import bpy import typing from . import UTIL_virtools_types, UTIL_functions class RawVirtoolsTexture(): # Instance Member Declarations mSaveOptions: UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS mVideoFormat: UTIL_virtools_types.VX_PIXELFORMAT # Default Value Declarations cDefaultSaveOptions: typing.ClassVar[UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS] = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_RAWDATA cDefaultVideoFormat: typing.ClassVar[UTIL_virtools_types.VX_PIXELFORMAT] = UTIL_virtools_types.VX_PIXELFORMAT._16_ARGB1555 def __init__(self, **kwargs): # assign default value for each component self.mSaveOptions = kwargs.get('mSaveOptions', RawVirtoolsTexture.cDefaultSaveOptions) self.mVideoFormat = kwargs.get('mVideoFormat', RawVirtoolsTexture.cDefaultVideoFormat) # blender enum prop helper defines _g_Helper_CK_TEXTURE_SAVEOPTIONS: UTIL_virtools_types.EnumPropHelper = UTIL_virtools_types.EnumPropHelper(UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS) _g_Helper_VX_PIXELFORMAT: UTIL_virtools_types.EnumPropHelper = UTIL_virtools_types.EnumPropHelper(UTIL_virtools_types.VX_PIXELFORMAT) class BBP_PG_virtools_texture(bpy.types.PropertyGroup): save_options: bpy.props.EnumProperty( name = "Save Options", description = "When saving a composition textures or sprites can be kept as reference to external files or converted to a given format and saved inside the composition file.", items = _g_Helper_CK_TEXTURE_SAVEOPTIONS.generate_items(), default = _g_Helper_CK_TEXTURE_SAVEOPTIONS.to_selection(RawVirtoolsTexture.cDefaultSaveOptions) ) video_format: bpy.props.EnumProperty( name = "Video Format", description = "The desired surface pixel format in video memory.", items = _g_Helper_VX_PIXELFORMAT.generate_items(), default = _g_Helper_VX_PIXELFORMAT.to_selection(RawVirtoolsTexture.cDefaultVideoFormat) ) #region Virtools Texture Getter Setter def get_virtools_texture(img: bpy.types.Image) -> BBP_PG_virtools_texture: return img.virtools_texture def get_raw_virtools_texture(img: bpy.types.Image) -> RawVirtoolsTexture: props: BBP_PG_virtools_texture = get_virtools_texture(img) rawdata: RawVirtoolsTexture = RawVirtoolsTexture() rawdata.mSaveOptions = _g_Helper_CK_TEXTURE_SAVEOPTIONS.get_selection(props.save_options) rawdata.mVideoFormat = _g_Helper_VX_PIXELFORMAT.get_selection(props.video_format) return rawdata def set_raw_virtools_texture(img: bpy.types.Image, rawdata: RawVirtoolsTexture) -> None: props: BBP_PG_virtools_texture = get_virtools_texture(img) props.save_options = _g_Helper_CK_TEXTURE_SAVEOPTIONS.to_selection(rawdata.mSaveOptions) props.video_format = _g_Helper_VX_PIXELFORMAT.to_selection(rawdata.mVideoFormat) #endregion #region Virtools Texture Drawer """! @remark Because Image do not have its unique properties window so we only can draw virtools texture properties in other window we provide various function to help draw property. """ def draw_virtools_texture(img: bpy.types.Image, layout: bpy.types.UILayout): props: BBP_PG_virtools_texture = get_virtools_texture(img) layout.prop(props, 'save_options') layout.prop(props, 'video_format') #endregion #region Ballance Texture Preset _g_OpaqueBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture( mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL, mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._16_ARGB1555, ) _g_TransparentBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture( mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_EXTERNAL, mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888, ) _g_NonBallanceTexturePreset: RawVirtoolsTexture = RawVirtoolsTexture( mSaveOptions = UTIL_virtools_types.CK_TEXTURE_SAVEOPTIONS.CKTEXTURE_RAWDATA, mVideoFormat = UTIL_virtools_types.VX_PIXELFORMAT._32_ARGB8888, ) ## The preset collection of all Ballance texture. # Key is texture name and can be used as file name checking. # Value is its preset which can be assigned. _g_BallanceTexturePresets: dict[str, RawVirtoolsTexture] = { # "atari.avi": _g_TransparentBallanceTexturePreset, "atari.bmp": _g_OpaqueBallanceTexturePreset, "Ball_LightningSphere1.bmp": _g_OpaqueBallanceTexturePreset, "Ball_LightningSphere2.bmp": _g_OpaqueBallanceTexturePreset, "Ball_LightningSphere3.bmp": _g_OpaqueBallanceTexturePreset, "Ball_Paper.bmp": _g_OpaqueBallanceTexturePreset, "Ball_Stone.bmp": _g_OpaqueBallanceTexturePreset, "Ball_Wood.bmp": _g_OpaqueBallanceTexturePreset, "Brick.bmp": _g_OpaqueBallanceTexturePreset, "Button01_deselect.tga": _g_TransparentBallanceTexturePreset, "Button01_select.tga": _g_TransparentBallanceTexturePreset, "Button01_special.tga": _g_TransparentBallanceTexturePreset, "Column_beige.bmp": _g_OpaqueBallanceTexturePreset, "Column_beige_fade.tga": _g_TransparentBallanceTexturePreset, "Column_blue.bmp": _g_OpaqueBallanceTexturePreset, "Cursor.tga": _g_TransparentBallanceTexturePreset, "Dome.bmp": _g_OpaqueBallanceTexturePreset, "DomeEnvironment.bmp": _g_OpaqueBallanceTexturePreset, "DomeShadow.tga": _g_TransparentBallanceTexturePreset, "ExtraBall.bmp": _g_OpaqueBallanceTexturePreset, "ExtraParticle.bmp": _g_OpaqueBallanceTexturePreset, "E_Holzbeschlag.bmp": _g_OpaqueBallanceTexturePreset, "FloorGlow.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Side.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Top_Border.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Top_Borderless.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Top_Checkpoint.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Top_Flat.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Top_Profil.bmp": _g_OpaqueBallanceTexturePreset, "Floor_Top_ProfilFlat.bmp": _g_OpaqueBallanceTexturePreset, "Font_1.tga": _g_TransparentBallanceTexturePreset, "Gravitylogo_intro.bmp": _g_OpaqueBallanceTexturePreset, "HardShadow.bmp": _g_OpaqueBallanceTexturePreset, "Laterne_Glas.bmp": _g_OpaqueBallanceTexturePreset, "Laterne_Schatten.tga": _g_TransparentBallanceTexturePreset, "Laterne_Verlauf.tga": _g_TransparentBallanceTexturePreset, "Logo.bmp": _g_OpaqueBallanceTexturePreset, "Metal_stained.bmp": _g_OpaqueBallanceTexturePreset, "Misc_Ufo.bmp": _g_OpaqueBallanceTexturePreset, "Misc_UFO_Flash.bmp": _g_OpaqueBallanceTexturePreset, "Modul03_Floor.bmp": _g_OpaqueBallanceTexturePreset, "Modul03_Wall.bmp": _g_OpaqueBallanceTexturePreset, "Modul11_13_Wood.bmp": _g_OpaqueBallanceTexturePreset, "Modul11_Wood.bmp": _g_OpaqueBallanceTexturePreset, "Modul15.bmp": _g_OpaqueBallanceTexturePreset, "Modul16.bmp": _g_OpaqueBallanceTexturePreset, "Modul18.bmp": _g_OpaqueBallanceTexturePreset, "Modul18_Gitter.tga": _g_TransparentBallanceTexturePreset, "Modul30_d_Seiten.bmp": _g_OpaqueBallanceTexturePreset, "Particle_Flames.bmp": _g_OpaqueBallanceTexturePreset, "Particle_Smoke.bmp": _g_OpaqueBallanceTexturePreset, "PE_Bal_balloons.bmp": _g_OpaqueBallanceTexturePreset, "PE_Bal_platform.bmp": _g_OpaqueBallanceTexturePreset, "PE_Ufo_env.bmp": _g_OpaqueBallanceTexturePreset, "Pfeil.tga": _g_TransparentBallanceTexturePreset, "P_Extra_Life_Oil.bmp": _g_OpaqueBallanceTexturePreset, "P_Extra_Life_Particle.bmp": _g_OpaqueBallanceTexturePreset, "P_Extra_Life_Shadow.bmp": _g_OpaqueBallanceTexturePreset, "Rail_Environment.bmp": _g_OpaqueBallanceTexturePreset, "sandsack.bmp": _g_OpaqueBallanceTexturePreset, "SkyLayer.bmp": _g_OpaqueBallanceTexturePreset, "Sky_Vortex.bmp": _g_OpaqueBallanceTexturePreset, "Stick_Bottom.tga": _g_TransparentBallanceTexturePreset, "Stick_Stripes.bmp": _g_OpaqueBallanceTexturePreset, "Target.bmp": _g_OpaqueBallanceTexturePreset, "Tower_Roof.bmp": _g_OpaqueBallanceTexturePreset, "Trafo_Environment.bmp": _g_OpaqueBallanceTexturePreset, "Trafo_FlashField.bmp": _g_OpaqueBallanceTexturePreset, "Trafo_Shadow_Big.tga": _g_TransparentBallanceTexturePreset, "Tut_Pfeil01.tga": _g_TransparentBallanceTexturePreset, "Tut_Pfeil_Hoch.tga": _g_TransparentBallanceTexturePreset, "Wolken_intro.tga": _g_TransparentBallanceTexturePreset, "Wood_Metal.bmp": _g_OpaqueBallanceTexturePreset, "Wood_MetalStripes.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Misc.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Nailed.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Old.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Panel.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Plain.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Plain2.bmp": _g_OpaqueBallanceTexturePreset, "Wood_Raft.bmp": _g_OpaqueBallanceTexturePreset, } def get_ballance_texture_preset(texname: str) -> RawVirtoolsTexture: try_preset: RawVirtoolsTexture | None = _g_BallanceTexturePresets.get(texname, None) if try_preset is None: # fallback to non-ballance one try_preset = _g_NonBallanceTexturePreset return try_preset def get_nonballance_texture_preset() -> RawVirtoolsTexture: return _g_NonBallanceTexturePreset #endregion def register(): bpy.utils.register_class(BBP_PG_virtools_texture) # add into image metadata bpy.types.Image.virtools_texture = bpy.props.PointerProperty(type = BBP_PG_virtools_texture) def unregister(): # del from image metadata del bpy.types.Image.virtools_texture bpy.utils.unregister_class(BBP_PG_virtools_texture)