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dist/ba_data/python/bastd/actor/text.py
vendored
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230
dist/ba_data/python/bastd/actor/text.py
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# Released under the MIT License. See LICENSE for details.
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#
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"""Defines Actor(s)."""
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from __future__ import annotations
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from enum import Enum
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from typing import TYPE_CHECKING
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import ba
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if TYPE_CHECKING:
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from typing import Any, Sequence
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class Text(ba.Actor):
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"""Text with some tricks."""
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class Transition(Enum):
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"""Transition types for text."""
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FADE_IN = 'fade_in'
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IN_RIGHT = 'in_right'
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IN_LEFT = 'in_left'
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IN_BOTTOM = 'in_bottom'
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IN_BOTTOM_SLOW = 'in_bottom_slow'
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IN_TOP_SLOW = 'in_top_slow'
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class HAlign(Enum):
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"""Horizontal alignment type."""
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LEFT = 'left'
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CENTER = 'center'
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RIGHT = 'right'
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class VAlign(Enum):
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"""Vertical alignment type."""
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NONE = 'none'
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CENTER = 'center'
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class HAttach(Enum):
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"""Horizontal attach type."""
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LEFT = 'left'
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CENTER = 'center'
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RIGHT = 'right'
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class VAttach(Enum):
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"""Vertical attach type."""
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BOTTOM = 'bottom'
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CENTER = 'center'
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TOP = 'top'
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def __init__(
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self,
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text: str | ba.Lstr,
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position: tuple[float, float] = (0.0, 0.0),
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h_align: HAlign = HAlign.LEFT,
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v_align: VAlign = VAlign.NONE,
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color: Sequence[float] = (1.0, 1.0, 1.0, 1.0),
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transition: Transition | None = None,
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transition_delay: float = 0.0,
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flash: bool = False,
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v_attach: VAttach = VAttach.CENTER,
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h_attach: HAttach = HAttach.CENTER,
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scale: float = 1.0,
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transition_out_delay: float | None = None,
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maxwidth: float | None = None,
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shadow: float = 0.5,
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flatness: float = 0.0,
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vr_depth: float = 0.0,
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host_only: bool = False,
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front: bool = False,
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):
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# pylint: disable=too-many-statements
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# pylint: disable=too-many-branches
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# pylint: disable=too-many-locals
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super().__init__()
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self.node = ba.newnode(
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'text',
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delegate=self,
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attrs={
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'text': text,
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'color': color,
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'position': position,
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'h_align': h_align.value,
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'vr_depth': vr_depth,
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'v_align': v_align.value,
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'h_attach': h_attach.value,
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'v_attach': v_attach.value,
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'shadow': shadow,
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'flatness': flatness,
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'maxwidth': 0.0 if maxwidth is None else maxwidth,
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'host_only': host_only,
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'front': front,
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'scale': scale,
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},
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)
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if transition is self.Transition.FADE_IN:
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if flash:
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raise RuntimeError(
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'fixme: flash and fade-in currently cant both be on'
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)
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cmb = ba.newnode(
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'combine',
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owner=self.node,
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attrs={
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'input0': color[0],
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'input1': color[1],
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'input2': color[2],
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'size': 4,
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},
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)
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keys = {transition_delay: 0.0, transition_delay + 0.5: color[3]}
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if transition_out_delay is not None:
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keys[transition_delay + transition_out_delay] = color[3]
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keys[transition_delay + transition_out_delay + 0.5] = 0.0
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ba.animate(cmb, 'input3', keys)
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cmb.connectattr('output', self.node, 'color')
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if flash:
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mult = 2.0
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tm1 = 0.15
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tm2 = 0.3
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cmb = ba.newnode('combine', owner=self.node, attrs={'size': 4})
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ba.animate(
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cmb,
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'input0',
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{0.0: color[0] * mult, tm1: color[0], tm2: color[0] * mult},
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loop=True,
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)
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ba.animate(
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cmb,
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'input1',
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{0.0: color[1] * mult, tm1: color[1], tm2: color[1] * mult},
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loop=True,
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)
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ba.animate(
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cmb,
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'input2',
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{0.0: color[2] * mult, tm1: color[2], tm2: color[2] * mult},
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loop=True,
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)
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cmb.input3 = color[3]
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cmb.connectattr('output', self.node, 'color')
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cmb = self.position_combine = ba.newnode(
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'combine', owner=self.node, attrs={'size': 2}
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)
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if transition is self.Transition.IN_RIGHT:
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keys = {
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transition_delay: position[0] + 1300,
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transition_delay + 0.2: position[0],
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}
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o_keys = {transition_delay: 0.0, transition_delay + 0.05: 1.0}
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ba.animate(cmb, 'input0', keys)
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cmb.input1 = position[1]
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ba.animate(self.node, 'opacity', o_keys)
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elif transition is self.Transition.IN_LEFT:
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keys = {
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transition_delay: position[0] - 1300,
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transition_delay + 0.2: position[0],
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}
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o_keys = {transition_delay: 0.0, transition_delay + 0.05: 1.0}
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if transition_out_delay is not None:
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keys[transition_delay + transition_out_delay] = position[0]
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keys[transition_delay + transition_out_delay + 0.2] = (
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position[0] - 1300.0
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)
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o_keys[transition_delay + transition_out_delay + 0.15] = 1.0
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o_keys[transition_delay + transition_out_delay + 0.2] = 0.0
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ba.animate(cmb, 'input0', keys)
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cmb.input1 = position[1]
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ba.animate(self.node, 'opacity', o_keys)
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elif transition is self.Transition.IN_BOTTOM_SLOW:
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keys = {
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transition_delay: -100.0,
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transition_delay + 1.0: position[1],
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}
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o_keys = {transition_delay: 0.0, transition_delay + 0.2: 1.0}
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cmb.input0 = position[0]
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ba.animate(cmb, 'input1', keys)
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ba.animate(self.node, 'opacity', o_keys)
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elif transition is self.Transition.IN_BOTTOM:
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keys = {
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transition_delay: -100.0,
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transition_delay + 0.2: position[1],
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}
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o_keys = {transition_delay: 0.0, transition_delay + 0.05: 1.0}
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if transition_out_delay is not None:
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keys[transition_delay + transition_out_delay] = position[1]
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keys[transition_delay + transition_out_delay + 0.2] = -100.0
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o_keys[transition_delay + transition_out_delay + 0.15] = 1.0
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o_keys[transition_delay + transition_out_delay + 0.2] = 0.0
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cmb.input0 = position[0]
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ba.animate(cmb, 'input1', keys)
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ba.animate(self.node, 'opacity', o_keys)
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elif transition is self.Transition.IN_TOP_SLOW:
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keys = {
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transition_delay: 400.0,
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transition_delay + 3.5: position[1],
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}
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o_keys = {transition_delay: 0, transition_delay + 1.0: 1.0}
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cmb.input0 = position[0]
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ba.animate(cmb, 'input1', keys)
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ba.animate(self.node, 'opacity', o_keys)
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else:
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assert transition is self.Transition.FADE_IN or transition is None
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cmb.input0 = position[0]
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cmb.input1 = position[1]
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cmb.connectattr('output', self.node, 'position')
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# If we're transitioning out, die at the end of it.
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if transition_out_delay is not None:
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ba.timer(
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transition_delay + transition_out_delay + 1.0,
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ba.WeakCall(self.handlemessage, ba.DieMessage()),
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)
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def handlemessage(self, msg: Any) -> Any:
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assert not self.expired
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if isinstance(msg, ba.DieMessage):
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if self.node:
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self.node.delete()
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return None
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return super().handlemessage(msg)
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