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bgtext.py
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bgtext.py
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""" BGText - A Dynamic Text Utility for Blender Game Engine
Author: Joel Gomes da Silva
BA Profile: https://blenderartists.org/u/joelgomes1994/
BGText Thread: https://blenderartists.org/t/bgtext-a-bge-dynamic-text-utility/ """
import bge
import os
from textwrap import wrap
from pprint import pprint, pformat
from bge.logic import globalDict
from mathutils import Matrix
from ast import literal_eval
from time import time
bge.logic.aboutBGText = "BGText: A BGE Dynamic Text Utility"
### Constants ###
DEBUG = 0
CHARS_X = 16
CHARS_Y = 8
CHARS_TABLE = {
'!' : (0,0), '"' : (1,0), '#' : (2,0), '$' : (3,0), '%' : (4,0), '&' : (5,0), "'" : (6,0), '(' : (7,0), ')' : (8,0), '*' : (9,0), '+' : (10,0), ',' : (11,0), '-' : (12,0), '.' : (13,0), '/' : (14,0), '0' : (15,0),
'1' : (0,1), '2' : (1,1), '3' : (2,1), '4' : (3,1), '5' : (4,1), '6' : (5,1), '7' : (6,1), '8' : (7,1), '9' : (8,1), ':' : (9,1), ';' : (10,1), '<' : (11,1), '=' : (12,1), '>' : (13,1), '?' : (14,1), '@' : (15,1),
'A' : (0,2), 'B' : (1,2), 'C' : (2,2), 'D' : (3,2), 'E' : (4,2), 'F' : (5,2), 'G' : (6,2), 'H' : (7,2), 'I' : (8,2), 'J' : (9,2), 'K' : (10,2), 'L' : (11,2), 'M' : (12,2), 'N' : (13,2), 'O' : (14,2), 'P' : (15,2),
'Q' : (0,3), 'R' : (1,3), 'S' : (2,3), 'T' : (3,3), 'U' : (4,3), 'V' : (5,3), 'W' : (6,3), 'X' : (7,3), 'Y' : (8,3), 'Z' : (9,3), '[' : (10,3), '\\': (11,3), ']' : (12,3), '^' : (13,3), '_' : (14,3), '`' : (15,3),
'a' : (0,4), 'b' : (1,4), 'c' : (2,4), 'd' : (3,4), 'e' : (4,4), 'f' : (5,4), 'g' : (6,4), 'h' : (7,4), 'i' : (8,4), 'j' : (9,4), 'k' : (10,4), 'l' : (11,4), 'm' : (12,4), 'n' : (13,4), 'o' : (14,4), 'p' : (15,4),
'q' : (0,5), 'r' : (1,5), 's' : (2,5), 't' : (3,5), 'u' : (4,5), 'v' : (5,5), 'w' : (6,5), 'x' : (7,5), 'y' : (8,5), 'z' : (9,5), '{' : (10,5), '|' : (11,5), '}' : (12,5), '~' : (13,5), '¡' : (14,5), '¢' : (15,5),
'£' : (0,6), '¥' : (1,6), '©' : (2,6), '®' : (3,6), 'À' : (4,6), 'Á' : (5,6), 'Â' : (6,6), 'Ã' : (7,6), 'Ç' : (8,6), 'É' : (9,6), 'Ê' : (10,6), 'Í' : (11,6), 'Ñ' : (12,6), 'Ó' : (13,6), 'Ô' : (14,6), 'Õ' : (15,6),
'Ú' : (0,7), 'Ü' : (1,7), 'à' : (2,7), 'á' : (3,7), 'â' : (4,7), 'ã' : (5,7), 'ç' : (6,7), 'é' : (7,7), 'ê' : (8,7), 'í' : (9,7), 'ñ' : (10,7), 'ó' : (11,7), 'ô' : (12,7), 'õ' : (13,7), 'ú' : (14,7), 'ü' : (15,7)
}
COLORS = {
"WHITE" : (1, 1, 1, 1),
"RED" : (1, 0, 0, 1),
"GREEN" : (0, 1, 0, 1),
"BLUE" : (0, 0, 1, 1),
"YELLOW" : (1, 1, 0, 1),
"PURPLE" : (1, 0, 1, 1),
"CYAN" : (0, 1, 1, 1),
"BLACK" : (0, 0, 0, 1)
}
### Main Functions ###
def main():
cont = bge.logic.getCurrentController()
own = cont.owner
always = cont.sensors["Always"]
message = cont.sensors["Message"]
bodies = [b for b in message.bodies]
startTime = time()
# End object if not a group instance
if own.groupObject is None:
own.endObject()
return
if always.positive and (always.status == bge.logic.KX_INPUT_JUST_ACTIVATED or own["Update"] >= 0) \
or message.positive and (own["Id"] and own["Id"] in bodies or "All" in bodies):
if "Disabled" in own.groupObject:
if own.groupObject["Disabled"]:
return
if DEBUG: print("> Running text object", own.groupObject)
if not "Chars" in own:
own["Chars"] = []
# Parent manager to group instance if not already
if own.parent != own.groupObject:
own.setParent(own.groupObject)
# Get and set properties from group to owner
getPropsFromGroup(cont)
if message.positive or own["Update"] >= 0 or (len(own["Text"]) > 0 and own["Text"] != own["LastText"]):
updateText(cont)
own["LastText"] = own["Text"]
if DEBUG: print(" > Ran", own.groupObject, ", time taken:", round(time() - startTime, 4), "seconds")
def clamp(n, smallest, largest):
return max(smallest, min(n, largest))
def evalColor(txtColor):
try:
# Try to get a literal color if string starts with [ or (
if txtColor.startswith('[') or txtColor.startswith('('):
# Tries to eval given literal RGBA
txtColor = literal_eval(txtColor)
# Ensures valid RGBA after eval
if len(txtColor) != 4:
raise Exception
# Get color from colors table if exists
elif txtColor.upper() in COLORS.keys():
txtColor = COLORS[txtColor.upper()]
# Defaults to white otherwise
else:
raise Exception
# Defaults to white if could not eval color
except:
txtColor = COLORS["WHITE"]
return txtColor
def getPropsFromGroup(cont):
own = cont.owner
always = cont.sensors["Always"]
### Get and set simple properties from group ###
own["Size"] = own.groupObject["Size"] if "Size" in own.groupObject else own["Size"]
own["Offset"] = own.groupObject["Offset"] if "Offset" in own.groupObject else own["Offset"]
own["OffsetH"] = own.groupObject["OffsetH"] if "OffsetH" in own.groupObject else own["Offset"]
own["OffsetV"] = own.groupObject["OffsetV"] if "OffsetV" in own.groupObject else own["Offset"]
own["Wrap"] = own.groupObject["Wrap"] if "Wrap" in own.groupObject else own["Wrap"]
own["Justify"] = own.groupObject["Justify"] if "Justify" in own.groupObject else own["Justify"]
own["Style"] = clamp(own.groupObject["Style"], 1, 5) if "Style" in own.groupObject else own["Style"]
if "Id" in own.groupObject:
own["Id"] = own.groupObject["Id"]
# Get the Update property and set it to the always sensor
if "Update" in own.groupObject:
own["Update"] = own.groupObject["Update"] if type(own.groupObject["Update"]) == int else -1
# Enable pulse mode on always sensor and set update interval to it
if own["Update"] >= 0 and not always.usePosPulseMode:
always.usePosPulseMode = True
always.skippedTicks = own["Update"]
# Disable pulse mode on always sensor and set update interval to zero
elif own["Update"] < 0 and always.usePosPulseMode:
always.usePosPulseMode = False
always.skippedTicks = 0
if not "LastColor" in own:
own["LastColor"] = "WHITE"
own["ColorEval"] = (1, 1, 1, 1)
### Get and process the Color property from group ###
if "Color" in own.groupObject:
if own.groupObject["Color"] != own["LastColor"]:
own["ColorEval"] = evalColor(own.groupObject["Color"])
own["LastColor"] = own.groupObject["Color"]
elif not "Color" in own.groupObject:
if own["Color"] != own["LastColor"]:
own["LastColor"] = own["Color"]
own["ColorEval"] = evalColor(own["Color"])
### Get Text from group ###
if "Text" in own.groupObject:
targetText = str(own.groupObject["Text"])
# Tries to get a text reference if starts with eval char
if targetText.startswith('>'):
# Tries to eval reference from string
try:
own["Text"] = str(eval(targetText.strip('>')))
# Set Text to literal if cannot eval string
except:
own["Text"] = targetText
# Set Text to literal value if not starts with eval char
else:
own["Text"] = targetText
def getTextJustified(cont, asString=False):
own = cont.owner
finalText = wrap(own["Text"], own["Wrap"])
linesJust = []
# Iterates over lines indexes
for _line in finalText:
# Center justify
if own["Justify"].lower() == 'center':
_line = _line.center(own["Wrap"])
# Right justify
elif own["Justify"].lower() == 'right':
_line = _line.rjust(own["Wrap"])
linesJust.append(_line)
return linesJust if not asString else "\n".join(linesJust)
def addChar(cont):
obj = cont.owner.scene.addObject("_TxtCharBlank", cont.owner)
obj.setParent(cont.owner)
obj.localPosition.z += 0.5
return obj
def updateChar(cont, obj, char, x, y):
own = cont.owner
if obj["Char"] != ord(char) or own["LastStyle"] != own["Style"]:
obj["Char"] = ord(char)
obj.replaceMesh("_TxtChar" + str(own["Style"]))
obj.playAction("TextChar", ord(char), ord(char))
obj.color = own["ColorEval"]
obj.visible = not char in (" ", "\t", "\n")
obj.localPosition.x = x * own["OffsetH"]
obj.localPosition.y = y * own["OffsetV"]
obj.localScale = (own["Size"], own["Size"], 1.0)
def equalizeLines(cont, textLines):
own = cont.owner
# Remove exceeding chars if more than target text chars
if len(own["Chars"]) > len(textLines):
if DEBUG: print(" > Number of lines is > than new text on:", own.groupObject)
for charObj in own["Chars"][len(textLines):]:
charObj.endObject()
own["Chars"] = own["Chars"][0:len(textLines)]
# Add missing chars if less than target text chars
elif len(own["Chars"]) < len(textLines):
if DEBUG: print(" > Number of lines is < than new text on:", own.groupObject)
for i in range(len(own["Chars"]), len(textLines)):
own["Chars"].append(addChar(cont))
def updateText(cont):
own = cont.owner
# Wrap and justify final text in different lines
textLines = getTextJustified(cont, asString=True)
# Fit the number of lines and char objs to text lines
equalizeLines(cont, textLines)
x, y = 0, 0
for i in range(len(textLines)):
updateChar(cont, own["Chars"][i], textLines[i], x, y)
x += 1
if textLines[i] == "\n":
x = 0
y -= 1
own["LastStyle"] = own["Style"]
if DEBUG: print(" > Text updated:", own.groupObject)
# Comment the line below if running main function from module mode on controller
# main()