def load_conf(prop_block: Property): """Read the config and build our dictionaries.""" global INST_SPECIAL # Extra definitions: key -> filename. # Make sure to do this first, so numbered instances are set in # ITEM_FOR_FILE. for prop in prop_block.find_key('CustInstances', []): CUST_INST_FILES[prop.name] = special_inst = {} for inst in prop: file = inst.value.casefold() special_inst[inst.name] = file ITEM_FOR_FILE[file] = (prop.name, inst.name) # Normal instances: index -> filename for prop in prop_block.find_key('Allinstances', []): INSTANCE_FILES[prop.name] = inst_list = [] for ind, inst in enumerate(prop): file = inst.value.casefold() inst_list.append(file) ITEM_FOR_FILE[file] = (prop.name, ind) INST_SPECIAL = { key.casefold(): resolve(val_string, silent=True) for key, val_string in SPECIAL_INST.items() }
def parse(prop: Property): """Parse from property values. The value can be in four forms: "prop" "material" "prop" "<scale>|material" "prop" "<scale>|material|static" "prop" { "tex" "<mat>" "scale" "<scale>" "static" "<is_static>" } """ if prop.has_children(): tex = prop['tex'] scale = prop.float('scale', 0.25) static = prop.bool('static') else: vals = prop.value.split('|') opts = () scale_str = '0.25' if len(vals) == 2: scale_str, tex = vals elif len(vals) > 2: scale_str, tex, *opts = vals else: # Unpack to ensure it only has 1 section [tex] = vals scale = conv_float(scale_str, 0.25) static = 'static' in opts return AntTex(tex, scale, static)
def set_ent_keys( ent: Entity, inst: Entity, prop_block: Property, block_name: str='Keys', ) -> None: """Copy the given key prop block to an entity. This uses the keys and 'localkeys' properties on the prop_block. Values with $fixup variables will be treated appropriately. LocalKeys keys will be changed to use instance-local names, where needed. block_name lets you change the 'keys' suffix on the prop_block name. ent can be any mapping. """ for prop in prop_block.find_key(block_name, []): ent[prop.real_name] = resolve_value(inst, prop.value) for prop in prop_block.find_key('Local' + block_name, []): if prop.value.startswith('$'): val = inst.fixup[prop.value] else: val = prop.value if val.startswith('@'): ent[prop.real_name] = val else: ent[prop.real_name] = local_name(inst, val)
def res_make_tag_coop_spawn(vmf: VMF, inst: Entity, res: Property): """Create the spawn point for ATLAS in the entry corridor. It produces either an instance or the normal spawn entity. This is required since ATLAS may need to have the paint gun logic. The two parameters `origin` and `facing` must be set to determine the required position. If `global` is set, the spawn point will be absolute instead of relative to the current instance. """ if vbsp.GAME_MODE != 'COOP': return RES_EXHAUSTED is_tag = vbsp_options.get(str, 'game_id') == utils.STEAM_IDS['TAG'] origin = res.vec('origin') normal = res.vec('facing', z=1) # Some styles might want to ignore the instance we're running on. if not res.bool('global'): origin = origin.rotate_by_str(inst['angles']) normal = normal.rotate_by_str(inst['angles']) origin += Vec.from_str(inst['origin']) angles = normal.to_angle() if is_tag: vmf.create_ent( classname='func_instance', targetname='paint_gun', origin=origin - (0, 0, 16), angles=angles, # Generated by the BEE2 app. file='instances/bee2/tag_coop_gun.vmf', ) # Blocks ATLAS from having a gun vmf.create_ent( classname='info_target', targetname='supress_blue_portalgun_spawn', origin=origin, angles='0 0 0', ) # Allows info_target to work vmf.create_ent( classname='env_global', targetname='no_spawns', globalstate='portalgun_nospawn', initialstate=1, spawnflags=1, # Use initial state origin=origin, ) vmf.create_ent( classname='info_coop_spawn', targetname='@coop_spawn_blue', ForceGunOnSpawn=int(not is_tag), origin=origin, angles=angles, enabled=1, StartingTeam=3, # ATLAS ) return RES_EXHAUSTED
def get_curr_settings() -> Property: """Return a property tree defining the current options.""" props = Property('', []) for opt_id, opt_func in option_handler.items(): opt_prop = opt_func() # type: Property opt_prop.name = opt_id.title() props.append(opt_prop) return props
def res_make_tag_coop_spawn(vmf: VMF, inst: Entity, res: Property): """Create the spawn point for ATLAS, in Aperture Tag. This creates an instance with the desired orientation. The two parameters 'origin' and 'angles' must be set. """ if vbsp.GAME_MODE != 'COOP': return RES_EXHAUSTED is_tag = vbsp_options.get(str, 'game_id') == utils.STEAM_IDS['TAG'] offset = res.vec('origin').rotate_by_str(inst['angles']) normal = res.vec('facing', z=1).rotate_by_str( inst['angles'], ) origin = Vec.from_str(inst['origin']) origin += offset angles = normal.to_angle() if is_tag: vmf.create_ent( classname='func_instance', targetname='paint_gun', origin=origin - (0, 0, 16), angles=angles, # Generated by the BEE2 app. file='instances/bee2/tag_coop_gun.vmf', ) # Blocks ATLAS from having a gun vmf.create_ent( classname='info_target', targetname='supress_blue_portalgun_spawn', origin=origin, angles='0 0 0', ) # Allows info_target to work vmf.create_ent( classname='env_global', targetname='no_spawns', globalstate='portalgun_nospawn', initialstate=1, spawnflags=1, # Use initial state origin=origin, ) vmf.create_ent( classname='info_coop_spawn', targetname='@coop_spawn_blue', ForceGunOnSpawn=int(not is_tag), origin=origin, angles=angles, enabled=1, StartingTeam=3, # ATLAS ) return RES_EXHAUSTED
def res_unst_scaffold_setup(res: Property): group = res['group', 'DEFAULT_GROUP'] if group not in SCAFFOLD_CONFIGS: # Store our values in the CONFIGS dictionary targ_inst, links = SCAFFOLD_CONFIGS[group] = {}, {} else: # Grab the already-filled values, and add to them targ_inst, links = SCAFFOLD_CONFIGS[group] for block in res.find_all("Instance"): conf = { # If set, adjusts the offset appropriately 'is_piston': srctools.conv_bool(block['isPiston', '0']), 'rotate_logic': srctools.conv_bool(block['AlterAng', '1'], True), 'off_floor': Vec.from_str(block['FloorOff', '0 0 0']), 'off_wall': Vec.from_str(block['WallOff', '0 0 0']), 'logic_start': block['startlogic', ''], 'logic_end': block['endLogic', ''], 'logic_mid': block['midLogic', ''], 'logic_start_rev': block['StartLogicRev', None], 'logic_end_rev': block['EndLogicRev', None], 'logic_mid_rev': block['EndLogicRev', None], 'inst_wall': block['wallInst', ''], 'inst_floor': block['floorInst', ''], 'inst_offset': block['offsetInst', None], # Specially rotated to face the next track! 'inst_end': block['endInst', None], } for logic_type in ('logic_start', 'logic_mid', 'logic_end'): if conf[logic_type + '_rev'] is None: conf[logic_type + '_rev'] = conf[logic_type] for inst in instanceLocs.resolve(block['file']): targ_inst[inst] = conf # We need to provide vars to link the tracks and beams. for block in res.find_all('LinkEnt'): # The name for this set of entities. # It must be a '@' name, or the name will be fixed-up incorrectly! loc_name = block['name'] if not loc_name.startswith('@'): loc_name = '@' + loc_name links[block['nameVar']] = { 'name': loc_name, # The next entity (not set in end logic) 'next': block['nextVar'], # A '*' name to reference all the ents (set on the start logic) 'all': block['allVar', None], } return group # We look up the group name to find the values.
def widget_slider(parent: tk.Frame, var: tk.StringVar, conf: Property) -> tk.Widget: """Provides a slider for setting a number in a range.""" scale = tk.Scale( parent, orient='horizontal', from_=conf.float('min'), to=conf.float('max', 100), resolution=conf.float('step', 1), variable=var, command=widget_sfx, ) return scale
def res_unst_scaffold_setup(res: Property): group = res["group", "DEFAULT_GROUP"] if group not in SCAFFOLD_CONFIGS: # Store our values in the CONFIGS dictionary targ_inst, links = SCAFFOLD_CONFIGS[group] = {}, {} else: # Grab the already-filled values, and add to them targ_inst, links = SCAFFOLD_CONFIGS[group] for block in res.find_all("Instance"): conf = { # If set, adjusts the offset appropriately "is_piston": srctools.conv_bool(block["isPiston", "0"]), "rotate_logic": srctools.conv_bool(block["AlterAng", "1"], True), "off_floor": Vec.from_str(block["FloorOff", "0 0 0"]), "off_wall": Vec.from_str(block["WallOff", "0 0 0"]), "logic_start": block["startlogic", ""], "logic_end": block["endLogic", ""], "logic_mid": block["midLogic", ""], "logic_start_rev": block["StartLogicRev", None], "logic_end_rev": block["EndLogicRev", None], "logic_mid_rev": block["EndLogicRev", None], "inst_wall": block["wallInst", ""], "inst_floor": block["floorInst", ""], "inst_offset": block["offsetInst", None], # Specially rotated to face the next track! "inst_end": block["endInst", None], } for logic_type in ("logic_start", "logic_mid", "logic_end"): if conf[logic_type + "_rev"] is None: conf[logic_type + "_rev"] = conf[logic_type] for inst in resolve_inst(block["file"]): targ_inst[inst] = conf # We need to provide vars to link the tracks and beams. for block in res.find_all("LinkEnt"): # The name for this set of entities. # It must be a '@' name, or the name will be fixed-up incorrectly! loc_name = block["name"] if not loc_name.startswith("@"): loc_name = "@" + loc_name links[block["nameVar"]] = { "name": loc_name, # The next entity (not set in end logic) "next": block["nextVar"], # A '*' name to reference all the ents (set on the start logic) "all": block["allVar", None], } return group # We look up the group name to find the values.
def save(self, ignore_readonly=False): """Save the palette file into the specified location. If ignore_readonly is true, this will ignore the `prevent_overwrite` property of the palette (allowing resaving those properties over old versions). Otherwise those palettes always create a new file. """ LOGGER.info('Saving "{}"!', self.name) props = Property(None, [ Property('Name', self.name), Property('TransName', self.trans_name), Property('ReadOnly', srctools.bool_as_int(self.prevent_overwrite)), Property('Items', [ Property(item_id, str(subitem)) for item_id, subitem in self.pos ]) ]) # If default, don't include in the palette file. # Remove the translated name, in case it's not going to write # properly to the file. if self.trans_name: props['Name'] = '' else: del props['TransName'] if not self.prevent_overwrite: del props['ReadOnly'] if self.settings is not None: self.settings.name = 'Settings' props.append(self.settings.copy()) # We need to write a new file, determine a valid path. # Use a hash to ensure it's a valid path (without '-' if negative) # If a conflict occurs, add ' ' and hash again to get a different # value. if self.filename is None or (self.prevent_overwrite and not ignore_readonly): hash_src = self.name while True: hash_filename = str(abs(hash(hash_src))) + PAL_EXT if os.path.isfile(hash_filename): # Add a random character to iterate the hash. hash_src += chr(random.randrange(0x10ffff)) else: file = open(os.path.join(PAL_DIR, hash_filename), 'w', encoding='utf8') self.filename = os.path.join(PAL_DIR, hash_filename) break else: file = open(os.path.join(PAL_DIR, self.filename), 'w', encoding='utf8') with file: for line in props.export(): file.write(line)
def res_breakable_glass_setup(res: Property): item_id = res['item'] conf = { 'template': template_brush.get_scaling_template(res['template']), 'offset': res.float('offset', 0.5), # Distance inward from the frames the glass should span. 'border_size': res.float('border_size', 0), 'thickness': res.float('thickness', 4), } glass_item_setup(conf, item_id, BREAKABLE_GLASS_CONF) return res.value
def res_rand_inst_shift_setup(res: Property) -> tuple: min_x = res.float('min_x') max_x = res.float('max_x') min_y = res.float('min_y') max_y = res.float('max_y') min_z = res.float('min_z') max_z = res.float('max_z') return ( min_x, max_x, min_y, max_y, min_z, max_z, 'f' + res['seed', 'randomshift'] )
def init_trans(self): """Try and load a copy of basemodui from Portal 2 to translate. Valve's items use special translation strings which would look ugly if we didn't convert them. """ # Already loaded if TRANS_DATA: return # We need to first figure out what language is used (if not English), # then load in the file. This is saved in the 'appmanifest', try: appman_file = open(self.abs_path("../../appmanifest_620.acf")) except FileNotFoundError: # Portal 2 isn't here... return with appman_file: appman = Property.parse(appman_file, "appmanifest_620.acf") try: lang = appman.find_key("AppState").find_key("UserConfig")["language"] except NoKeyError: return basemod_loc = self.abs_path("../Portal 2/portal2_dlc2/resource/basemodui_" + lang + ".txt") # Basemod files are encoded in UTF-16. try: basemod_file = open(basemod_loc, encoding="utf16") except FileNotFoundError: return with basemod_file: if lang == "english": def filterer(file): """The English language has some unused language text. This needs to be skipped since it has invalid quotes.""" for line in file: if line.count('"') <= 4: yield line basemod_file = filterer(basemod_file) trans_prop = Property.parse(basemod_file, "basemodui.txt") for item in trans_prop.find_key("lang", []).find_key("tokens", []): TRANS_DATA[item.real_name] = item.value
def from_file(cls, path, zip_file): """Initialise from a file. path is the file path for the map inside the zip, without extension. zip_file is either a ZipFile or FakeZip object. """ # Some P2Cs may have non-ASCII characters in descriptions, so we # need to read it as bytes and convert to utf-8 ourselves - zips # don't convert encodings automatically for us. try: with zip_open_bin(zip_file, path + '.p2c') as file: props = Property.parse( # Decode the P2C as UTF-8, and skip unknown characters. # We're only using it for display purposes, so that should # be sufficent. TextIOWrapper( file, encoding='utf-8', errors='replace', ), path, ) except KeyValError: # Silently fail if we can't parse the file. That way it's still # possible to backup. LOGGER.warning('Failed parsing puzzle file!', path, exc_info=True) props = Property('portal2_puzzle', []) title = None desc = _('Failed to parse this puzzle file. It can still be backed up.') else: props = props.find_key('portal2_puzzle', []) title = props['title', None] desc = props['description', _('No description found.')] if title is None: title = '<' + path.rsplit('/', 1)[-1] + '.p2c>' return cls( filename=os.path.basename(path), zip_file=zip_file, title=title, desc=desc, is_coop=srctools.conv_bool(props['coop', '0']), create_time=Date(props['timestamp_created', '']), mod_time=Date(props['timestamp_modified', '']), )
def load_settings(pit: Property): if not pit: SETTINGS.clear() # No pits are permitted.. return SETTINGS.update({ 'use_skybox': srctools.conv_bool(pit['teleport', '0']), 'tele_dest': pit['tele_target', '@goo_targ'], 'tele_ref': pit['tele_ref', '@goo_ref'], 'off_x': srctools.conv_int(pit['off_x', '0']), 'off_y': srctools.conv_int(pit['off_y', '0']), 'skybox': pit['sky_inst', ''], 'skybox_ceil': pit['sky_inst_ceil', ''], 'targ': pit['targ_inst', ''], 'blend_light': pit['blend_light', ''] }) for inst_type in ( 'support', 'side', 'corner', 'double', 'triple', 'pillar', ): vals = [ prop.value for prop in pit.find_all(inst_type + '_inst') ] if len(vals) == 0: vals = [""] PIT_INST[inst_type] = vals
def clean_text(file_path): # Try and parse as a property file. If it succeeds, # write that out - it removes excess whitespace between lines with open(file_path, 'r') as f: try: props = Property.parse(f) except KeyValError: pass else: for line in props.export(): yield line.lstrip() return with open(file_path, 'r') as f: for line in f: if line.isspace(): continue if line.lstrip().startswith('//'): continue # Remove // comments, but only if the comment doesn't have # a quote char after it - it could be part of the string, # so leave it just to be safe. if '//' in line and '"' not in line: yield line.split('//')[0] + '\n' else: yield line.lstrip()
def res_monitor_setup(res: Property): return ( res['breakInst', None], res['bullseye_name', ''], res.vec('bullseye_loc'), res['bullseye_parent', ''], )
def parse_packlists(props: Property) -> None: """Parse the packlists.cfg file, to load our packing lists.""" for prop in props.find_children('Packlist'): PACKLISTS[prop.name] = { file.value for file in prop }
def write_sound( file: StringIO, snds: Property, pack_list: PackList, snd_prefix: str='*', ) -> None: """Write either a single sound, or multiple rndsound. snd_prefix is the prefix for each filename - *, #, @, etc. """ if snds.has_children(): file.write('"rndwave"\n\t{\n') for snd in snds: file.write( '\t"wave" "{sndchar}{file}"\n'.format( file=snd.value.lstrip(SOUND_CHARS), sndchar=snd_prefix, ) ) pack_list.pack_file('sound/' + snd.value.casefold()) file.write('\t}\n') else: file.write( '"wave" "{sndchar}{file}"\n'.format( file=snds.value.lstrip(SOUND_CHARS), sndchar=snd_prefix, ) ) pack_list.pack_file('sound/' + snds.value.casefold())
def make_static_pist_setup(res: Property): instances = ( 'bottom_0', 'bottom_1', 'bottom_2', 'bottom_3', 'logic_0', 'logic_1', 'logic_2', 'logic_3', 'static_0', 'static_1', 'static_2', 'static_3', 'static_4', 'grate_low', 'grate_high', ) if res.has_children(): # Pull from config return { name: instanceLocs.resolve_one( res[name, ''], error=False, ) for name in instances } else: # Pull from editoritems if ':' in res.value: from_item, prefix = res.value.split(':', 1) else: from_item = res.value prefix = '' return { name: instanceLocs.resolve_one( '<{}:bee2_{}{}>'.format(from_item, prefix, name), error=False, ) for name in instances }
def res_calc_opposite_wall_dist(inst: Entity, res: Property): """Calculate the distance between this item and the opposing wall. The value is stored in the `$var` specified by the property value. Alternately it is set by `ResultVar`, and `offset` adds or subtracts to the value. `GooCollide` means that it will stop when goo is found, otherwise it is ignored. `GooAdjust` means additionally if the space is goo, the distance will be modified so that it specifies the surface of the goo. """ if res.has_children(): result_var = res['ResultVar'] dist_off = res.float('offset') collide_goo = res.bool('GooCollide') adjust_goo = res.bool('GooAdjust') else: result_var = res.value dist_off = 0 collide_goo = adjust_goo = False origin = Vec.from_str(inst['origin']) normal = Vec(z=1).rotate_by_str(inst['angles']) mask = [ brushLoc.Block.SOLID, brushLoc.Block.EMBED, brushLoc.Block.PIT_BOTTOM, brushLoc.Block.PIT_SINGLE, ] # Only if actually downward. if normal == (0, 0, -1) and collide_goo: mask.append(brushLoc.Block.GOO_TOP) mask.append(brushLoc.Block.GOO_SINGLE) opposing_pos = brushLoc.POS.raycast_world( origin, normal, mask, ) if adjust_goo and brushLoc.POS['world': opposing_pos + 128*normal].is_goo: # If the top is goo, adjust so the 64 below is the top of the goo. dist_off += 32 inst.fixup[result_var] = (origin - opposing_pos).mag() + dist_off
def res_cust_antline_setup(res: Property): if 'wall' in res: wall_type = antlines.AntType.parse(res.find_key('wall')) else: wall_type = None if 'floor' in res: floor_type = antlines.AntType.parse(res.find_key('floor')) else: floor_type = wall_type return ( wall_type, floor_type, res.bool('remove_signs'), res['toggle_var', ''], )
def read_settings() -> None: """Read and apply the settings from disk.""" try: file = open(utils.conf_location('config/config.vdf'), encoding='utf8') except FileNotFoundError: return with file: props = Property.parse(file) apply_settings(props)
def export( self ) -> Tuple[List[EditorItem], Dict[RenderableType, Renderable], Property]: """Export this style, returning the vbsp_config and editoritems. This is a special case, since styles should go first in the lists. """ vbsp_config = Property(None, []) vbsp_config += self.config.copy() return self.items, self.renderables, vbsp_config
def load_config(): global CONF LOGGER.info('Loading Settings...') try: with open("bee2/vrad_config.cfg", encoding='utf8') as config: CONF = Property.parse(config, 'bee2/vrad_config.cfg').find_key( 'Config', [] ) except FileNotFoundError: pass LOGGER.info('Config Loaded!')
def build_itemclass_dict(prop_block: Property): """Load in the dictionary mapping item classes to item ids""" for prop in prop_block.find_children('ItemClasses'): try: it_class = consts.ItemClass(prop.value) except KeyError: LOGGER.warning('Unknown item class "{}"', prop.value) continue ITEMS_WITH_CLASS[it_class].append(prop.name) CLASS_FOR_ITEM[prop.name] = it_class
def parse(cls, prop: Property): """Parse this from a property block.""" broken_chance = prop.float('broken_chance') tex_straight = [] tex_corner = [] brok_straight = [] brok_corner = [] for ant_list, name in zip( [tex_straight, tex_corner, brok_straight, brok_corner], ('straight', 'corner', 'broken_straight', 'broken_corner'), ): for sub_prop in prop.find_all(name): ant_list.append(AntTex.parse(sub_prop)) return cls( tex_straight, tex_corner, brok_straight, brok_corner, broken_chance, )
def flag_blockpos_type(inst: Entity, flag: Property): """Determine the type of a grid position. If the value is single value, that should be the type. Otherwise, the value should be a block with 'offset' and 'type' values. The offset is in block increments, with 0 0 0 equal to the mounting surface. If 'offset2' is also provided, all positions in the bounding box will be checked. The type should be a space-seperated list of locations: * `VOID` (Outside the map) * `SOLID` (Full wall cube) * `EMBED` (Hollow wall cube) * `AIR` (Inside the map, may be occupied by items) * `OCCUPIED` (Known to be occupied by items) * `PIT` (Bottomless pits, any) * `PIT_SINGLE` (one-high) * `PIT_TOP` * `PIT_MID` * `PIT_BOTTOM` * `GOO` * `GOO_SINGLE` (one-deep goo) * `GOO_TOP` (goo surface) * `GOO_MID` * `GOO_BOTTOM` (floor) """ pos2 = None if flag.has_children(): pos1 = resolve_offset(inst, flag['offset', '0 0 0'], scale=128, zoff=-128) types = flag['type'].split() if 'offset2' in flag: pos2 = resolve_offset(inst, flag.value, scale=128, zoff=-128) else: types = flag.value.split() pos1 = Vec() if pos2 is not None: bbox = Vec.iter_grid(*Vec.bbox(pos1, pos2), stride=128) else: bbox = [pos1] for pos in bbox: block = brushLoc.POS['world': pos] for block_type in types: try: allowed = brushLoc.BLOCK_LOOKUP[block_type.casefold()] except KeyError: raise ValueError('"{}" is not a valid block type!'.format(block_type)) if block in allowed: break # To next position else: return False # Didn't match any in this list. return True # Matched all positions.
def res_make_tag_fizzler_setup(res: Property): """We need this to pre-parse the fizzler type.""" if 'ioconf' in res: fizz_type = ItemType.parse('<TAG_FIZZER>', res.find_key('ioconf')) else: fizz_type = None # The distance from origin the double signs are seperated by. sign_offset = res.int('signoffset', 16) return ( sign_offset, fizz_type, res['frame_double'], res['frame_single'], res['blue_sign', ''], res['blue_off_sign', ''], res['oran_sign', ''], res['oran_off_sign', ''], )
def res_add_global_inst(res: Property): """Add one instance in a specific location. Options: - `allow_multiple`: Allow multiple copies of this instance. If 0, the instance will not be added if it was already added. - `name`: The targetname of the instance. If blank, the instance will be given a name of the form `inst_1234`. - `file`: The filename for the instance. - `angles`: The orientation of the instance (defaults to `0 0 0`). - `fixup_style`: The Fixup style for the instance. `0` (default) is Prefix, `1` is Suffix, and `2` is None. - `position`: The location of the instance. If not set, it will be placed in a 128x128 nodraw room somewhere in the map. Objects which can interact with nearby object should not be placed there. """ if not res.has_children(): res = Property('AddGlobal', [Property('File', res.value)]) if res.bool('allow_multiple') or res['file'] not in GLOBAL_INSTANCES: # By default we will skip adding the instance # if was already added - this is helpful for # items that add to original items, or to avoid # bugs. new_inst = vbsp.VMF.create_ent( classname="func_instance", targetname=res['name', ''], file=instanceLocs.resolve_one(res['file'], error=True), angles=res['angles', '0 0 0'], fixup_style=res['fixup_style', '0'], ) try: new_inst['origin'] = res['position'] except IndexError: new_inst['origin'] = vbsp_options.get(Vec, 'global_ents_loc') GLOBAL_INSTANCES.add(res['file']) if new_inst['targetname'] == '': new_inst['targetname'] = "inst_" new_inst.make_unique() return RES_EXHAUSTED
def flag_angles(inst: Entity, flag: Property): """Check that a instance is pointed in a direction. The value should be either just the angle to check, or a block of options: - `direction`: A unit vector (XYZ value) pointing in a direction, or some keywords: `+z`, `-y`, `N`/`S`/`E`/`W`, `up`/`down`, `floor`/`ceiling`, or `walls` for any wall side. - `From_dir`: The direction the unrotated instance is pointed in. This lets the flag check multiple directions. - `Allow_inverse`: If true, this also returns True if the instance is pointed the opposite direction . """ angle = inst['angles', '0 0 0'] if flag.has_children(): targ_angle = flag['direction', '0 0 0'] from_dir = flag['from_dir', '0 0 1'] if from_dir.casefold() in DIRECTIONS: from_dir = Vec(DIRECTIONS[from_dir.casefold()]) else: from_dir = Vec.from_str(from_dir, 0, 0, 1) allow_inverse = flag.bool('allow_inverse') else: targ_angle = flag.value from_dir = Vec(0, 0, 1) allow_inverse = False normal = DIRECTIONS.get(targ_angle.casefold(), None) if normal is None: return False # If it's not a special angle, # so it failed the exact match inst_normal = from_dir.rotate_by_str(angle) if normal == 'WALL': # Special case - it's not on the floor or ceiling return not (inst_normal == (0, 0, 1) or inst_normal == (0, 0, -1)) else: return inst_normal == normal or (allow_inverse and -inst_normal == normal)
def _parse_block(tok: Tokenizer, name: str) -> Property: """Parse a block into a block of properties.""" prop = Property(name, []) for token, param_name in tok: # End of our block if token is Tok.BRACE_CLOSE: return prop elif token is Tok.NEWLINE: continue elif token is not Tok.STRING: raise tok.error(token) token, param_value = tok() if token is Tok.STRING: # We have the value. pass elif token is Tok.NEWLINE: # Name by itself: '%compilenodraw' etc... # We need to check there's a newline after that - for subblocks. token, ignored = tok() while token is Tok.NEWLINE: token, ignored = tok() if token is Tok.BRACE_OPEN: prop.append(Material._parse_block(tok, param_name)) continue elif token is Tok.NEWLINE: pass elif token is Tok.BRACE_CLOSE: # End of us after single name. prop.append(Property(param_name, '')) break else: raise tok.error(token) else: raise tok.error(token) prop.append(Property(param_name, param_value)) raise tok.error('EOF without closed block!')
def gen_sound_manifest(additional, excludes): """Generate a new game_sounds_manifest.txt file. This includes all the current scripts defined, plus any custom ones. Excludes is a list of scripts to remove from the listing - this allows overriding the sounds without VPK overrides. """ if not additional: return # Don't pack, there aren't any new sounds.. orig_manifest = os.path.join( '..', SOUND_MAN_FOLDER.get(CONF['game_id', ''], 'portal2'), 'scripts', 'game_sounds_manifest.txt', ) try: with open(orig_manifest) as f: props = Property.parse(f, orig_manifest).find_key( 'game_sounds_manifest', [], ) except FileNotFoundError: # Assume no sounds props = Property('game_sounds_manifest', []) scripts = [prop.value for prop in props.find_all('precache_file')] for script in additional: scripts.append(script) for script in excludes: try: scripts.remove(script) except ValueError: LOGGER.warning( '"{}" should be excluded, but it\'s' ' not in the manifest already!', script, ) # Build and unbuild it to strip other things out - Valve includes a bogus # 'new_sound_scripts_must_go_below_here' entry.. new_props = Property('game_sounds_manifest', [Property('precache_file', file) for file in scripts]) inject_loc = os.path.join('bee2', 'inject', 'soundscript_manifest.txt') with open(inject_loc, 'w') as f: for line in new_props.export(): f.write(line) LOGGER.info('Written new soundscripts_manifest..')
def res_pre_cache_model(vmf: VMF, res: Property) -> None: """Precache the given model for switching. This places it as a `prop_dynamic_override`. """ if res.has_children(): model = res['model'] skins = [int(skin) for skin in res['skinset', ''].split()] else: model = res.value skins = [] precache_model(vmf, model, skins)
def clean_editor_models(self, editoritems: Property): """The game is limited to having 1024 models loaded at once. Editor models are always being loaded, so we need to keep the number small. Go through editoritems, and disable (by renaming to .mdl_dis) unused ones. """ # If set, force them all to be present. force_on = GEN_OPTS.get_bool('Debug', 'force_all_editor_models') used_models = { mdl.value.rsplit('.', 1)[0].casefold() for mdl in editoritems.find_all( 'Item', 'Editor', 'Subtype', 'Model', 'ModelName', ) } mdl_count = 0 for mdl_folder in [ self.abs_path('bee2/models/props_map_editor/'), self.abs_path('bee2_dev/models/props_map_editor/'), ]: if not os.path.exists(mdl_folder): continue for file in os.listdir(mdl_folder): if not file.endswith(('.mdl', '.mdl_dis')): continue mdl_count += 1 file_no_ext, ext = os.path.splitext(file) if force_on or file_no_ext.casefold() in used_models: new_ext = '.mdl' else: new_ext = '.mdl_dis' if new_ext != ext: try: os.remove( os.path.join(mdl_folder, file_no_ext + new_ext)) except FileNotFoundError: pass os.rename( os.path.join(mdl_folder, file_no_ext + ext), os.path.join(mdl_folder, file_no_ext + new_ext), ) LOGGER.info('{}/{} editor models used.', len(used_models), mdl_count)
def res_set_voice_attr(res: Property): """Sets a number of Voice Attributes. Each child property will be set. The value is ignored, but must be present for syntax reasons. """ if res.has_children(): for opt in res.value: vbsp.settings['has_attr'][opt.name] = True else: vbsp.settings['has_attr'][res.value.casefold()] = True return RES_EXHAUSTED
def res_timed_relay_setup(res: Property): var = res['variable', consts.FixupVars.TIM_DELAY] name = res['targetname'] disabled = res['disabled', '0'] flags = res['spawnflags', '0'] final_outs = [ Output.parse(subprop) for prop in res.find_all('FinalOutputs') for subprop in prop ] rep_outs = [ Output.parse(subprop) for prop in res.find_all('RepOutputs') for subprop in prop ] # Never use the comma seperator in the final output for consistency. for out in itertools.chain(rep_outs, final_outs): out.comma_sep = False return var, name, disabled, flags, final_outs, rep_outs
def res_set_voice_attr(res: Property): """Sets a number of Voice Attributes. Each child property will be set. The value is ignored, but must be present for syntax reasons. """ if res.has_children(): for opt in res.value: vbsp.settings['has_attr'][opt.name] = True else: vbsp.settings['has_attr'][res.value.casefold()] = 1 return RES_EXHAUSTED
def res_set_faith_setup(res: Property) -> tuple: temp_name = res['template', ''] if temp_name: template = template_brush.get_template(temp_name) else: template = None return ( template, res.vec('offset'), )
def read_configs(conf: Property): """Build our connection configuration from the config files.""" for prop in conf.find_children('Connections'): if prop.name in ITEM_TYPES: raise ValueError('Duplicate item type "{}"'.format(prop.real_name)) ITEM_TYPES[prop.name] = ItemType.parse(prop.real_name, prop) if 'item_indicator_panel' not in ITEM_TYPES: raise ValueError('No checkmark panel item type!') if 'item_indicator_panel_timer' not in ITEM_TYPES: raise ValueError('No timer panel item type!')
def get(self, expected_type: type, name: str) -> Any: """Get the given option. expected_type should be the class of the value that's expected. The value can be None if unset, except for Property types (which will always have an empty block). If expected_type is an Enum, this will be used to convert the output. If it fails, a warning is produced and the first value in the enum is returned. """ try: val = self.settings[name.casefold()] except KeyError: raise TypeError( 'Option "{}" does not exist!'.format(name)) from None if val is None: if expected_type is Property: return Property(name, []) else: return None if issubclass(expected_type, Enum): enum_type = expected_type # type: Optional[Type[Enum]] expected_type = str else: enum_type = None # Don't allow subclasses (bool/int) if type(val) is not expected_type: raise ValueError('Option "{}" is {} (code expected {})'.format( name, type(val), expected_type, )) if enum_type is not None: try: return enum_type(val) # type: ignore except ValueError: LOGGER.warning( 'Option "{}" is not a valid value. ' 'Allowed values are:\n{}', name, '\n'.join([mem.value for mem in enum_type])) return next(iter(enum_type)) # type: ignore # Vec is mutable, don't allow modifying the original. if expected_type is Vec or expected_type is Property: assert isinstance(val, Vec) or isinstance(val, Property) return val.copy() else: assert isinstance(val, expected_type) return val
def parse(cls, conf: Property) -> 'FizzlerBrush': """Parse from a config file.""" if 'side_color' in conf: side_color = conf.vec('side_color') else: side_color = None outputs = [ Output.parse(prop) for prop in conf.find_children('Outputs') ] textures = {} for group in TexGroup: textures[group] = conf['tex_' + group.value, None] keys = { prop.name: prop.value for prop in conf.find_children('keys') } local_keys = { prop.name: prop.value for prop in conf.find_children('localkeys') } if 'classname' not in keys: raise ValueError( 'Fizzler Brush "{}" does not have a classname!'.format( conf['name'], ) ) return FizzlerBrush( name=conf['name'], textures=textures, keys=keys, local_keys=local_keys, outputs=outputs, thickness=conf.float('thickness', 2.0), stretch_center=conf.bool('stretch_center', True), side_color=side_color, singular=conf.bool('singular'), mat_mod_name=conf['mat_mod_name', None], mat_mod_var=conf['mat_mod_var', None], set_axis_var=conf.bool('set_axis_var'), )
def __init__( self, style_id: str, selitem_data: 'SelitemData', items: List[EditorItem], renderables: Dict[RenderableType, Renderable], config=None, base_style: Optional[str] = None, suggested: Tuple[str, str, str, str] = None, has_video: bool = True, vpk_name: str = '', corridors: Dict[Tuple[str, int], CorrDesc] = None, ) -> None: self.id = style_id self.selitem_data = selitem_data self.items = items self.renderables = renderables self.base_style = base_style # Set by post_parse() after all objects are read. # this is a list of this style, plus parents in order. self.bases: List[Style] = [] self.suggested = suggested or ('<NONE>', '<NONE>', 'SKY_BLACK', '<NONE>') self.has_video = has_video self.vpk_name = vpk_name self.corridors = {} for group, length in CORRIDOR_COUNTS.items(): for i in range(1, length + 1): try: self.corridors[group, i] = corridors[group, i] except KeyError: self.corridors[group, i] = CorrDesc('', '', '') if config is None: self.config = Property(None, []) else: self.config = config set_cond_source(self.config, 'Style <{}>'.format(style_id))
def res_add_global_inst(res: Property): """Add one instance in a specific location. Options: `allow_multiple`: Allow multiple copies of this instance. If 0, the instance will not be added if it was already added. `name`: The targetname of the instance. If blank, the instance will be given a name of the form `inst_1234`. `file`: The filename for the instance. `angles`: The orientation of the instance (defaults to `0 0 0`). `fixup_style`: The Fixup style for the instance. `0` (default) is Prefix, `1` is Suffix, and `2` is None. `position`: The location of the instance. If not set, it will be placed in a 128x128 nodraw room somewhere in the map. Objects which can interact with nearby object should not be placed there. """ if not res.has_children(): res = Property('AddGlobal', [Property('File', res.value)]) if res.bool('allow_multiple') or res['file'] not in GLOBAL_INSTANCES: # By default we will skip adding the instance # if was already added - this is helpful for # items that add to original items, or to avoid # bugs. new_inst = vbsp.VMF.create_ent( classname="func_instance", targetname=res['name', ''], file=instanceLocs.resolve_one(res['file'], error=True), angles=res['angles', '0 0 0'], fixup_style=res['fixup_style', '0'], ) try: new_inst['origin'] = res['position'] except IndexError: new_inst['origin'] = vbsp_options.get(Vec, 'global_ents_loc') GLOBAL_INSTANCES.add(res['file']) if new_inst['targetname'] == '': new_inst['targetname'] = "inst_" new_inst.make_unique() return RES_EXHAUSTED
def __init__(self, path: Union[str, Path]): """Parse a game from a folder.""" if isinstance(path, Path): self.path = path else: self.path = Path(path) with open(self.path / GINFO) as f: gameinfo = Property.parse(f).find_key('GameInfo') fsystems = gameinfo.find_key('Filesystem', []) self.game_name = gameinfo['Game'] self.app_id = fsystems['SteamAppId'] self.tools_id = fsystems['ToolsAppId', None] self.additional_content = fsystems['AdditionalContentId', None] self.fgd_loc = gameinfo['GameData', 'None'] self.search_paths = [] # type: List[Path] for path in fsystems.find_children('SearchPaths'): exp_path = self.parse_search_path(path) # Expand /* if at the end of paths. if exp_path.name == '*': try: self.search_paths.extend( map(exp_path.parent.joinpath, os.listdir(exp_path.parent))) except FileNotFoundError: pass # Handle folder_* too. elif exp_path.name.endswith('*'): exp_path = exp_path.with_name(exp_path.name[:-1]) self.search_paths.extend( filter(Path.is_dir, exp_path.glob(exp_path.name))) else: self.search_paths.append(exp_path) # Add DLC folders based on the first/bin folder. try: first_search = self.search_paths[0] except IndexError: pass else: folder = first_search.parent stem = first_search.name + '_dlc' for ind in itertools.count(1): path = folder / (stem + str(ind)) if path.exists(): self.search_paths.insert(0, path) else: break # Force including 'platform', for Hammer assets. self.search_paths.append(self.path.parent / 'platform')
def get_curr_settings(*, is_palette: bool) -> Property: """Return a property tree defining the current options.""" props = Property.root() for opt_id, opt_func in OPTION_SAVE.items(): # Skip if it opts out of being on the palette. if is_palette and not getattr(opt_func, 'to_palette', True): continue opt_prop = opt_func() opt_prop.name = opt_id.title() props.append(opt_prop) return props
def save(self, ignore_readonly=False): """Save the palette file into the specified location. If ignore_readonly is true, this will ignore the `prevent_overwrite` property of the palette (allowing resaving those properties over old versions). Otherwise those palettes always create a new file. """ LOGGER.info('Saving "{}"!', self.name) props = Property(None, [ Property('Name', self.name), Property('TransName', self.trans_name), Property('ReadOnly', srctools.bool_as_int(self.prevent_overwrite)), Property('Items', [ Property(item_id, str(subitem)) for item_id, subitem in self.pos ]) ]) # If default, don't include in the palette file. # Remove the translated name, in case it's not going to write # properly to the file. if self.trans_name: props['Name'] = '' else: del props['TransName'] if not self.prevent_overwrite: del props['ReadOnly'] # We need to write a new file, determine a valid path. # Use a hash to ensure it's a valid path (without '-' if negative) # If a conflict occurs, add ' ' and hash again to get a different # value. if self.filename is None or (self.prevent_overwrite and not ignore_readonly): hash_src = self.name while True: hash_filename = str(abs(hash(hash_src))) + PAL_EXT if os.path.isfile(hash_filename): # Add a random character to iterate the hash. hash_src += chr(random.randrange(0x10ffff)) else: file = open(os.path.join(PAL_DIR, hash_filename), 'w') self.filename = os.path.join(PAL_DIR, hash_filename) break else: file = open(os.path.join(PAL_DIR, self.filename), 'w') with file: for line in props.export(): file.write(line)
def __init__( self, name: str, sounds: List[str], volume: Union[Tuple[Union[float, VOLUME], Union[float, VOLUME]], float, VOLUME]=VOL_NORM, channel: Channel=Channel.DEFAULT, level: Union[Tuple[Union[float, Level], Union[float, Level]], float, Level]=Level.SNDLVL_NORM, pitch: Union[Tuple[Union[float, Pitch], Union[float, Pitch]], float, Pitch]=Pitch.PITCH_NORM, # Operator stacks stack_start: Optional[Property]=None, stack_update: Optional[Property]=None, stack_stop: Optional[Property]=None, use_v2: bool=False, ) -> None: """Create a soundscript.""" self.name = name self.sounds = sounds self.channel = channel self.force_v2 = use_v2 if isinstance(volume, tuple): self.volume = volume else: self.volume = volume, volume if isinstance(level, tuple): self.level = level else: self.level = level, level if isinstance(pitch, tuple): self.pitch = pitch else: self.pitch = pitch, pitch self.stack_start = Property('', []) if stack_start is None else stack_start self.stack_update = Property('', []) if stack_update is None else stack_update self.stack_stop = Property('', []) if stack_stop is None else stack_stop
def setup_result(vmf: VMF, res_list: List[Property], result: Property, source: Optional[str]='') -> None: """Helper method to perform result setup.""" func = RESULT_SETUP.get(result.name) if func: # noinspection PyBroadException try: result.value = func(vmf, result) except Exception: # Print the source of the condition if if fails... LOGGER.exception( 'Error in {} setup:', source or 'condition', ) if utils.DEV_MODE: # Crash so this is immediately noticeable.. utils.quit_app(1) else: # In release, just skip this one - that way it's # still hopefully possible to run the game. result.value = None if result.value is None: # This result is invalid, remove it. res_list.remove(result)
def flag_random(inst: Entity, res: Property) -> bool: """Randomly is either true or false.""" if res.has_children(): chance = res['chance', '100'] seed = 'a' + res['seed', ''] else: chance = res.value seed = 'a' # Allow ending with '%' sign chance = srctools.conv_int(chance.rstrip('%'), 100) set_random_seed(inst, seed) return random.randrange(100) < chance
def load_conf(prop_block: Property): """Read the config and build our dictionaries.""" global INST_SPECIAL for prop in prop_block.find_key('Allinstances', []): INSTANCE_FILES[prop.name] = [ inst.value.casefold() for inst in prop ] for prop in prop_block.find_key('CustInstances', []): CUST_INST_FILES[prop.name] = { inst.name: inst.value.casefold() for inst in prop } INST_SPECIAL = { key.casefold(): resolve(val_string, silent=True) for key, val_string in SPECIAL_INST.items() }
def get_config( prop_block: Property, fsys: FileSystem, folder: str, pak_id='', prop_name='config', extension='.cfg', ): """Extract a config file referred to by the given property block. Looks for the prop_name key in the given prop_block. If the keyvalue has a value of "", an empty tree is returned. If it has children, a copy of them is returned. Otherwise the value is a filename in the zip which will be parsed. """ prop_block = prop_block.find_key(prop_name, "") if prop_block.has_children(): prop = prop_block.copy() prop.name = None return prop if prop_block.value == '': return Property(None, []) # Zips must use '/' for the separator, even on Windows! path = folder + '/' + prop_block.value if len(path) < 3 or path[-4] != '.': # Add extension path += extension try: return fsys.read_prop(path) except FileNotFoundError: LOGGER.warning('"{id}:{path}" not in zip!', id=pak_id, path=path) return Property(None, []) except UnicodeDecodeError: LOGGER.exception('Unable to read "{id}:{path}"', id=pak_id, path=path) raise
def apply_replacements(conf: Property, item_id: str) -> Property: """Apply a set of replacement values to a config file, returning a new copy. The replacements are found in a 'Replacements' block in the property. These replace %values% starting and ending with percents. A double-percent allows literal percents. Unassigned values are an error. """ replace: dict[str, str] = {} new_conf = Property.root() if conf.is_root() else Property( conf.real_name, []) # Strip the replacement blocks from the config, and save the values. for prop in conf: if prop.name == 'replacements': for rep_prop in prop: replace[rep_prop.name.strip('%')] = rep_prop.value else: new_conf.append(prop) def rep_func(match: Match) -> str: """Does the replacement.""" var = match.group(1) if not var: # %% becomes %. return '%' try: return replace[var.casefold()] except KeyError: raise ValueError( f'Unresolved variable in "{item_id}": {var!r}\nValid vars: {replace}' ) for prop in new_conf.iter_tree(blocks=True): prop.name = RE_PERCENT_VAR.sub(rep_func, prop.real_name) if not prop.has_children(): prop.value = RE_PERCENT_VAR.sub(rep_func, prop.value) return new_conf
def read_configs(conf: Property) -> None: """Read in the fizzler data.""" for fizz_conf in conf.find_all('Fizzlers', 'Fizzler'): fizz = FizzlerType.parse(fizz_conf) if fizz.id in FIZZ_TYPES: raise ValueError('Duplicate fizzler ID "{}"'.format(fizz.id)) FIZZ_TYPES[fizz.id] = fizz LOGGER.info('Loaded {} fizzlers.', len(FIZZ_TYPES)) if vbsp_options.get(str, 'game_id') != utils.STEAM_IDS['APTAG']: return # In Aperture Tag, we don't have portals. For fizzler types which block # portals (trigger_portal_cleanser), additionally fizzle paint. for fizz in FIZZ_TYPES.values(): for brush in fizz.brushes: if brush.keys['classname'].casefold() == 'trigger_portal_cleanser': brush_name = brush.name # Retrieve what key is used for start-disabled. brush_start_disabled = None for key_map in [brush.keys, brush.local_keys]: if brush_start_disabled is None: for key, value in key_map.items(): if key.casefold() == 'startdisabled': brush_start_disabled = value break break # Jump past else. else: # No fizzlers in this item. continue # Add a paint fizzler brush to these fizzlers. fizz.brushes.append( FizzlerBrush( brush_name, textures={ TexGroup.TRIGGER: const.Tools.TRIGGER, }, keys={ 'classname': 'trigger_paint_cleanser', 'startdisabled': brush_start_disabled or '0', 'spawnflags': '9', }, local_keys={}, outputs=[], singular=True, ))
def debug_flag(inst: Entity, props: Property): """Displays text when executed, for debugging conditions. If the text ends with an '=', the instance will also be displayed. As a flag, this always evaluates as true. """ # Mark as a warning so it's more easily seen. if props.has_children(): LOGGER.warning('Debug:\n{!s}\n{!s}', props, inst) else: LOGGER.warning('Debug: {props}{inst!s}'.format( inst=inst, props=props.value, )) return True # The flag is always true
def export(exp_data: ExportData) -> None: """Export the selected signage to the config.""" # Timer value -> sign ID. sel_ids: List[Tuple[str, str]] = exp_data.selected # Special case, arrow is never selectable. sel_ids.append(('arrow', 'SIGN_ARROW')) conf = Property('Signage', []) for tim_id, sign_id in sel_ids: try: sign = Signage.by_id(sign_id) except KeyError: LOGGER.warning('Signage "{}" does not exist!', sign_id) continue prop_block = Property(str(tim_id), []) sign._serialise(prop_block, exp_data.selected_style) for sub_name, sub_id in [ ('primary', sign.prim_id), ('secondary', sign.sec_id), ]: if sub_id: try: sub_sign = Signage.by_id(sub_id) except KeyError: LOGGER.warning( 'Signage "{}"\'s {} "{}" ' 'does not exist!', sign_id, sub_name, sub_id) else: sub_block = Property(sub_name, []) sub_sign._serialise(sub_block, exp_data.selected_style) if sub_block: prop_block.append(sub_block) if prop_block: conf.append(prop_block) exp_data.vbsp_conf.append(conf)
def from_file(path: utils.PackagePath, missing_ok: bool=False, source: str= '') -> LazyConf: """Lazily load the specified config.""" try: fsys = packages.PACKAGE_SYS[path.package] except KeyError: if not missing_ok: LOGGER.warning('Package does not exist: "{}"', path) return BLANK try: file = fsys[path.path] except FileNotFoundError: if not missing_ok: LOGGER.warning('File does not exist: "{}"', path) return BLANK def loader() -> Property: """Load and parse the specified file when called.""" try: with file.open_str() as f: props = Property.parse(f) except (KeyValError, FileNotFoundError, UnicodeDecodeError): LOGGER.exception('Unable to read "{}"', path) raise if source: packages.set_cond_source(props, source) return props if DEV_MODE.get(): # Parse immediately, to check syntax. try: with file.open_str() as f: Property.parse(f) except (KeyValError, FileNotFoundError, UnicodeDecodeError): LOGGER.exception('Unable to read "{}"', path) return loader
def parse( cls: Type[Handle], prop: Property, pack: str, width: int, height: int, *, subkey: str='', subfolder: str='', ) -> Handle: """Parse a property into an image handle. If a package isn't specified, the given package will be used. Optionally, 'subkey' can be used to specifiy that the property is a subkey. An error icon will then be produced automatically. If subfolder is specified, files will be relative to this folder. The width/height may be zero to indicate it should not be resized. """ if subkey: try: prop = prop.find_key(subkey) except LookupError: return cls.error(width, height) if prop.has_children(): children = [] for child in prop: if child.name not in ('image', 'img', 'layer'): raise ValueError(f'Unknown compound type "{child}"!') children.append(cls.parse( child, pack, width, height, subfolder=subfolder )) return cls.composite(children, width, height) return cls.parse_uri(utils.PackagePath.parse(prop.value, pack), width, height, subfolder=subfolder)
def save_load_stylevars(props: Property = None): """Save and load variables from configs.""" if props is None: props = Property('', []) for var_id, var in sorted(tk_vars.items()): props[var_id] = str(int(var.get())) return props else: # Loading for prop in props: try: tk_vars[prop.real_name].set(prop.value) except KeyError: LOGGER.warning('No stylevar "{}", skipping.', prop.real_name) update_filter()