def clear(self,fadeout = 0,bgfile = None): self.clearQuickItems() if not fadeout: self.itemEntries.clear() self.reload() else: dr = self.camera.node().getDisplayRegion(0) texture = dr.getScreenshot() w = dr.getPixelWidth() h = dr.getPixelHeight() self.itemEntries.clear() self.reload() if bgfile: bgentry = StoryViewItemEntry(fileName = bgfile,key = '__bg__',category = SVIC.BG) self.newItem(bgentry) tempbg = OnscreenImage(texture) if w > h: tempbg.setScale(1*w/float(h),1,1) else: tempbg.setScale(1,1,1*h/float(w)) tempbg.setColor(1,1,1,1) tempbg.reparentTo(self.bgNodePath) tempbg.setName('__tempbg__') li = LerpColorInterval(tempbg, fadeout, (1,1,1,0), (1,1,1,1),blendType = 'easeInOut' ) self._intervals.append(li) li.start()
def _createItem(self, entry, ignore_fadein = False): '''Create an item(not including adding this to itemEntries)''' imagepathes = runtime_data.game_settings['imagepathes'] imagetypes = runtime_data.game_settings['imagetypes'] modelpathes = runtime_data.game_settings['modelpathes'] modeltypes = runtime_data.game_settings['modeltypes'] if self._sceneItems.has_key(entry.key): self._sceneItems[entry.key].removeNode() self._sceneItems.pop(entry.key) item = None if entry.category == SVIC.FG or entry.category == SVIC.BG or entry.category == SVIC.O2D: texture = None for ft in ((folder,type) for folder in imagepathes for type in imagetypes): if exists(ft[0] + entry.fileName + ft[1]): texture = loader.loadTexture(ft[0] + entry.fileName + ft[1]) break '''Alternative item = loader.loadModel(r"models/plain.egg") item.setTexture(texture, 1) ''' item = OnscreenImage(texture) item.setPos(entry.pos[0],entry.pos[1],entry.pos[2]) item.setScale(entry.scale[0]*texture.getOrigFileXSize()/float(texture.getOrigFileYSize()),entry.scale[1],entry.scale[2]) #Always make its height fill the screen normally color = (entry.color[0],entry.color[1],entry.color[2],entry.color[3]) if entry.fadein: lv = LerpColorInterval(item, entry.fadein, color, (color[0],color[1],color[2],0) ) self._intervals.append(lv) lv.start() else: item.setColor(color) item.setName(entry.key) if entry.category == SVIC.FG: item.reparentTo(self.fgNodePath) elif entry.category == SVIC.BG: item.reparentTo(self.bgNodePath) elif entry.category == SVIC.O2D: item.reparentTo(self.vNodePath) elif entry.category == SVIC.AFG: item = None for ft in ((folder,type) for folder in imagepathes for type in modeltypes): if exists(ft[0] + entry.fileName + ft[1]): item = loader.loadModel(ft[0] + entry.fileName + ft[1]) break if not item: item = loader.loadModel(entry.fileName) item.setPos(entry.pos[0],entry.pos[1],entry.pos[2]) item.setScale(entry.scale) #For generated egg animation with "egg-texture-cards" is a 1x1 rectangle by default color = (entry.color[0],entry.color[1],entry.color[2],entry.color[3]) if entry.fadein: lv = LerpColorInterval(item, entry.fadein, color, (color[0],color[1],color[2],0) ) self._intervals.append(lv) lv.start() else: item.setColor(color) item.setTransparency(1) item.setName(entry.key) item.reparentTo(self.fgNodePath) #item.setBin("unsorted", 0) elif entry.category == SVIC.O3D: item = None for ft in ((folder,type) for folder in modelpathes for type in modeltypes): if exists(ft[0] + entry.fileName + ft[1]): item = loader.loadModel(ft[0] + entry.fileName + ft[1]) break if not item: item = loader.loadModel(entry.fileName) item.setPos(entry.pos[0],entry.pos[1],entry.pos[2]) item.setScale(entry.scale) #For generated egg animation with "egg-texture-cards" is a 1x1 rectangle by default color = (entry.color[0],entry.color[1],entry.color[2],entry.color[3]) if entry.fadein: lv = LerpColorInterval(item, entry.fadein, color, (color[0],color[1],color[2],0) ) self._intervals.append(lv) lv.start() else: item.setColor(color) item.setTransparency(1) item.setName(entry.key) item.reparentTo(self.vNodePath) if item: self._sceneItems[entry.key] = item if entry.quickitem: self._quickitems.append(entry.key)