# Porting to api 8 made easier by baport.(https://github.com/bombsquad-community/baport) # ba_meta require api 9 from __future__ import annotations from typing import TYPE_CHECKING, cast if TYPE_CHECKING: from typing import Any, Sequence, Callable, List, Dict, Tuple, Optional, Union import random import babase import bauiv1 as bui import bascenev1 as bs import _babase from bascenev1._map import Map from bascenev1lib import mainmenu from bauiv1lib.mainmenu import MainMenuWindow from bauiv1lib.party import PartyWindow from bascenev1lib.gameutils import SharedObjects """mood light plugin by ʟօʊքɢǟʀօʊ type ml in chat or use plugin manager to open settings""" def Print(*args): out = "" for arg in args: a = str(arg) out += a bui.screenmessage(out) def cprint(*args): out = "" for arg in args: a = str(arg) out += a bs.chatmessage(out) try: Ldefault, Udefault = babase.app.config.get("moodlightingSettings") except: babase.app.config["moodlightingSettings"] = (15, 20) Ldefault, Udefault = babase.app.config.get("moodlightingSettings") Print("settings up moodlight") Print("Type ml in chat or use plugin manager to access settings") try: loop = babase.app.config.get("moodlightEnabled") except: babase.app.config["moodlightEnabled"] = True babase.app.config.commit() loop = True class SettingWindow(bui.Window): def __init__(self): self.draw_ui() def increase_limit(self): global Ldefault, Udefault try: if Udefault >= 29 and self.selected == "upper": bui.textwidget(edit=self.warn_text, text="Careful!You risk get blind beyond this point") elif self.selected == "lower" and Ldefault >= -20 or self.selected == "upper" and Udefault <= 30: bui.textwidget(edit=self.warn_text, text="") if self.selected == "lower": Ldefault += 1 bui.textwidget(edit=self.lower_text, text=str(Ldefault)) elif self.selected == "upper": Udefault += 1 bui.textwidget(edit=self.upper_text, text=str(Udefault)) except AttributeError: bui.textwidget(edit=self.warn_text, text="Click on number to select it") def decrease_limit(self): global Ldefault, Udefault try: if Ldefault <= -19 and self.selected == "lower": bui.textwidget(edit=self.warn_text, text="DON'T BE AFRAID OF DARK,IT'S A PLACE WHERE YOU CAN HIDE") elif (self.selected == "upper" and Udefault <= 30) or (self.selected == "lower" and Ldefault >= -20): bui.textwidget(edit=self.warn_text, text="") if self.selected == "lower": Ldefault -= 1 bui.textwidget(edit=self.lower_text, text=str(Ldefault)) elif self.selected == "upper": Udefault -= 1 bui.textwidget(edit=self.upper_text, text=str(Udefault)) except AttributeError: bui.textwidget(edit=self.warn_text, text="Click on number to select it") def on_text_click(self, selected): self.selected = selected if selected == "upper": bui.textwidget(edit=self.upper_text, color=(0, 0, 1)) bui.textwidget(edit=self.lower_text, color=(1, 1, 1)) elif selected == "lower": bui.textwidget(edit=self.lower_text, color=(0, 0, 1)) bui.textwidget(edit=self.upper_text, color=(1, 1, 1)) else: Print("this should't happen from on_text_click") def draw_ui(self): self.uiscale = bui.app.ui_v1.uiscale super().__init__( root_widget=bui.containerwidget( size=(670, 670), on_outside_click_call=self.close, transition="in_right",)) moodlight_label = bui.textwidget( parent=self._root_widget, size=(200, 100), position=(150, 550), scale=2, selectable=False, h_align="center", v_align="center", text="Mood light settings", color=(0, 1, 0)) self.enable_button = bui.buttonwidget( parent=self._root_widget, position=(100, 470), size=(90, 70), scale=1.5, color=(1, 0, 0) if loop else (0, 1, 0), label="DISABLE" if loop else "ENABLE", on_activate_call=self.on_enableButton_press) save_button = bui.buttonwidget( parent=self._root_widget, position=(520, 470), size=(90, 70), scale=1.5, label="SAVE", on_activate_call=self.save_settings) self.close_button = bui.buttonwidget( parent=self._root_widget, position=(550, 590), size=(35, 35), icon=bui.gettexture("crossOut"), icon_color=(1, 0.2, 0.2), scale=2, color=(1, 0.2, 0.2), extra_touch_border_scale=5, on_activate_call=self.close) self.lower_text = bui.textwidget( parent=self._root_widget, size=(200, 100), scale=2, position=(100, 200), h_align="center", v_align="center", maxwidth=400.0, text=str(Ldefault), click_activate=True, selectable=True) lower_text_label = bui.textwidget( parent=self._root_widget, size=(200, 100), position=(100, 150), h_align="center", v_align="center", text="Limit darkness") self.upper_text = bui.textwidget( parent=self._root_widget, size=(200, 100), scale=2, position=(400, 200), h_align="center", v_align="center", maxwidth=400.0, text=str(Udefault), click_activate=True, selectable=True) upper_text_label = bui.textwidget( parent=self._root_widget, size=(200, 100), position=(400, 150), h_align="center", v_align="center", text="Limit brightness") decrease_button = bui.buttonwidget( parent=self._root_widget, position=(100, 100), size=(5, 1), scale=3.5, extra_touch_border_scale=2.5, icon=bui.gettexture("downButton"), on_activate_call=self.decrease_limit) increase_button = bui.buttonwidget( parent=self._root_widget, position=(600, 100), size=(5, 1), scale=3.5, extra_touch_border_scale=2.5, icon=bui.gettexture("upButton"), on_activate_call=self.increase_limit) self.warn_text = bui.textwidget( parent=self._root_widget, text="", size=(400, 200), position=(150, 300), h_align="center", v_align="center", maxwidth=600) # ++++++++++++++++for keyboard navigation++++++++++++++++ bui.widget(edit=self.enable_button, up_widget=decrease_button, down_widget=self.lower_text, left_widget=save_button, right_widget=save_button) bui.widget(edit=save_button, up_widget=self.close_button, down_widget=self.upper_text, left_widget=self.enable_button, right_widget=self.enable_button) bui.widget(edit=self.close_button, up_widget=increase_button, down_widget=save_button, left_widget=self.enable_button, right_widget=save_button) bui.widget(edit=self.lower_text, up_widget=self.enable_button, down_widget=decrease_button, left_widget=self.upper_text, right_widget=self.upper_text) bui.widget(edit=self.upper_text, up_widget=save_button, down_widget=increase_button, left_widget=self.lower_text, right_widget=self.lower_text) bui.widget(edit=decrease_button, up_widget=self.lower_text, down_widget=self.enable_button, left_widget=increase_button, right_widget=increase_button) bui.widget(edit=increase_button, up_widget=self.upper_text, down_widget=self.close_button, left_widget=decrease_button, right_widget=decrease_button) # -------------------------------------------------------------------------------------------------- bui.textwidget(edit=self.upper_text, on_activate_call=babase.Call( self.on_text_click, "upper")) bui.textwidget(edit=self.lower_text, on_activate_call=babase.Call( self.on_text_click, "lower")) def on_enableButton_press(self): global loop loop = babase.app.config.get("moodlightEnabled") if loop: loop = False label = "ENABLE" color = (0, 1, 0) elif not loop: loop = True label = "DISABLE" color = (1, 0, 0) in_game = not isinstance(bs.get_foreground_host_session(), mainmenu.MainMenuSession) if in_game: Print("Restart level to apply") babase.app.config["moodlightEnabled"] = loop babase.app.config.commit() bui.buttonwidget(edit=self.enable_button, label=label, color=color) def save_settings(self): babase.app.config["moodlightingSettings"] = (Ldefault, Udefault) babase.app.config.commit() Print("settings saved") self.close() def close(self): bui.containerwidget(edit=self._root_widget, transition="out_right",) def new_chat_message(msg: Union[str, babase.Lstr], clients: Sequence[int] = None, sender_override: str = None): old_fcm(msg, clients, sender_override) if msg == 'ml': try: global Ldefault, Udefault Ldefault, Udefault = babase.app.config.get("moodlightingSettings") SettingWindow() cprint("Mood light settings opened") except Exception as err: Print(err, "-from new_chat_message") class NewMainMenuWindow(MainMenuWindow): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) # Display chat icon, but if user open/close gather it may disappear bui.set_party_icon_always_visible(True) old_fcm = bs.chatmessage bs.chatmessage = new_chat_message Map._old_init = Map.__init__ # ba_meta export babase.Plugin class moodlight(babase.Plugin): def __init__(self): pass def on_app_running(self): _babase.show_progress_bar() MainMenuWindow = NewMainMenuWindow def show_settings_ui(self, source_widget): SettingWindow() def has_settings_ui(self): return True def show_settings_ui(self, button): SettingWindow() def _new_init(self, vr_overlay_offset: Optional[Sequence[float]] = None) -> None: self._old_init(vr_overlay_offset) in_game = not isinstance(bs.get_foreground_host_session(), mainmenu.MainMenuSession) if not in_game: return gnode = bs.getactivity().globalsnode default_tint = (1.100000023841858, 1.0, 0.8999999761581421) transition_duration = 1.0 # for future improvements def changetint(): if loop: Range = (random.randrange(Ldefault, Udefault)/10, random.randrange(Ldefault, Udefault)/10, random.randrange(Ldefault, Udefault)/10) bs.animate_array(gnode, 'tint', 3, { 0.0: gnode.tint, transition_duration: Range }) else: global timer timer = None bs.animate_array(gnode, "tint", 3, {0.0: gnode.tint, 0.4: default_tint}) global timer timer = bs.Timer(0.3, changetint, repeat=True) Map.__init__ = _new_init