bombsquad-plugin-manager/plugins/utilities/colorscheme.py
2022-08-28 23:07:05 +05:30

420 lines
14 KiB
Python

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