refactor. and finish basic of adding component
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@ -79,6 +79,121 @@ def draw_virtools_texture(img: bpy.types.Image, layout: bpy.types.UILayout):
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#endregion
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#region Ballance Texture Preset
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_g_OpaqueBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture(
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mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL,
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mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._16_ARGB1555,
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)
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_g_TransparentBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture(
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mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL,
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mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888,
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)
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_g_NonBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture(
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mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_RAWDATA,
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mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888,
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)
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## The preset collection of all Ballance texture.
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# Key is texture name and can be used as file name checking.
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# Value is its preset which can be assigned.
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_g_BallanceTexturePresets: dict[str, RawVirtoolsTexture] = {
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# "atari.avi": _g_TransparentBallanceTexturePreset,
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"atari.bmp": _g_OpaqueBallanceTexturePreset,
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"Ball_LightningSphere1.bmp": _g_OpaqueBallanceTexturePreset,
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"Ball_LightningSphere2.bmp": _g_OpaqueBallanceTexturePreset,
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"Ball_LightningSphere3.bmp": _g_OpaqueBallanceTexturePreset,
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"Ball_Paper.bmp": _g_OpaqueBallanceTexturePreset,
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"Ball_Stone.bmp": _g_OpaqueBallanceTexturePreset,
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"Ball_Wood.bmp": _g_OpaqueBallanceTexturePreset,
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"Brick.bmp": _g_OpaqueBallanceTexturePreset,
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"Button01_deselect.tga": _g_TransparentBallanceTexturePreset,
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"Button01_select.tga": _g_TransparentBallanceTexturePreset,
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"Button01_special.tga": _g_TransparentBallanceTexturePreset,
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"Column_beige.bmp": _g_OpaqueBallanceTexturePreset,
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"Column_beige_fade.tga": _g_TransparentBallanceTexturePreset,
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"Column_blue.bmp": _g_OpaqueBallanceTexturePreset,
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"Cursor.tga": _g_TransparentBallanceTexturePreset,
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"Dome.bmp": _g_OpaqueBallanceTexturePreset,
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"DomeEnvironment.bmp": _g_OpaqueBallanceTexturePreset,
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"DomeShadow.tga": _g_TransparentBallanceTexturePreset,
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"ExtraBall.bmp": _g_OpaqueBallanceTexturePreset,
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"ExtraParticle.bmp": _g_OpaqueBallanceTexturePreset,
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"E_Holzbeschlag.bmp": _g_OpaqueBallanceTexturePreset,
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"FloorGlow.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Side.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Top_Border.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Top_Borderless.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Top_Checkpoint.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Top_Flat.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Top_Profil.bmp": _g_OpaqueBallanceTexturePreset,
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"Floor_Top_ProfilFlat.bmp": _g_OpaqueBallanceTexturePreset,
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"Font_1.tga": _g_TransparentBallanceTexturePreset,
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"Gravitylogo_intro.bmp": _g_OpaqueBallanceTexturePreset,
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"HardShadow.bmp": _g_OpaqueBallanceTexturePreset,
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"Laterne_Glas.bmp": _g_OpaqueBallanceTexturePreset,
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"Laterne_Schatten.tga": _g_TransparentBallanceTexturePreset,
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"Laterne_Verlauf.tga": _g_TransparentBallanceTexturePreset,
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"Logo.bmp": _g_OpaqueBallanceTexturePreset,
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"Metal_stained.bmp": _g_OpaqueBallanceTexturePreset,
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"Misc_Ufo.bmp": _g_OpaqueBallanceTexturePreset,
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"Misc_UFO_Flash.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul03_Floor.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul03_Wall.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul11_13_Wood.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul11_Wood.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul15.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul16.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul18.bmp": _g_OpaqueBallanceTexturePreset,
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"Modul18_Gitter.tga": _g_TransparentBallanceTexturePreset,
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"Modul30_d_Seiten.bmp": _g_OpaqueBallanceTexturePreset,
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"Particle_Flames.bmp": _g_OpaqueBallanceTexturePreset,
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"Particle_Smoke.bmp": _g_OpaqueBallanceTexturePreset,
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"PE_Bal_balloons.bmp": _g_OpaqueBallanceTexturePreset,
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"PE_Bal_platform.bmp": _g_OpaqueBallanceTexturePreset,
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"PE_Ufo_env.bmp": _g_OpaqueBallanceTexturePreset,
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"Pfeil.tga": _g_TransparentBallanceTexturePreset,
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"P_Extra_Life_Oil.bmp": _g_OpaqueBallanceTexturePreset,
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"P_Extra_Life_Particle.bmp": _g_OpaqueBallanceTexturePreset,
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"P_Extra_Life_Shadow.bmp": _g_OpaqueBallanceTexturePreset,
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"Rail_Environment.bmp": _g_OpaqueBallanceTexturePreset,
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"sandsack.bmp": _g_OpaqueBallanceTexturePreset,
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"SkyLayer.bmp": _g_OpaqueBallanceTexturePreset,
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"Sky_Vortex.bmp": _g_OpaqueBallanceTexturePreset,
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"Stick_Bottom.tga": _g_TransparentBallanceTexturePreset,
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"Stick_Stripes.bmp": _g_OpaqueBallanceTexturePreset,
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"Target.bmp": _g_OpaqueBallanceTexturePreset,
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"Tower_Roof.bmp": _g_OpaqueBallanceTexturePreset,
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"Trafo_Environment.bmp": _g_OpaqueBallanceTexturePreset,
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"Trafo_FlashField.bmp": _g_OpaqueBallanceTexturePreset,
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"Trafo_Shadow_Big.tga": _g_TransparentBallanceTexturePreset,
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"Tut_Pfeil01.tga": _g_TransparentBallanceTexturePreset,
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"Tut_Pfeil_Hoch.tga": _g_TransparentBallanceTexturePreset,
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"Wolken_intro.tga": _g_TransparentBallanceTexturePreset,
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"Wood_Metal.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_MetalStripes.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Misc.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Nailed.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Old.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Panel.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Plain.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Plain2.bmp": _g_OpaqueBallanceTexturePreset,
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"Wood_Raft.bmp": _g_OpaqueBallanceTexturePreset,
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}
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def get_ballance_texture_preset(texname: str) -> RawVirtoolsTexture:
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try_preset: RawVirtoolsTexture | None = _g_BallanceTexturePresets.get(texname, None)
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if try_preset is None:
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# fallback to non-ballance one
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try_preset = _g_NonBallanceTexturePreset
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return try_preset
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def get_nonballance_texture_preset() -> RawVirtoolsTexture:
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return _g_NonBallanceTexturePreset
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#endregion
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def register():
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bpy.utils.register_class(BBP_PG_virtools_texture)
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