currently this should be used
# as appenders to image names
# NOTE: each expression may use this differently.
MOD_MAP = mas_sprite_decoder.MOD_MAP
# Map between sprite code letters and image names
IMG_NAMES_MAP = {
"arms": mas_sprite_decoder.ARM_MAP,
"eyes": mas_sprite_decoder.EYE_MAP,
"eyebrows": mas_sprite_decoder.EYEBROW_MAP,
"nose": {
"nd": "def"
},
"eyebags": {
"ebd": "def"
},
"blush": mas_sprite_decoder.BLUSH_MAP,
"tears": mas_sprite_decoder.TEAR_MAP,
"sweat": mas_sprite_decoder.SWEAT_MAP,
# "emote": {
# "ec": "confuse"
# },
"mouth": mas_sprite_decoder.MOUTH_MAP
}
# Same as above, but reversed - image names to sprite code letters
REVERSE_IMG_NAMES_MAP = {
key: {
v: k
for k, v in sub_map.iteritems()
}
for key, sub_map in IMG_NAMES_MAP.iteritems()
}
# And also handle the keys from the mod map
# (different keys that actually correspond to the same sprite letters)
for key, sub_map in MOD_MAP.iteritems():
for k, v in sub_map.iteritems():
spr_code_letter = REVERSE_IMG_NAMES_MAP[key][k]
for mod_str in v:
REVERSE_IMG_NAMES_MAP[key][k + mod_str] = spr_code_letter
### sprite code maps
SEL_TX_MAP = {
"arms": {
"1": "Resting on Hands",
"2": "Crossed",
"3": "Rest Left, Point Right",
"4": "Point Right",
"5": "Leaning",
"6": "Down",
"7": "Down Left, Point Right",
},
"eyes": {
"e": "Normal",
"w": "Wide",
"s": "Sparkle",
"t": "Smug",
"c": "Crazy",
"r": "Look Right",
"l": "Look Left",
"h": "Closed (Happy)",
"d": "Closed (Sad)",
"k": "Wink Left",
"n": "Wink Right",
"f": "Soft",
"m": "Smug Left",
"g": "Smug Right",
},
"eyebrows": {
"f": "Furrowed",
"u": "Up",
"k": "Knit",
"s": "Straight",
"t": "Thinking"
},
"nose": {
"nd": "Default"
},
"eyebags": {
"ebd": "Default"
},
"blush": {
"bl": "Line Blush",
"bs": "Shade Blush",
"bf": "Full Blush"
},
"tears": {
"ts": "Streaming Tears",
"td": "Dried Tears",
"tp": "Pooled Tears",
"tu": "Tearing Up",
"tl": "Tearing Up (Left)",
"tr": "Tearing Up (Right)",
# "th": "Closed Happy Tears",
# "tc": "Closed Sad Tears",
},
"sweat": {
"sdl": "Left Sweat Drop",
"sdr": "Right Sweat Drop"
},
# "emote": {
# "ec": "Confusion"
# },
"mouth": {
"a": "Smile",
"b": "Open Smile",
"c": "Straight / Smirk",
"d": "Small Open",
"o": "Gasp",
"u": "Smug",
"w": "Wide Open",
"x": "Grit Teeth",
"p": "Pout",
"t": "Triangle",
# "g": "Disgust",
},
"torso": {
"def": "School Uniform",
"blazerless": "S. Uniform (Blazerless)",
"marisa": "Witch Costume",
"rin": "Neko Costume",
"santa": "Santa Monika",
"sundress_white": "Sundress (White)",
"blackdress": "Formal Dress (Black)",
},
"hair": {
"def": "Ponytail",
"down": "Down",
# "bun": "Bun"
},
"time": {
"day": "Day",
"sunset": "Sunset",
"night": "Night",
}
}
### Text map
LABELS = [
"Pose: ",
"Eyes: ",
"Eyebrows: ",
"Nose: ",
"Eyebags: ",
"Blush: ",
"Tears: ",
"Sweat: ",
# "Emote: ",
"Mouth: ",
"Clothes: ",
"Hair: ",
"Filter: "
]
ROWS = len(LABELS)
### button retvals
SQ_BUTTON_RETVALS = [
"arms",
"eyes",
"eyebrows",
"nose",
"eyebags",
"blush",
"tears",
"sweat",
# "emote",
"mouth",
"torso",
"hair",
"time"
]
### Available codes
NOSE_DEF = "nd"
# sprite code map
SPRITE_CODE_MAP = {
"arms": [
"1",
"2",
"3",
"4",
"5",
"6",
"7",
],
"eyes": [
"e",
"w",
"s",
"t",
"c",
"r",
"l",
"h",
"d",
"k",
"n",
"f",
"m",
"g",
],
"eyebrows": [
"f",
"u",
"k",
"s",
"t"
],
"nose": [
"nd"
],
"eyebags": [
None,
"ebd"
],
"blush": [
None,
"bl",
"bs",
"bf"
],
"tears": [
None,
"ts",
"td",
"tp",
"tu",
# "tl",
# "tr",
# "th",
# "tc",
],
"sweat": [
None,
"sdl",
"sdr"
],
# "emote": [
# None,
# "ec"
# ],
"mouth": [
"a",
"b",
"c",
"d",
"o",
"u",
"w",
"x",
"p",
"t",
# "g",
],
"torso": [
"def",
"blazerless",
"marisa",
"rin",
"santa",
"sundress_white",
"blackdress",
],
"hair": [
"def",
"down",
# "bun"
],
"time": [ # actually means Filter now
"day",
"sunset",
"night",
]
}
# list of keys that matter for a sprite code
SPRITE_CODE_PARTS = [
"arms",
"eyes",
"eyebrows",
"nose",
"eyebags",
"blush",
"tears",
"sweat",
# "emote",
"mouth"
]
# selection text index map
INDEX_MAP = {
k: id_
for id_, k in enumerate(SQ_BUTTON_RETVALS)
}
# pygame stuff
MOUSE_EVENTS = (
pygame.MOUSEMOTION,
pygame.MOUSEBUTTONUP,
pygame.MOUSEBUTTONDOWN
)
def __init__(self):
"""
Creates the Expression previewer displayable
"""
super(renpy.Displayable, self).__init__()
# update torsos with spritepacked sprites
torso_map = self.SEL_TX_MAP["torso"]
torso_list_add = []
for sel in store.mas_selspr.CLOTH_SEL_MAP.itervalues():
spr = sel.get_sprobj()
if spr.is_custom and spr.name not in torso_map:
torso_map[spr.name] = sel.display_name
torso_list_add.append(spr.name)
# sort spritepacks list before adding - bit cleaner
torso_list_add.sort()
self.SPRITE_CODE_MAP["torso"].extend(torso_list_add)
# background tile
self.background = Solid(
"#000000B2",
xsize=self.PANEL_WIDTH,
ysize=self.PANEL_HEIGHT
)
# calculat positions
button_lx = self.PANEL_X + self.BUTTON_LX_START
button_rx = self.PANEL_X + self.BUTTON_RX_START
# 14 options:
# torso
# arms
# hair
# eyes
# eyebrows
# tears
# nose
# eyebags
# blush
# tears
# sweat
# emote
# mouth
# day / night
# button y coords
button_y_list = [
self.ROW_Y_START + (
x * (self.ROW_SPACING + self.SQ_BUTTON_HEIGHT)
)
for x in range(self.ROWS)
]
# actual left buttons
self.button_ls = [
MASButtonDisplayable.create_stb(
"<",
True,
button_lx,
button_y_list[x],
self.SQ_BUTTON_WIDTH,
self.SQ_BUTTON_HEIGHT,
hover_sound=gui.hover_sound,
activate_sound=gui.activate_sound,
return_value=self.SQ_BUTTON_RETVALS[x]
)
for x in range(self.ROWS)
]
# actual right buttons
self.button_rs = [
MASButtonDisplayable.create_stb(
">",
True,
button_rx,
button_y_list[x],
self.SQ_BUTTON_WIDTH,
self.SQ_BUTTON_HEIGHT,
hover_sound=gui.hover_sound,
activate_sound=gui.activate_sound,
return_value=self.SQ_BUTTON_RETVALS[x]
)
for x in range(self.ROWS)
]
# disable buttons that arent needed
self._disable_singles()
# Copy button
self.button_copy = MASButtonDisplayable.create_stb(
"Copy",
False,
self.BUTTON_X_COPY,
self.BUTTON_Y_COPY,
self.BUTTON_WIDTH,
self.BUTTON_HEIGHT,
hover_sound=gui.hover_sound,
activate_sound=gui.activate_sound
)
# Paste button
self.button_paste = MASButtonDisplayable.create_stb(
"Paste",
False,
self.BUTTON_X_PASTE,
self.BUTTON_Y_PASTE,
self.BUTTON_WIDTH,
self.BUTTON_HEIGHT,
hover_sound=gui.hover_sound,
activate_sound=gui.activate_sound
)
# Reset button
self.button_reset = MASButtonDisplayable.create_stb(
"Reset",
False,
self.BUTTON_X_RESET,
self.BUTTON_Y_RESET,
self.BUTTON_WIDTH,
self.BUTTON_HEIGHT,
hover_sound=gui.hover_sound,
activate_sound=gui.activate_sound
)
# Done button
self.button_done = MASButtonDisplayable.create_stb(
"Done",
False,
self.BUTTON_X_DONE,
self.BUTTON_Y_DONE,
self.BUTTON_WIDTH,
self.BUTTON_HEIGHT,
hover_sound=gui.hover_sound,
activate_sound=gui.activate_sound
)
# have all buttons so render is faster
self.all_buttons = list()
self.all_buttons.extend(self.button_ls)
self.all_buttons.extend(self.button_rs)
self.all_buttons.append(self.button_copy)
self.all_buttons.append(self.button_paste)
self.all_buttons.append(self.button_reset)
self.all_buttons.append(self.button_done)
## texts
# category labels
# text poisiotns
self.lbl_y_list = [
self.ROW_Y_START + (
x * (self.ROW_SPACING + self.SQ_BUTTON_HEIGHT)
)
for x in range(self.ROWS)
]
# and actual text labels
self.labels = [
Text(
lbl,
font=gui.default_font,
size=gui.text_size,
color="#ffe6f4",
outlines=[]
)
for lbl in self.LABELS
]
### selection map
# map of directional functions to sprite piece
self._selectors = {
"arms": self._sel_arms,
"blush": self._sel_blush,
# "emote": self._sel_emote,
"eyes": self._sel_eyes,
"eyebags": self._sel_eyebags,
"eyebrows": self._sel_eyebrows,
"hair": self._sel_hair,
"mouth": self._sel_mouth,
"nose": self._sel_nose,
"sweat": self._sel_sweat,
"tears": self._sel_tears,
"time": self._sel_time,
"torso": self._sel_torso
}
# try to match current filter, if it is part of the built-in 3
# TODO - consider adding all custom filters to the exp previewer
try:
flt_time = self.SPRITE_CODE_MAP["time"].index(
store.mas_sprites.get_filter()
)
except ValueError:
flt_time = 0
# current selection of items
# this needs to be a dict
# this should be set to default options
self.curr_sel = {
"arms": 0,
"blush": 0,
# "emote": 0,
"eyes": 0,
"eyebags": 0,
"eyebrows": 1,
"hair": 0,
"mouth": 0,
"nose": 0,
"sweat": 0,
"tears": 0,
"time": flt_time,
"torso": 0
}
# build the Text objects
self.curr_sel_txts = self._build_sel_texts()
# current sprite code as a string
self.curr_spr_code = self._build_spr_code()
# did the sprite chnage?
self.sprite_changed = True
# sprite as atransform
self.spr_tran = self._create_sprite()
# need to check which render state we should be in
if self.spr_tran is None:
# dont need to change anything here
self.state = self.STATE_INVALID
else:
# blit mode needs some adjustments
self.state = self.STATE_VALID
def _adj_sel(self, direct, key):
"""
Generically does a selection change.
IN:
direct - direction to move
key - key to use in selection map
"""
self.curr_sel[key] = self._select(
self.SPRITE_CODE_MAP[key],
direct,
self.curr_sel[key]
)
def _create_sprite(self):
"""
Generates the sprite Transform using the sprite chart functions
RETURNS the created Transform, or None if that failed
"""
_arms = self._get_spr_code("arms")
if _arms in self.LEAN_SMAP:
_lean, _arms = self.LEAN_SMAP[_arms]
else:
_lean = None
_arms = self._get_img_name("arms")
img_eyes = self._get_img_name("eyes")
try:
trn, rfr = mas_drawmonika_rk(
0.0,# st
0.0,# at
monika_chr,# character
self._get_img_name("eyebrows"),
img_eyes,
self._get_img_name("nose"),
self._get_img_name("mouth"),
head="",
left="",
right="",
lean=_lean,
arms=_arms,
eyebags=self._get_img_name("eyebags"),
sweat=self._get_img_name("sweat"),
blush=self._get_img_name("blush"),
tears=self._get_img_tears("tears", img_eyes),
# emote=self._get_img_name("emote")
)
# now we need to modify the transform a little bit
return store.i21(
Transform(
trn,
zoom=0.90,
alpha=1.00
)
)
except:
# the eval failed because we didnt have an image
return None
def _xcenter(self, v_width, width):
"""
Returns the appropriate X location to center an object with the
given width
IN:
v_width - width of the view
width - width of the object to center
RETURNS:
appropiate X coord to center
"""
return int((v_width - width) / 2)
def _seltx_xcenter(self, width):
"""
Returns appropraite X location to center the selection text object
with the given width.
NOTE: This is soley meant for use with selection text
IN:
with - width of the selection text
RETURNS:
appropraite X coord to center
"""
return self._xcenter(self.SEL_TX_W, width) + self.SEL_TX_X
def _select(self, choices, direct, currdex):
"""
Returns the index of the next possible selection, given a direction
IN:
choices - list of choices we have
direct - direction to move in (+ -> / - <-),
aswell as the number of indexes to move by
currdex - cureent index
RETURNS:
index of the next selection
"""
if len(choices) <= 1 or direct == 0:
# only 1 choice? just return 0
return 0
while direct != 0:
# Lets move right
if direct > 0:
direct -= 1
currdex += 1
if currdex >= len(choices):
# went past right, wrap to left
currdex = 0
# Lets move left
elif direct < 0:
direct += 1
currdex -= 1
if currdex < 0:
# went past left, wrap to right
currdex = len(choices) - 1
return currdex
def _left_button_select(self, ev, x, y, st):
"""
Process a left button click
RETURNS:
True if we processed a left button click. False otherwise
"""
for button in self.button_ls:
ret_val = button.event(ev, x, y, st)
if ret_val is not None:
self._selectors[ret_val](-1)
self.sprite_changed = True
return True
return False
def _right_button_select(self, ev, x, y, st):
"""
Process a right button click
RETURNS:
True if we processed a right button click. False otherwise
"""
for button in self.button_rs:
ret_val = button.event(ev, x, y, st)
if ret_val is not None:
self._selectors[ret_val](1)
self.sprite_changed = True
return True
return False
############## selection map functions ###############################
## all of these functions are given a direction param
# If the direct is positive, selection is moved right.
# otherwise, direct is moved left
def _sel_arms(self, direct):
self._adj_sel(direct, "arms")
self._update_spr_code()
self._update_sel_tx("arms")
def _sel_blush(self, direct):
self._adj_sel(direct, "blush")
self._update_spr_code()
self._update_sel_tx("blush")
def _sel_emote(self, direct):
self._adj_sel(direct, "emote")
self._update_spr_code()
self._update_sel_tx("emote")
def _sel_eyes(self, direct):
self._adj_sel(direct, "eyes")
self._update_spr_code()
self._update_sel_tx("eyes")
def _sel_eyebags(self, direct):
self._adj_sel(direct, "eyebags")
self._update_spr_code()
self._update_sel_tx("eyebags")
def _sel_eyebrows(self, direct):
self._adj_sel(direct, "eyebrows")
self._update_spr_code()
self._update_sel_tx("eyebrows")
def _sel_hair(self, direct):
self._adj_sel(direct, "hair")
self._update_sel_tx("hair")
monika_chr.change_hair(mas_sprites.HAIR_MAP.get(
self._get_spr_code("hair"),
mas_hair_def
))
def _sel_mouth(self, direct):
self._adj_sel(direct, "mouth")
self._update_spr_code()
self._update_sel_tx("mouth")
def _sel_nose(self, direct):
self._adj_sel(direct, "nose")
self._update_spr_code()
self._update_sel_tx("nose")
def _sel_sweat(self, direct):
self._adj_sel(direct, "sweat")
self._update_spr_code()
self._update_sel_tx("sweat")
def _sel_tears(self, direct):
self._adj_sel(direct, "tears")
self._update_spr_code()
self._update_sel_tx("tears")
def _sel_time(self, direct):
self._adj_sel(direct, "time")
self._update_sel_tx("time")
self.mas_sprites.set_filter(self._get_spr_code("time"))
def _sel_torso(self, direct):
self._adj_sel(direct, "torso")
self._update_sel_tx("torso")
monika_chr.change_clothes(mas_sprites.CLOTH_MAP.get(
self._get_spr_code("torso"),
mas_clothes_def
))
######################### button functions ###########################
def _disable_singles(self):
"""
Goes through the left / right button lists and disables buttons
that only have single selection avaialble
"""
for button in self.button_ls:
if len(self.SPRITE_CODE_MAP[button.return_value]) < 2:
button.disable()
for button in self.button_rs:
if len(self.SPRITE_CODE_MAP[button.return_value]) < 2:
button.disable()
############################# selection text functions ###############
def _build_sel_tx(self, key):
"""
Builds a Text object using the given key
IN:
key - key to build text object
RETURNS:
text object
"""
return Text(
self._get_sel_tx(key),
font=gui.default_font,
size=gui.text_size,
color="#ffe6f4",
outlines=[]
)
def _build_sel_texts(self):
"""
Builds a list of Text objects using the current selection map
RETURNS:
list of Text objects, in proper display order
"""
return [
self._build_sel_tx(key)
for key in self.SQ_BUTTON_RETVALS
]
def _get_sel_tx(self, key):
"""
Gets the selection text for a given sprite key
IN:
key - what sprite do we need selection text for
RETURNS:
the selection text for that sprite
"""
# How this works:
# 1. SEL_TX_MAP has the selection text for a sprite code
spr_code = self._get_spr_code(key, nose=False)
if spr_code is None:
return "None"
return self.SEL_TX_MAP[key][spr_code]
def _update_sel_tx(self, key):
"""
Updates the selection for a given key:
IN:
key - key to update selection text
"""
self.curr_sel_txts[self.INDEX_MAP[key]] = self._build_sel_tx(key)
######################## sprite code functions #######################
def _build_spr_code(self):
"""
Builds sprite code using the current selection map
RETURNS:
the current sprite code
"""
_codes = list()
for key in self.SPRITE_CODE_PARTS:
spr_code = self._get_spr_code(key)
if spr_code is not None:
_codes.append(str(spr_code))