Beispiel #1
0
    def _getName(self, full=False):
        nameRaw = name = self.profileNames[self.profileIndex]
        clamp = False
        if name == '_random':
            try:
                inputDevice = self._player.getInputDevice()
            except Exception:
                inputDevice = None
            if inputDevice is not None:
                name = inputDevice._getDefaultPlayerName()
            else:
                name = 'Invalid'
            if not full:
                clamp = True
        elif name == '__account__':
            try:
                inputDevice = self._player.getInputDevice()
            except Exception:
                inputDevice = None
            if inputDevice is not None:
                name = inputDevice._getAccountName(full)
            else:
                name = 'Invalid'
            if not full:
                clamp = True
        elif name == '_edit':
            # FIXME - this causes problems as an Lstr, but its ok to
            # explicitly translate for now since this is only shown on the host.
            name = (bs.Lstr(
                resource='createEditPlayerText',
                fallbackResource='editProfileWindow.titleNewText').evaluate())
        else:
            # if we have a regular profile marked as global with an icon,
            # use it (for full only)
            if full:
                try:
                    if self.profiles[nameRaw].get('global', False):
                        icon = (bs.uni(
                            self.profiles[nameRaw]['icon'] if 'icon' in self.
                            profiles[nameRaw] else bs.getSpecialChar('logo')))
                        name = icon + name
                except Exception:
                    bs.printException('Error applying global icon')
            else:
                # we now clamp non-full versions of names so there's at
                # least some hope of reading them in-game
                clamp = True

        if clamp:
            # in python < 3.5 some unicode chars can have length 2, so we need
            # to convert to raw int vals for safe trimming
            nameChars = bs.uniToInts(name)
            if len(nameChars) > 10:
                name = bs.uniFromInts(nameChars[:10]) + '...'
        return name
Beispiel #2
0
def bsScoreBoardinit(self, scoreboard, team, doCover, scale, label,
                     flashLength):

    self._scoreboard = weakref.ref(scoreboard)
    self._doCover = False
    self._scale = scale
    self._flashLength = flashLength
    self._width = 140.0 * self._scale
    self._height = 32.0 * self._scale
    self._barWidth = 2.0 * self._scale
    self._barHeight = 32.0 * self._scale
    self._barTex = self._backingTex = bs.getTexture('bar')
    self._coverTex = bs.getTexture('uiAtlas')
    self._model = bs.getModel('meterTransparent')

    safeTeamColor = bs.getSafeColor(team.color, targetIntensity=1.0)

    vr = bs.getEnvironment()['vrMode']

    if self._doCover:
        if vr:
            self._backingColor = [0.1 + c * 0.1 for c in safeTeamColor]
        else:
            self._backingColor = [0.05 + c * 0.17 for c in safeTeamColor]
    else:
        self._backingColor = [0.05 + c * 0.1 for c in safeTeamColor]

    self._backing = bs.NodeActor(
        bs.newNode('image',
                   attrs={
                       'scale': (self._width, self._height),
                       'opacity':
                       (0.8 if vr else 0.8) if self._doCover else 0.5,
                       'color': self._backingColor,
                       'vrDepth': -3,
                       'attach': 'topLeft',
                       'texture': self._backingTex
                   }))

    self._barColor = safeTeamColor
    self._bar = bs.NodeActor(
        bs.newNode('image',
                   attrs={
                       'opacity': 0.7,
                       'color': self._barColor,
                       'attach': 'topLeft',
                       'texture': self._barTex
                   }))

    self._barScale = bs.newNode('combine',
                                owner=self._bar.node,
                                attrs={
                                    'size': 2,
                                    'input0': self._barWidth,
                                    'input1': self._barHeight
                                })

    self._barScale.connectAttr('output', self._bar.node, 'scale')

    self._barPosition = bs.newNode('combine',
                                   owner=self._bar.node,
                                   attrs={
                                       'size': 2,
                                       'input0': 0,
                                       'input1': 0
                                   })

    self._barPosition.connectAttr('output', self._bar.node, 'position')

    self._coverColor = safeTeamColor

    if self._doCover:
        self._cover = bs.NodeActor(
            bs.newNode('image',
                       attrs={
                           'scale': (self._width * 1.15, self._height * 1.6),
                           'opacity': 1.0,
                           'color': self._coverColor,
                           'vrDepth': 2,
                           'attach': 'topLeft',
                           'texture': self._coverTex,
                           'modelTransparent': self._model
                       }))

    c = safeTeamColor
    self._scoreText = bs.NodeActor(
        bs.newNode('text',
                   attrs={
                       'hAttach': 'left',
                       'vAttach': 'top',
                       'hAlign': 'right',
                       'vAlign': 'center',
                       'maxWidth': 130.0 * (1.0 - scoreboard._scoreSplit),
                       'vrDepth': 2,
                       'scale': self._scale * 0.9,
                       'text': '',
                       'shadow': 1.0 if vr else 0.5,
                       'flatness':
                       (1.0 if vr else 0.5) if self._doCover else 1.0,
                       'color': c
                   }))

    c = safeTeamColor

    if label is not None:
        teamNameLabel = label
    else:
        teamNameLabel = team.name

        # we do our own clipping here; should probably try to tap into some
        # existing functionality
        if type(teamNameLabel) is bs.Lstr:

            # hmmm; if the team-name is a non-translatable value lets go
            # ahead and clip it otherwise we leave it as-is so
            # translation can occur..
            if teamNameLabel.isFlatValue():
                v = teamNameLabel.evaluate()
                # in python < 3.5 some unicode chars can have length 2,
                # so we need to convert to raw int vals for safer trimming
                vChars = bs.uniToInts(v)
                if len(vChars) > 10:
                    teamNameLabel = bs.Lstr(value=bs.uniFromInts(vChars[:10]) +
                                            '...')
        else:
            # in python < 3.5 some unicode chars can have length 2,
            # so we need to convert to raw int vals for safe trimming
            teamNameLabelChars = bs.uniToInts(teamNameLabel)
            if len(teamNameLabelChars) > 10:
                teamNameLabel = bs.uniFromInts(teamNameLabelChars[:10]) + '...'
            teamNameLabel = bs.Lstr(value=teamNameLabel)

    self._nameText = bs.NodeActor(
        bs.newNode('text',
                   attrs={
                       'hAttach': 'left',
                       'vAttach': 'top',
                       'hAlign': 'left',
                       'vAlign': 'center',
                       'vrDepth': 2,
                       'scale': self._scale * 0.9,
                       'shadow': 1.0 if vr else 0.5,
                       'flatness':
                       (1.0 if vr else 0.5) if self._doCover else 1.0,
                       'maxWidth': 130 * scoreboard._scoreSplit,
                       'text': teamNameLabel,
                       'color': c + (1.0, )
                   }))

    self._score = None