|
|
|
@ -191,6 +191,122 @@ class PlasmaGameGuiControlModifier(PlasmaModifierProperties, _GameGuiMixin):
|
|
|
|
|
return False |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class GameGuiAnimation(bpy.types.PropertyGroup): |
|
|
|
|
def _poll_target_object(self, value): |
|
|
|
|
# Only allow targetting things that are in our GUI page. |
|
|
|
|
if value.plasma_object.page != self.id_data.plasma_object.page: |
|
|
|
|
return False |
|
|
|
|
if self.anim_type == "OBJECT": |
|
|
|
|
return idprops.poll_animated_objects(self, value) |
|
|
|
|
else: |
|
|
|
|
return idprops.poll_drawable_objects(self, value) |
|
|
|
|
|
|
|
|
|
def _poll_texture(self, value): |
|
|
|
|
# must be a legal option... but is it a member of this material... or, if no material, |
|
|
|
|
# any of the materials attached to the object? |
|
|
|
|
if self.target_material is not None: |
|
|
|
|
return value.name in self.target_material.texture_slots |
|
|
|
|
else: |
|
|
|
|
target_object = self.target_object if self.target_object is not None else self.id_data |
|
|
|
|
for i in (slot.material for slot in target_object.material_slots if slot and slot.material): |
|
|
|
|
if value in (slot.texture for slot in i.texture_slots if slot and slot.texture): |
|
|
|
|
return True |
|
|
|
|
return False |
|
|
|
|
|
|
|
|
|
def _poll_material(self, value): |
|
|
|
|
# Don't filter materials by texture - this would (potentially) result in surprising UX |
|
|
|
|
# in that you would have to clear the texture selection before being able to select |
|
|
|
|
# certain materials. |
|
|
|
|
target_object = self.target_object if self.target_object is not None else self.id_data |
|
|
|
|
object_materials = (slot.material for slot in target_object.material_slots if slot and slot.material) |
|
|
|
|
return value in object_materials |
|
|
|
|
|
|
|
|
|
anim_type: str = EnumProperty( |
|
|
|
|
name="Type", |
|
|
|
|
description="Animation type to affect", |
|
|
|
|
items=[ |
|
|
|
|
("OBJECT", "Object", "Object Animation"), |
|
|
|
|
("TEXTURE", "Texture", "Texture Animation"), |
|
|
|
|
], |
|
|
|
|
default="OBJECT", |
|
|
|
|
options=set() |
|
|
|
|
) |
|
|
|
|
target_object: bpy.types.Object = PointerProperty( |
|
|
|
|
name="Object", |
|
|
|
|
description="Target object", |
|
|
|
|
poll=_poll_target_object, |
|
|
|
|
type=bpy.types.Object |
|
|
|
|
) |
|
|
|
|
target_material: bpy.types.Material = PointerProperty( |
|
|
|
|
name="Material", |
|
|
|
|
description="Target material", |
|
|
|
|
type=bpy.types.Material, |
|
|
|
|
poll=_poll_material |
|
|
|
|
) |
|
|
|
|
target_texture: bpy.types.Texture = PointerProperty( |
|
|
|
|
name="Texture", |
|
|
|
|
description="Target texture", |
|
|
|
|
type=bpy.types.Texture, |
|
|
|
|
poll=_poll_texture |
|
|
|
|
) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class GameGuiAnimationGroup(bpy.types.PropertyGroup): |
|
|
|
|
def _update_animation_name(self, context) -> None: |
|
|
|
|
if not self.animation_name: |
|
|
|
|
self.animation_name = "(Entire Animation)" |
|
|
|
|
|
|
|
|
|
animations = CollectionProperty( |
|
|
|
|
name="Animations", |
|
|
|
|
description="", |
|
|
|
|
type=GameGuiAnimation, |
|
|
|
|
options=set() |
|
|
|
|
) |
|
|
|
|
|
|
|
|
|
animation_name: str = StringProperty( |
|
|
|
|
name="Animation Name", |
|
|
|
|
description="Name of the animation to play", |
|
|
|
|
default="(Entire Animation)", |
|
|
|
|
update=_update_animation_name, |
|
|
|
|
options=set() |
|
|
|
|
) |
|
|
|
|
|
|
|
|
|
active_anim_index: int = IntProperty(options={"HIDDEN"}) |
|
|
|
|
show_expanded: bool = BoolProperty(options={"HIDDEN"}) |
|
|
|
|
|
|
|
|
|
def export( |
|
|
|
|
self, exporter: Exporter, bo: bpy.types.Object, so: plSceneObject, |
|
|
|
|
ctrl_obj: pfGUIControlMod, add_func: Callable[[plKey], None], |
|
|
|
|
anim_name_attr: str |
|
|
|
|
): |
|
|
|
|
keys = set() |
|
|
|
|
for anim in self.animations: |
|
|
|
|
target_object = anim.target_object if anim.target_object is not None else bo |
|
|
|
|
if anim.anim_type == "OBJECT": |
|
|
|
|
keys.add(exporter.animation.get_animation_key(target_object)) |
|
|
|
|
elif anim.anim_type == "TEXTURE": |
|
|
|
|
# Layer animations don't respect the name field, so we need to grab exactly the |
|
|
|
|
# layer animation key that is requested. Cyan's Max plugin does not allow specifying |
|
|
|
|
# layer animations here as best I can tell, but I don't see why we shouldn't. |
|
|
|
|
keys.update( |
|
|
|
|
exporter.mesh.material.get_texture_animation_key( |
|
|
|
|
target_object, |
|
|
|
|
anim.target_material, |
|
|
|
|
anim.target_texture, |
|
|
|
|
self.animation_name |
|
|
|
|
) |
|
|
|
|
) |
|
|
|
|
else: |
|
|
|
|
raise RuntimeError() |
|
|
|
|
|
|
|
|
|
# This is to make sure that we only waste space in the PRP file with the animation |
|
|
|
|
# name if we actually have some doggone animations. |
|
|
|
|
if keys: |
|
|
|
|
setattr(ctrl_obj, anim_name_attr, self.animation_name) |
|
|
|
|
for i in keys: |
|
|
|
|
add_func(i) |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class PlasmaGameGuiButtonModifier(PlasmaModifierProperties, _GameGuiMixin): |
|
|
|
|
pl_id = "gui_button" |
|
|
|
|
pl_depends = {"gui_control"} |
|
|
|
@ -217,6 +333,10 @@ class PlasmaGameGuiButtonModifier(PlasmaModifierProperties, _GameGuiMixin):
|
|
|
|
|
update=_update_notify_type |
|
|
|
|
) |
|
|
|
|
|
|
|
|
|
mouse_over_anims: GameGuiAnimationGroup = PointerProperty(type=GameGuiAnimationGroup) |
|
|
|
|
mouse_click_anims: GameGuiAnimationGroup = PointerProperty(type=GameGuiAnimationGroup) |
|
|
|
|
show_expanded_sounds: bool = BoolProperty(options={"HIDDEN"}) |
|
|
|
|
|
|
|
|
|
mouse_down_sound: str = StringProperty( |
|
|
|
|
name="Mouse Down SFX", |
|
|
|
|
description="Sound played when the mouse button is down", |
|
|
|
@ -266,6 +386,9 @@ class PlasmaGameGuiButtonModifier(PlasmaModifierProperties, _GameGuiMixin):
|
|
|
|
|
else: |
|
|
|
|
raise ValueError(self.notify_type) |
|
|
|
|
|
|
|
|
|
self.mouse_over_anims.export(exporter, bo, so, ctrl, ctrl.addMouseOverKey, "mouseOverAnimName") |
|
|
|
|
self.mouse_click_anims.export(exporter, bo, so, ctrl, ctrl.addAnimationKey, "animName") |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
class PlasmaGameGuiDialogModifier(PlasmaModifierProperties, _GameGuiMixin): |
|
|
|
|
pl_id = "gui_dialog" |
|
|
|
|