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https://github.com/bombsquad-community/plugin-manager.git
synced 2025-10-08 14:54:36 +00:00
switch to snake_case naming scheme
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parent
27f81fc715
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b43e4133a9
3 changed files with 2 additions and 2 deletions
416
plugins/utilities/colorscheme.py
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416
plugins/utilities/colorscheme.py
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# This plugin for Bombsquad allows players to create any custom RGB
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# colorscheme to override the game's default colorscheme.
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# Inspired by Smoothy's pink and dark colorscheme plugins!
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# Enable the plugin and enter "colorscheme" without quotes in
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# Settings -> Advanced -> Enter Code
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# to bring up the colorscheme UI.
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# ba_meta require api 7
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import _ba
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import ba
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from bastd.ui.colorpicker import ColorPicker
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original_buttonwidget = ba.buttonwidget
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original_containerwidget = ba.containerwidget
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original_checkboxwidget = ba.checkboxwidget
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original_add_transaction = _ba.add_transaction
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# We set this later so we store the overridden method in case the
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# player is using pro-unlocker plugins that override the
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# `ba.app.accounts.have_pro` method.
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original_have_pro = None
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class ColorScheme:
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"""
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Apply a colorscheme to the game. Can also be invoked directly
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through the BombSquad's in-game console. See examples for more
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details.
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Parameters
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----------
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color: `tuple`
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A tuple consisting of (R,G,B) channel values where each channel
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is a float ranging between 0 to 1.
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highlight: `tuple`
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A tuple consisting of (R,G,B) channel values where each channel
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is a float ranging between 0 to 1.
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Examples
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--------
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+ Apply dark colorscheme:
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>>> import _ba
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>>> dark = _ba.ColorScheme((0.2,0.2,0.2), (0.8,0.8,0.8))
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>>> dark.apply()
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# Reset back to game's default colorscheme
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>>> dark.disable()
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+ Colorscheme that modifies only the main colors:
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>>> import _ba
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>>> bluey = _ba.ColorScheme(color=(0.1,0.3,0.6))
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>>> bluey.apply()
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# Reset back to game's default colorscheme
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>>> bluey.disable()
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+ Colorscheme that modifies only the highlight colors:
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>>> import _ba
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>>> reddish = _ba.ColorScheme(highlight=(0.8,0.35,0.35))
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>>> reddish.apply()
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# Reset back to game's default colorscheme
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>>> reddish.disable()
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+ Revert back to game's default colorscheme irrespective of
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whatever colorscheme is active at the moment:
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>>> import _ba
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>>> _ba.ColorScheme.disable()
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"""
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def __init__(self, color=None, highlight=None):
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self.color = color
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self.highlight = highlight
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def _custom_buttonwidget(self, *args, **kwargs):
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assert self.highlight is not None
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kwargs["color"] = self.highlight
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return original_buttonwidget(*args, **kwargs)
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def _custom_containerwidget(self, *args, **kwargs):
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assert self.color is not None
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kwargs["color"] = self.color
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return original_containerwidget(*args, **kwargs)
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def _custom_checkboxwidget(self, *args, **kwargs):
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assert self.highlight is not None
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kwargs["color"] = self.highlight
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return original_checkboxwidget(*args, **kwargs)
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def _apply_color(self):
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if self.color is None:
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raise TypeError("Expected color to be an (R,G,B) tuple.")
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ba.containerwidget = self._custom_containerwidget
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def _apply_highlight(self):
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if self.highlight is None:
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raise TypeError("Expected highlight to be an (R,G,B) tuple.")
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ba.buttonwidget = self._custom_buttonwidget
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ba.checkboxwidget = self._custom_checkboxwidget
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def apply(self):
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if self.color:
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self._apply_color()
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if self.highlight:
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self._apply_highlight()
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@staticmethod
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def _disable_color():
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ba.buttonwidget = original_buttonwidget
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ba.checkboxwidget = original_checkboxwidget
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@staticmethod
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def _disable_highlight():
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ba.containerwidget = original_containerwidget
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@classmethod
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def disable(cls):
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cls._disable_color()
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cls._disable_highlight()
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class ColorSchemeWindow(ba.Window):
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def __init__(self, default_colors=((0.41, 0.39, 0.5), (0.5, 0.7, 0.25))):
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self._default_colors = default_colors
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self._color, self._highlight = ba.app.config.get("ColorScheme", (None, None))
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self._last_color = self._color
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self._last_highlight = self._highlight
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# Let's set the game's default colorscheme before opening the Window.
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# Otherwise the colors in the Window are tinted as per the already
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# applied custom colorscheme thereby making it impossible to visually
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# differentiate between different colors.
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ColorScheme.disable()
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# A hack to let players select any RGB color value through the UI,
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# otherwise this is limited only to pro accounts.
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ba.app.accounts_v1.have_pro = lambda: True
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self.draw_ui()
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def draw_ui(self):
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# Most of the stuff here for drawing the UI is referred from the
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# game's bastd/ui/profile/edit.py, and so there could be some
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# cruft here due to my oversight.
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uiscale = ba.app.ui.uiscale
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self._width = width = 480.0 if uiscale is ba.UIScale.SMALL else 380.0
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self._x_inset = x_inset = 40.0 if uiscale is ba.UIScale.SMALL else 0.0
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self._height = height = (
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275.0
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if uiscale is ba.UIScale.SMALL
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else 288.0
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if uiscale is ba.UIScale.MEDIUM
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else 300.0
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)
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spacing = 40
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self._base_scale = (
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2.05
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if uiscale is ba.UIScale.SMALL
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else 1.5
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if uiscale is ba.UIScale.MEDIUM
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else 1.0
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)
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top_extra = 15 if uiscale is ba.UIScale.SMALL else 15
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super().__init__(
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root_widget=ba.containerwidget(
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size=(width, height + top_extra),
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transition="in_right",
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scale=self._base_scale,
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stack_offset=(0, 15) if uiscale is ba.UIScale.SMALL else (0, 0),
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)
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)
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cancel_button = ba.buttonwidget(
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parent=self._root_widget,
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position=(52 + x_inset, height - 60),
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size=(155, 60),
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scale=0.8,
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autoselect=True,
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label=ba.Lstr(resource="cancelText"),
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on_activate_call=self._cancel,
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)
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ba.containerwidget(edit=self._root_widget, cancel_button=cancel_button)
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save_button = ba.buttonwidget(
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parent=self._root_widget,
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position=(width - (177 + x_inset), height - 110),
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size=(155, 60),
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autoselect=True,
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scale=0.8,
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label=ba.Lstr(resource="saveText"),
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)
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ba.widget(edit=save_button, left_widget=cancel_button)
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ba.buttonwidget(edit=save_button, on_activate_call=self.save)
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ba.widget(edit=cancel_button, right_widget=save_button)
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ba.containerwidget(edit=self._root_widget, start_button=save_button)
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reset_button = ba.buttonwidget(
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parent=self._root_widget,
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position=(width - (177 + x_inset), height - 60),
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size=(155, 60),
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color=(0.2, 0.5, 0.6),
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autoselect=True,
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scale=0.8,
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label=ba.Lstr(resource="settingsWindowAdvanced.resetText"),
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)
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ba.widget(edit=reset_button, left_widget=reset_button)
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ba.buttonwidget(edit=reset_button, on_activate_call=self.reset)
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ba.widget(edit=cancel_button, right_widget=reset_button)
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ba.containerwidget(edit=self._root_widget, start_button=reset_button)
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v = height - 65.0
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v -= spacing * 3.0
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b_size = 80
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b_offs = 75
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self._color_button = ba.buttonwidget(
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parent=self._root_widget,
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autoselect=True,
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position=(self._width * 0.5 - b_offs - b_size * 0.5, v - 50),
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size=(b_size, b_size),
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color=self._last_color or self._default_colors[0],
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label="",
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button_type="square",
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)
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ba.buttonwidget(
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edit=self._color_button, on_activate_call=ba.Call(self._pick_color, "color")
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)
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ba.textwidget(
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parent=self._root_widget,
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h_align="center",
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v_align="center",
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position=(self._width * 0.5 - b_offs, v - 65),
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size=(0, 0),
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draw_controller=self._color_button,
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text=ba.Lstr(resource="editProfileWindow.colorText"),
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scale=0.7,
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color=ba.app.ui.title_color,
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maxwidth=120,
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)
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self._highlight_button = ba.buttonwidget(
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parent=self._root_widget,
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autoselect=True,
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position=(self._width * 0.5 + b_offs - b_size * 0.5, v - 50),
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size=(b_size, b_size),
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color=self._last_highlight or self._default_colors[1],
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label="",
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button_type="square",
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)
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ba.buttonwidget(
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edit=self._highlight_button,
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on_activate_call=ba.Call(self._pick_color, "highlight"),
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)
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ba.textwidget(
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parent=self._root_widget,
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h_align="center",
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v_align="center",
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position=(self._width * 0.5 + b_offs, v - 65),
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size=(0, 0),
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draw_controller=self._highlight_button,
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text=ba.Lstr(resource="editProfileWindow.highlightText"),
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scale=0.7,
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color=ba.app.ui.title_color,
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maxwidth=120,
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)
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def _pick_color(self, tag):
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if tag == "color":
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initial_color = self._color or self._default_colors[0]
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elif tag == "highlight":
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initial_color = self._highlight or self._default_colors[1]
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else:
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raise ValueError("Unexpected color picker tag: {}".format(tag))
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ColorPicker(
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parent=None,
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position=(0, 0),
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initial_color=initial_color,
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delegate=self,
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tag=tag,
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)
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def _cancel(self):
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if self._last_color and self._last_highlight:
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colorscheme = ColorScheme(self._last_color, self._last_highlight)
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colorscheme.apply()
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# Good idea to revert this back now so we do not break anything else.
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ba.app.accounts_v1.have_pro = original_have_pro
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ba.containerwidget(edit=self._root_widget, transition="out_right")
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def reset(self, transition_out=True):
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if transition_out:
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ba.playsound(ba.getsound("gunCocking"))
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ba.app.config["ColorScheme"] = (None, None)
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# Good idea to revert this back now so we do not break anything else.
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ba.app.accounts_v1.have_pro = original_have_pro
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ba.app.config.commit()
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ba.containerwidget(edit=self._root_widget, transition="out_right")
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def save(self, transition_out=True):
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if transition_out:
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ba.playsound(ba.getsound("gunCocking"))
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colorscheme = ColorScheme(
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self._color or self._default_colors[0],
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self._highlight or self._default_colors[1],
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)
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colorscheme.apply()
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# Good idea to revert this back now so we do not break anything else.
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ba.app.accounts_v1.have_pro = original_have_pro
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ba.app.config["ColorScheme"] = (
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self._color or self._default_colors[0],
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self._highlight or self._default_colors[1],
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)
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ba.app.config.commit()
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ba.containerwidget(edit=self._root_widget, transition="out_right")
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def _set_color(self, color):
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self._color = color
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if self._color_button:
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ba.buttonwidget(edit=self._color_button, color=color)
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def _set_highlight(self, color):
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self._highlight = color
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if self._highlight_button:
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ba.buttonwidget(edit=self._highlight_button, color=color)
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def color_picker_selected_color(self, picker, color):
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# The `ColorPicker` calls this method in the delegate once a color
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# is selected from the `ColorPicker` Window.
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if not self._root_widget:
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return
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tag = picker.get_tag()
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if tag == "color":
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self._set_color(color)
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elif tag == "highlight":
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self._set_highlight(color)
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else:
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raise ValueError("Unexpected color picker tag: {}".format(tag))
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def color_picker_closing(self, picker):
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# The `ColorPicker` expects this method to exist in the delegate,
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# so here it is!
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pass
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class CustomTransactions:
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def __init__(self):
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self.custom_transactions = {}
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def _handle(self, transaction, *args, **kwargs):
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transaction_code = transaction.get("code")
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transaction_fn = self.custom_transactions.get(transaction_code)
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if transaction_fn is not None:
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return transaction_fn(transaction, *args, **kwargs)
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return original_add_transaction(transaction, *args, **kwargs)
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def add(self, transaction_code, transaction_fn):
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self.custom_transactions[transaction_code] = transaction_fn
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def enable(self):
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_ba.add_transaction = self._handle
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def colorscheme_transaction(transaction, *args, **kwargs):
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# We store whether the player is a pro account or not since we
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# temporarily attempt to bypass the limitation where only pro
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# accounts can set custom RGB color values, and we restore this
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# value back later on.
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# Also, we attempt to store this value here (and not in the
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# beginning) since the player might be using other dedicated
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# pro-unlocker plugins which may attempt to override the game
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# method early on in the beginning, therefore, leading us to a
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# race-condition and we may not correctly store whether the player
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# has pro-unlocked or not if our plugin runs before the dedicated
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# pro-unlocker plugin has been applied.
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global original_have_pro
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original_have_pro = ba.app.accounts_v1.have_pro
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ColorSchemeWindow()
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def load_colorscheme():
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color, highlight = ba.app.config.get("ColorScheme", (None, None))
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if color and highlight:
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colorscheme = ColorScheme(color, highlight)
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colorscheme.apply()
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def load_plugin():
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# Allow access to changing colorschemes manually through the in-game
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# console.
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_ba.ColorScheme = ColorScheme
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# Adds a new advanced code entry named "colorscheme" which can be
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# entered through Settings -> Advanced -> Enter Code, allowing
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# colorscheme modification through a friendly UI.
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custom_transactions = CustomTransactions()
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custom_transactions.add("colorscheme", colorscheme_transaction)
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custom_transactions.enable()
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# Load any previously saved colorscheme.
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load_colorscheme()
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# ba_meta export plugin
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class Main(ba.Plugin):
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def __init__(self):
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if _ba.env().get("build_number", 0) >= 20258:
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load_plugin()
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else:
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print("ColorScheme.py only runs with BombSquad versions 1.7.0 or higher.")
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