remove Gui.py, GuiUtils.py, ER_hint_reference.txt and icon.ico from root directory

This commit is contained in:
Fabian Dill 2021-07-21 09:18:28 +02:00
parent bceb8540a1
commit a503134533
7 changed files with 874 additions and 2487 deletions

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Hint description:
Hints will appear in the following ratios across the 15 telepathic tiles that have hints and the five storyteller locations:
4 hints for inconvenient entrances.
4 hints for random entrances (this can by coincidence pick inconvenient entrances that aren't used for the first set of hints).
3 hints for inconvenient item locations.
5 hints for valuable items.
4 junk hints.
In the vanilla, dungeonssimple, and dungeonsfull shuffles, the following ratios will be used instead:
5 hints for inconvenient item locations.
8 hints for valuable items.
7 junk hints.
In the simple, restricted, and restricted legacy shuffles, these are the ratios:
2 hints for inconvenient entrances.
1 hint for an inconvenient dungeon entrance.
4 hints for random entrances (this can by coincidence pick inconvenient entrances that aren't used for the first set of hints).
3 hints for inconvenient item locations.
5 hints for valuable items.
5 junk hints.
These hints will use the following format:
Entrance hints go "[Entrance on overworld] leads to [interior]".
Inconvenient item locations are a little more custom but amount to "[Location] has [item name]". The item name is literal and will specify which dungeon the dungeon specific items hail from (small key/big key/map/compass).
The valuable items are of the format "[item name] can be found [location]". The item name is again literal, and the location text is taken from Ganon's silver arrow hints. Note that the way it works is that every unique valuable item that exists is considered independently, and you won't get multiple hints for the EXACT same item (so you can only get one hint for Progressive Sword no matter how many swords exist in the seed, but if swords are not progressive, you could get hints for both Master Sword and Tempered Sword). More copies of an item existing does not increase the probability of getting a hint for that particular item (you are equally likely to get a hint for a Progressive Sword as for the Hammer). Unlike the IR, item names are never obfuscated by "something unique", and there is no special bias for hints for GT Big Key or Pegasus Boots.
Hint Locations:
Eastern Palace room before Big Chest
Desert Palace bonk torch room
Tower of Hera entrance room
Tower of Hera Big Chest room
Castle Tower after dark rooms
Palace of Darkness before Bow section
Swamp Palace entryway
Thieves' Town upstairs
Ice Palace entrance
Ice Palace after first drop
Ice Palace tall ice floor room
Misery Mire cutscene room
Turtle Rock entrance
Spectacle Rock cave
Spiky Hint cave
PoD Bdlg NPC
Near PoD Storyteller (bug near bomb wall)
Dark Sanctuary Storyteller (long room with tables)
Near Mire Storyteller (feather duster in winding cave)
SE DW Storyteller (owl in winding cave)
Inconvenient entrance list:
Skull Woods Final
Ice Palace
Misery Mire
Turtle Rock
Ganon's Tower
Mimic Ledge
SW DM Foothills Cave (mirror from upper Bumper ledge)
Hammer Pegs (near purple chest)
Super Bomb cracked wall
Inconvenient location list:
Swamp left (two chests)
Mire left (two chests)
Hera basement
Eastern Palace Big Key chest (protected by anti-fairies)
Thieves' Town Big Chest
Ice Palace Big Chest
Ganon's Tower Big Chest
Purple Chest
Spike Cave
Magic Bat
Sahasrahla (Green Pendant)
In the vanilla, dungeonssimple, and dungeonsfull shuffles, the following two locations are added to the inconvenient locations list:
Graveyard Cave
Mimic Cave
Valuable Items are simply all items that are shown on the pause subscreen (Y, B, or A sections) minus Silver Arrows and plus Triforce Pieces, Magic Upgrades (1/2 or 1/4), and the Single Arrow. If key shuffle is being used, you can additionally get hints for Small Keys or Big Keys but not hints for Maps or Compasses.
While the exact verbage of location names and item names can be found in the source code, here's a copy for reference:
Overworld Entrance naming:
Turtle Rock: Turtle Rock Main
Misery Mire: Misery Mire
Ice Palace: Ice Palace
Skull Woods Final Section: The back of Skull Woods
Death Mountain Return Cave (West): The SW DM Foothills Cave
Mimic Cave: Mimic Ledge
Dark World Hammer Peg Cave: The rows of pegs
Pyramid Fairy: The crack on the pyramid
Eastern Palace: Eastern Palace
Elder House (East): Elder House
Elder House (West): Elder House
Two Brothers House (East): Eastern Quarreling Brothers' house
Old Man Cave (West): The lower DM entrance
Hyrule Castle Entrance (South): The ground level castle door
Thieves Town: Thieves' Town
Bumper Cave (Bottom): The lower Bumper Cave
Swamp Palace: Swamp Palace
Dark Death Mountain Ledge (West): The East dark DM connector ledge
Dark Death Mountain Ledge (East): The East dark DM connector ledge
Superbunny Cave (Top): The summit of dark DM cave
Superbunny Cave (Bottom): The base of east dark DM
Hookshot Cave: The rock on dark DM
Desert Palace Entrance (South): The book sealed passage
Tower of Hera: The Tower of Hera
Two Brothers House (West): The door near the race game
Old Man Cave (East): The SW-most cave on west DM
Old Man House (Bottom): A cave with a door on west DM
Old Man House (Top): The eastmost cave on west DM
Death Mountain Return Cave (East): The westmost cave on west DM
Spectacle Rock Cave Peak: The highest cave on west DM
Spectacle Rock Cave: The right ledge on west DM
Spectacle Rock Cave (Bottom): The left ledge on west DM
Paradox Cave (Bottom): The right paired cave on east DM
Paradox Cave (Middle): The southmost cave on east DM
Paradox Cave (Top): The east DM summit cave
Fairy Ascension Cave (Bottom): The east DM cave behind rocks
Fairy Ascension Cave (Top): The central ledge on east DM
Spiral Cave: The left ledge on east DM
Spiral Cave (Bottom): The SWmost cave on east DM
Palace of Darkness: Palace of Darkness
Hyrule Castle Entrance (West): The left castle door
Hyrule Castle Entrance (East): The right castle door
Agahnims Tower: The sealed castle door
Desert Palace Entrance (West): The westmost building in the desert
Desert Palace Entrance (North): The northmost cave in the desert
Blinds Hideout: Blind's old house
Lake Hylia Fairy: A cave NE of Lake Hylia
Light Hype Fairy: The cave south of your house
Desert Fairy: The cave near the desert
Chicken House: The chicken lady's house
Aginahs Cave: The open desert cave
Sahasrahlas Hut: The house near armos
Cave Shop (Lake Hylia): The cave NW Lake Hylia
Blacksmiths Hut: The old smithery
Sick Kids House: The central house in Kakariko
Lost Woods Gamble: A tree trunk door
Fortune Teller (Light): A building NE of Kakariko
Snitch Lady (East): A house guarded by a snitch
Snitch Lady (West): A house guarded by a snitch
Bush Covered House: A house with an uncut lawn
Tavern (Front): A building with a backdoor
Light World Bomb Hut: A Kakariko building with no door
Kakariko Shop: The old Kakariko shop
Mini Moldorm Cave: The cave south of Lake Hylia
Long Fairy Cave: The eastmost portal cave
Good Bee Cave: The open cave SE Lake Hylia
20 Rupee Cave: The rock SE Lake Hylia
50 Rupee Cave: The rock near the desert
Ice Rod Cave: The sealed cave SE Lake Hylia
Library: The old library
Potion Shop: The witch's building
Dam: The old dam
Lumberjack House: The lumberjack house
Lake Hylia Fortune Teller: The building NW Lake Hylia
Kakariko Gamble Game: The old Kakariko gambling den
Waterfall of Wishing: Going behind the waterfall
Capacity Upgrade: The cave on the island
Bonk Rock Cave: The rock pile near Sanctuary
Graveyard Cave: The graveyard ledge
Checkerboard Cave: The NE desert ledge
Cave 45: The ledge south of haunted grove
Kings Grave: The northeastmost grave
Bonk Fairy (Light): The rock pile near your home
Hookshot Fairy: A cave on east DM
Bonk Fairy (Dark): The rock pile near the old bomb shop
Dark Sanctuary Hint: The dark sanctuary cave
Dark Lake Hylia Fairy: The cave NE dark Lake Hylia
C-Shaped House: The NE house in Village of Outcasts
Big Bomb Shop: The old bomb shop
Dark Death Mountain Fairy: The SW cave on dark DM
Dark Lake Hylia Shop: The building NW dark Lake Hylia
Dark World Shop: The hammer sealed building
Red Shield Shop: The fenced in building
Mire Shed: The western hut in the mire
East Dark World Hint: The dark cave near the eastmost portal
Dark Desert Hint: The cave east of the mire
Spike Cave: The ledge cave on west dark DM
Palace of Darkness Hint: The building south of Kiki
Dark Lake Hylia Ledge Spike Cave: The rock SE dark Lake Hylia
Cave Shop (Dark Death Mountain): The base of east dark DM
Dark World Potion Shop: The building near the catfish
Archery Game: The old archery game
Dark World Lumberjack Shop: The northmost Dark World building
Hype Cave: The cave south of the old bomb shop
Brewery: The Village of Outcasts building with no door
Dark Lake Hylia Ledge Hint: The open cave SE dark Lake Hylia
Chest Game: The westmost building in the Village of Outcasts
Dark Desert Fairy: The eastern hut in the mire
Dark Lake Hylia Ledge Fairy: The sealed cave SE dark Lake Hylia
Fortune Teller (Dark): The building NE the Village of Outcasts
Sanctuary: Sanctuary
Lumberjack Tree Cave: The cave Behind Lumberjacks
Lost Woods Hideout Stump: The stump in Lost Woods
North Fairy Cave: The cave East of Graveyard
Bat Cave Cave: The cave in eastern Kakariko
Kakariko Well Cave: The cave in northern Kakariko
Hyrule Castle Secret Entrance Stairs: The tunnel near the castle
Skull Woods First Section Door: The southeastmost skull
Skull Woods Second Section Door (East): The central open skull
Skull Woods Second Section Door (West): The westmost open skull
Desert Palace Entrance (East): The eastern building in the desert
Turtle Rock Isolated Ledge Entrance: The isolated ledge on east dark DM
Bumper Cave (Top): The upper Bumper Cave
Hookshot Cave Back Entrance: The stairs on the floating island
Destination Entrance Naming:
Hyrule Castle: Hyrule Castle (all three entrances)
Eastern Palace: Eastern Palace
Desert Palace: Desert Palace (all four entrances, including final)
Tower of Hera: Tower of Hera
Palace of Darkness: Palace of Darkness
Swamp Palace: Swamp Palace
Skull Woods: Skull Woods (any entrance including final)
Thieves' Town: Thieves' Town
Ice Palace: Ice Palace
Misery Mire: Misery Mire
Turtle Rock: Turtle Rock (all four entrances)
Ganon's Tower: Ganon's Tower
Castle Tower: Agahnim's Tower
A connector: Paradox Cave, Spectacle Rock Cave, Hookshot Cave, Superbunny Cave, Spiral Cave, Old Man Fetch Cave, Old Man House, Elder House, Quarreling Brothers' House, Bumper Cave, DM Fairy Ascent Cave, DM Exit Cave
A bounty of five items: Mini-moldorm cave, Hype Cave, Blind's Hideout
Sahasrahla: Sahasrahla
A cave with two items: Mire hut, Waterfall Fairy, Pyramid Fairy
A fairy fountain: Any healer fairy cave, either bonk cave with four fairies, the "long fairy" cave
A common shop: Any shop that sells bombs by default
The rare shop: The shop that sells the Red Shield by default
The potion shop: Potion Shop
The bomb shop: Bomb Shop
A fortune teller: Any of the three fortune tellers
A house with a chest: Chicken Lady's house, C-House, Brewery
A cave with an item: Checkerboard cave, Hammer Pegs cave, Cave 45, Graveyard Ledge cave
A cave with a chest: Sanc Bonk Rock Cave, Cape Grave Cave, Ice Rod Cave, Aginah's Cave
The dam: Watergate
The sick kid: Sick Kid
The library: Library
Mimic Cave: Mimic Cave
Spike Cave: Spike Cave
A game of 16 chests: VoO chest game (for the item)
A storyteller: The four DW NPCs who charge 20 rupees for a hint as well as the PoD Bdlg guy who gives a free hint
A cave with some cash: 20 rupee cave, 50 rupee cave (both have thieves and some pots)
A game of chance: Gambling game (just for cash, no items)
A game of skill: Archery minigame
The queen of fairies: Capacity Upgrade Fairy
A drop's exit: Sanctuary, LW Thieves' Hideout, Kakariko Well, Magic Bat, Useless Fairy, Uncle Tunnel, Ganon drop exit
A restock room: The Kakariko bomb/arrow restock room
The tavern: The Kakariko tavern
The grass man: The Kakariko man with many beds
A cold bee: The "wrong side" of Ice Rod cave where you can get a Good Bee
Fairies deep in a cave: Hookshot Fairy
Location naming reference:
Mushroom: in the woods
Master Sword Pedestal: at the pedestal
Bottle Merchant: with a merchant
Stumpy: with tree boy
Flute Spot: underground
Digging Game: underground
Lake Hylia Island: on an island
Floating Island: on an island
Bumper Cave Ledge: on a ledge
Spectacle Rock: atop a rock
Maze Race: at the race
Desert Ledge: in the desert
Pyramid: on the pyramid
Catfish: with a catfish
Ether Tablet: at a monument
Bombos Tablet: at a monument
Hobo: with the hobo
Zora's Ledge: near Zora
King Zora: at a high price
Sunken Treasure: underwater
Floodgate Chest: in the dam
Blacksmith: with the smith
Purple Chest: from a box
Old Man: with the old man
Link's Uncle: with your uncle
Secret Passage: near your uncle
Kakariko Well (5 items): in a well
Lost Woods Hideout: near a thief
Lumberjack Tree: in a hole
Magic Bat: with the bat
Paradox Cave (7 items): in a cave with seven chests
Blind's Hideout (5 items): in a basement
Mini Moldorm Cave (5 items): near Moldorms
Hype Cave (4 back chests): near a bat-like man
Hype Cave - Generous Guy: with a bat-like man
Hookshot Cave (4 items): across pits
Sahasrahla's Hut (chests in back): near the elder
Sahasrahla: with the elder
Waterfall Fairy (2 items): near a fairy
Pyramid Fairy (2 items): near a fairy
Mire Shed (2 items): near sparks
Superbunny Cave (2 items): in a connection
Spiral Cave: in spiral cave
Kakariko Tavern: in the bar
Link's House: in your home
Sick Kid: with the sick
Library: near books
Potion Shop: near potions
Spike Cave: beyond spikes
Mimic Cave: in a cave of mimicry
Chest Game: as a prize
Chicken House: near poultry
Aginah's Cave: with Aginah
Ice Rod Cave: in a frozen cave
Brewery: alone in a home
C-Shaped House: alone in a home
Spectacle Rock Cave: alone in a cave
King's Tomb: alone in a cave
Cave 45: alone in a cave
Graveyard Cave: alone in a cave
Checkerboard Cave: alone in a cave
Bonk Rock Cave: alone in a cave
Peg Cave: alone in a cave
Sanctuary: in Sanctuary
Hyrule Castle - Boomerang Chest: in Hyrule Castle
Hyrule Castle - Map Chest: in Hyrule Castle
Hyrule Castle - Zelda's Chest: in Hyrule Castle
Sewers - Dark Cross: in the sewers
Sewers - Secret Room (3 items): in the sewers
Eastern Palace - Boss: with the Armos
Eastern Palace (otherwise, 5 items): in Eastern Palace
Desert Palace - Boss: with Lanmolas
Desert Palace (otherwise, 5 items): in Desert Palace
Tower of Hera - Boss: with Moldorm
Tower of Hera (otherwise, 5 items): in Tower of Hera
Castle Tower (2 items): in Castle Tower
Palace of Darkness - Boss: with Helmasaur King
Palace of Darkness (otherwise, 13 items): in Palace of Darkness
Swamp Palace - Boss: with Arrghus
Swamp Palace (otherwise, 9 items): in Swamp Palace
Skull Woods - Bridge Room: near Mothula
Skull Woods - Boss: with Mothula
Skull Woods (otherwise, 6 items): in Skull Woods
Thieves' Town - Boss: with Blind
Thieves' Town (otherwise, 7 items): in Thieves' Town
Ice Palace - Boss: with Kholdstare
Ice Palace (otherwise, 7 items): in Ice Palace
Misery Mire - Boss: with Vitreous
Misery Mire (otherwise, 7 items): in Misery Mire
Turtle Rock - Boss: with Trinexx
Turtle Rock (otherwise, 11 items): in Turtle Rock
Ganons Tower (after climb, 4 items): atop Ganon's Tower
Ganon's Tower (otherwise, 23 items): in Ganon's Tower

1926
Gui.py

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import queue
import threading
import tkinter as tk
from Utils import local_path
def set_icon(window):
logo = tk.PhotoImage(file=local_path('data', 'icon.png'))
window.tk.call('wm', 'iconphoto', window._w, logo)
# Although tkinter is intended to be thread safe, there are many reports of issues
# some which may be platform specific, or depend on if the TCL library was compiled without
# multithreading support. Therefore I will assume it is not thread safe to avoid any possible problems
class BackgroundTask(object):
def __init__(self, window, code_to_run, *args):
self.window = window
self.queue = queue.Queue()
self.running = True
self.process_queue()
self.task = threading.Thread(target=code_to_run, args=(self, *args))
self.task.start()
def stop(self):
self.running = False
# safe to call from worker
def queue_event(self, event):
self.queue.put(event)
def process_queue(self):
try:
while True:
if not self.running:
return
event = self.queue.get_nowait()
event()
if self.running:
#if self is no longer running self.window may no longer be valid
self.window.update_idletasks()
except queue.Empty:
pass
if self.running:
self.window.after(100, self.process_queue)
class BackgroundTaskProgress(BackgroundTask):
def __init__(self, parent, code_to_run, title, *args):
self.parent = parent
self.window = tk.Toplevel(parent)
self.window['padx'] = 5
self.window['pady'] = 5
try:
self.window.attributes("-toolwindow", 1)
except tk.TclError:
pass
self.window.wm_title(title)
self.label_var = tk.StringVar()
self.label_var.set("")
self.label = tk.Label(self.window, textvariable=self.label_var, width=50)
self.label.pack()
self.window.resizable(width=False, height=False)
set_icon(self.window)
self.window.focus()
super().__init__(self.window, code_to_run, *args)
#safe to call from worker thread
def update_status(self, text):
self.queue_event(lambda: self.label_var.set(text))
# only call this in an event callback
def close_window(self):
self.stop()
self.window.destroy()
class ToolTips(object):
# This class derived from wckToolTips which is available under the following license:
# Copyright (c) 1998-2007 by Secret Labs AB
# Copyright (c) 1998-2007 by Fredrik Lundh
#
# By obtaining, using, and/or copying this software and/or its
# associated documentation, you agree that you have read, understood,
# and will comply with the following terms and conditions:
#
# Permission to use, copy, modify, and distribute this software and its
# associated documentation for any purpose and without fee is hereby
# granted, provided that the above copyright notice appears in all
# copies, and that both that copyright notice and this permission notice
# appear in supporting documentation, and that the name of Secret Labs
# AB or the author not be used in advertising or publicity pertaining to
# distribution of the software without specific, written prior
# permission.
#
# SECRET LABS AB AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO
# THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
# FITNESS. IN NO EVENT SHALL SECRET LABS AB OR THE AUTHOR BE LIABLE FOR
# ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
# WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
# ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
# OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
label = None
window = None
active = 0
tag = None
after_id = None
@classmethod
def getcontroller(cls, widget):
if cls.tag is None:
cls.tag = "ui_tooltip_%d" % id(cls)
widget.bind_class(cls.tag, "<Enter>", cls.enter)
widget.bind_class(cls.tag, "<Leave>", cls.leave)
widget.bind_class(cls.tag, "<Motion>", cls.motion)
widget.bind_class(cls.tag, "<Destroy>", cls.leave)
# pick suitable colors for tooltips
try:
cls.bg = "systeminfobackground"
cls.fg = "systeminfotext"
widget.winfo_rgb(cls.fg) # make sure system colors exist
widget.winfo_rgb(cls.bg)
except Exception:
cls.bg = "#ffffe0"
cls.fg = "black"
return cls.tag
@classmethod
def register(cls, widget, text):
widget.ui_tooltip_text = text
tags = list(widget.bindtags())
tags.append(cls.getcontroller(widget))
widget.bindtags(tuple(tags))
@classmethod
def unregister(cls, widget):
tags = list(widget.bindtags())
tags.remove(cls.getcontroller(widget))
widget.bindtags(tuple(tags))
# event handlers
@classmethod
def enter(cls, event):
widget = event.widget
if not cls.label:
# create and hide balloon help window
cls.popup = tk.Toplevel(bg=cls.fg, bd=1)
cls.popup.overrideredirect(1)
cls.popup.withdraw()
cls.label = tk.Label(
cls.popup, fg=cls.fg, bg=cls.bg, bd=0, padx=2, justify=tk.LEFT
)
cls.label.pack()
cls.active = 0
cls.xy = event.x_root + 16, event.y_root + 10
cls.event_xy = event.x, event.y
cls.after_id = widget.after(200, cls.display, widget)
@classmethod
def motion(cls, event):
cls.xy = event.x_root + 16, event.y_root + 10
cls.event_xy = event.x, event.y
@classmethod
def display(cls, widget):
if not cls.active:
# display balloon help window
text = widget.ui_tooltip_text
if callable(text):
text = text(widget, cls.event_xy)
cls.label.config(text=text)
cls.popup.deiconify()
cls.popup.lift()
cls.popup.geometry("+%d+%d" % cls.xy)
cls.active = 1
cls.after_id = None
@classmethod
def leave(cls, event):
widget = event.widget
if cls.active:
cls.popup.withdraw()
cls.active = 0
if cls.after_id:
widget.after_cancel(cls.after_id)
cls.after_id = None

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@ -1,17 +1,26 @@
#!/usr/bin/env python3
import argparse
import json
import os
import logging
import queue
import random
import shutil
import textwrap
import sys
import threading
import time
from tkinter import Tk
from Gui import update_sprites
from GuiUtils import BackgroundTaskProgress
import tkinter as tk
from argparse import Namespace
from concurrent.futures import as_completed, ThreadPoolExecutor
from glob import glob
from tkinter import Tk, Frame, Label, StringVar, Entry, filedialog, messagebox, Button, LEFT, X, TOP, LabelFrame, \
IntVar, Checkbutton, E, OptionMenu, Toplevel, BOTTOM, RIGHT, font as font, PhotoImage
from urllib.parse import urlparse
from urllib.request import urlopen
from worlds.alttp.Rom import Sprite, LocalRom, apply_rom_settings
from Utils import output_path
from Utils import output_path, local_path, open_file
class AdjusterWorld(object):
@ -155,8 +164,6 @@ def adjust(args):
def adjustGUI():
from tkinter import Tk, LEFT, BOTTOM, TOP, \
StringVar, Frame, Label, X, Entry, Button, filedialog, messagebox, ttk
from Gui import get_rom_options_frame, get_rom_frame
from GuiUtils import set_icon
from argparse import Namespace
from Main import __version__ as MWVersion
adjustWindow = Tk()
@ -239,5 +246,859 @@ def run_sprite_update():
print("Done updating sprites")
def update_sprites(task, on_finish=None):
resultmessage = ""
successful = True
sprite_dir = local_path("data", "sprites", "alttpr")
os.makedirs(sprite_dir, exist_ok=True)
def finished():
task.close_window()
if on_finish:
on_finish(successful, resultmessage)
try:
task.update_status("Downloading alttpr sprites list")
with urlopen('https://alttpr.com/sprites') as response:
sprites_arr = json.loads(response.read().decode("utf-8"))
except Exception as e:
resultmessage = "Error getting list of alttpr sprites. Sprites not updated.\n\n%s: %s" % (type(e).__name__, e)
successful = False
task.queue_event(finished)
return
try:
task.update_status("Determining needed sprites")
current_sprites = [os.path.basename(file) for file in glob(sprite_dir + '/*')]
alttpr_sprites = [(sprite['file'], os.path.basename(urlparse(sprite['file']).path))
for sprite in sprites_arr if sprite["author"] != "Nintendo"]
needed_sprites = [(sprite_url, filename) for (sprite_url, filename) in alttpr_sprites if filename not in current_sprites]
alttpr_filenames = [filename for (_, filename) in alttpr_sprites]
obsolete_sprites = [sprite for sprite in current_sprites if sprite not in alttpr_filenames]
except Exception as e:
resultmessage = "Error Determining which sprites to update. Sprites not updated.\n\n%s: %s" % (type(e).__name__, e)
successful = False
task.queue_event(finished)
return
def dl(sprite_url, filename):
target = os.path.join(sprite_dir, filename)
with urlopen(sprite_url) as response, open(target, 'wb') as out:
shutil.copyfileobj(response, out)
def rem(sprite):
os.remove(os.path.join(sprite_dir, sprite))
with ThreadPoolExecutor() as pool:
dl_tasks = []
rem_tasks = []
for (sprite_url, filename) in needed_sprites:
dl_tasks.append(pool.submit(dl, sprite_url, filename))
for sprite in obsolete_sprites:
rem_tasks.append(pool.submit(rem, sprite))
deleted = 0
updated = 0
for dl_task in as_completed(dl_tasks):
updated += 1
task.update_status("Downloading needed sprite %g/%g" % (updated, len(needed_sprites)))
try:
dl_task.result()
except Exception as e:
logging.exception(e)
resultmessage = "Error downloading sprite. Not all sprites updated.\n\n%s: %s" % (
type(e).__name__, e)
successful = False
for rem_task in as_completed(rem_tasks):
deleted += 1
task.update_status("Removing obsolete sprite %g/%g" % (deleted, len(obsolete_sprites)))
try:
rem_task.result()
except Exception as e:
logging.exception(e)
resultmessage = "Error removing obsolete sprite. Not all sprites updated.\n\n%s: %s" % (
type(e).__name__, e)
successful = False
if successful:
resultmessage = "alttpr sprites updated successfully"
task.queue_event(finished)
def set_icon(window):
logo = tk.PhotoImage(file=local_path('data', 'icon.png'))
window.tk.call('wm', 'iconphoto', window._w, logo)
class BackgroundTask(object):
def __init__(self, window, code_to_run, *args):
self.window = window
self.queue = queue.Queue()
self.running = True
self.process_queue()
self.task = threading.Thread(target=code_to_run, args=(self, *args))
self.task.start()
def stop(self):
self.running = False
# safe to call from worker
def queue_event(self, event):
self.queue.put(event)
def process_queue(self):
try:
while True:
if not self.running:
return
event = self.queue.get_nowait()
event()
if self.running:
#if self is no longer running self.window may no longer be valid
self.window.update_idletasks()
except queue.Empty:
pass
if self.running:
self.window.after(100, self.process_queue)
class BackgroundTaskProgress(BackgroundTask):
def __init__(self, parent, code_to_run, title, *args):
self.parent = parent
self.window = tk.Toplevel(parent)
self.window['padx'] = 5
self.window['pady'] = 5
try:
self.window.attributes("-toolwindow", 1)
except tk.TclError:
pass
self.window.wm_title(title)
self.label_var = tk.StringVar()
self.label_var.set("")
self.label = tk.Label(self.window, textvariable=self.label_var, width=50)
self.label.pack()
self.window.resizable(width=False, height=False)
set_icon(self.window)
self.window.focus()
super().__init__(self.window, code_to_run, *args)
# safe to call from worker thread
def update_status(self, text):
self.queue_event(lambda: self.label_var.set(text))
# only call this in an event callback
def close_window(self):
self.stop()
self.window.destroy()
def get_rom_frame(parent=None):
romFrame = Frame(parent)
baseRomLabel = Label(romFrame, text='LttP Base Rom: ')
romVar = StringVar(value="Zelda no Densetsu - Kamigami no Triforce (Japan).sfc")
romEntry = Entry(romFrame, textvariable=romVar)
def RomSelect():
rom = filedialog.askopenfilename(filetypes=[("Rom Files", (".sfc", ".smc")), ("All Files", "*")])
import Patch
try:
Patch.get_base_rom_bytes(rom) # throws error on checksum fail
except Exception as e:
logging.exception(e)
messagebox.showerror(title="Error while reading ROM", message=str(e))
else:
romVar.set(rom)
romSelectButton['state'] = "disabled"
romSelectButton["text"] = "ROM verified"
romSelectButton = Button(romFrame, text='Select Rom', command=RomSelect)
baseRomLabel.pack(side=LEFT)
romEntry.pack(side=LEFT, expand=True, fill=X)
romSelectButton.pack(side=LEFT)
romFrame.pack(side=TOP, expand=True, fill=X)
return romFrame, romVar
def get_rom_options_frame(parent=None):
romOptionsFrame = LabelFrame(parent, text="Rom options")
romOptionsFrame.columnconfigure(0, weight=1)
romOptionsFrame.columnconfigure(1, weight=1)
for i in range(5):
romOptionsFrame.rowconfigure(i, weight=1)
vars = Namespace()
vars.disableMusicVar = IntVar()
disableMusicCheckbutton = Checkbutton(romOptionsFrame, text="Disable music", variable=vars.disableMusicVar)
disableMusicCheckbutton.grid(row=0, column=0, sticky=E)
vars.disableFlashingVar = IntVar(value=1)
disableFlashingCheckbutton = Checkbutton(romOptionsFrame, text="Disable flashing (anti-epilepsy)", variable=vars.disableFlashingVar)
disableFlashingCheckbutton.grid(row=6, column=0, sticky=E)
spriteDialogFrame = Frame(romOptionsFrame)
spriteDialogFrame.grid(row=0, column=1)
baseSpriteLabel = Label(spriteDialogFrame, text='Sprite:')
vars.spriteNameVar = StringVar()
vars.sprite = None
def set_sprite(sprite_param):
nonlocal vars
if isinstance(sprite_param, str):
vars.sprite = sprite_param
vars.spriteNameVar.set(sprite_param)
elif sprite_param is None or not sprite_param.valid:
vars.sprite = None
vars.spriteNameVar.set('(unchanged)')
else:
vars.sprite = sprite_param
vars.spriteNameVar.set(vars.sprite.name)
set_sprite(None)
vars.spriteNameVar.set('(unchanged)')
spriteEntry = Label(spriteDialogFrame, textvariable=vars.spriteNameVar)
def SpriteSelect():
nonlocal vars
SpriteSelector(parent, set_sprite, spritePool=vars.sprite_pool)
spriteSelectButton = Button(spriteDialogFrame, text='...', command=SpriteSelect)
baseSpriteLabel.pack(side=LEFT)
spriteEntry.pack(side=LEFT)
spriteSelectButton.pack(side=LEFT)
vars.quickSwapVar = IntVar(value=1)
quickSwapCheckbutton = Checkbutton(romOptionsFrame, text="L/R Quickswapping", variable=vars.quickSwapVar)
quickSwapCheckbutton.grid(row=1, column=0, sticky=E)
fastMenuFrame = Frame(romOptionsFrame)
fastMenuFrame.grid(row=1, column=1, sticky=E)
fastMenuLabel = Label(fastMenuFrame, text='Menu speed')
fastMenuLabel.pack(side=LEFT)
vars.fastMenuVar = StringVar()
vars.fastMenuVar.set('normal')
fastMenuOptionMenu = OptionMenu(fastMenuFrame, vars.fastMenuVar, 'normal', 'instant', 'double', 'triple', 'quadruple', 'half')
fastMenuOptionMenu.pack(side=LEFT)
heartcolorFrame = Frame(romOptionsFrame)
heartcolorFrame.grid(row=2, column=0, sticky=E)
heartcolorLabel = Label(heartcolorFrame, text='Heart color')
heartcolorLabel.pack(side=LEFT)
vars.heartcolorVar = StringVar()
vars.heartcolorVar.set('red')
heartcolorOptionMenu = OptionMenu(heartcolorFrame, vars.heartcolorVar, 'red', 'blue', 'green', 'yellow', 'random')
heartcolorOptionMenu.pack(side=LEFT)
heartbeepFrame = Frame(romOptionsFrame)
heartbeepFrame.grid(row=2, column=1, sticky=E)
heartbeepLabel = Label(heartbeepFrame, text='Heartbeep')
heartbeepLabel.pack(side=LEFT)
vars.heartbeepVar = StringVar()
vars.heartbeepVar.set('normal')
heartbeepOptionMenu = OptionMenu(heartbeepFrame, vars.heartbeepVar, 'double', 'normal', 'half', 'quarter', 'off')
heartbeepOptionMenu.pack(side=LEFT)
owPalettesFrame = Frame(romOptionsFrame)
owPalettesFrame.grid(row=3, column=0, sticky=E)
owPalettesLabel = Label(owPalettesFrame, text='Overworld palettes')
owPalettesLabel.pack(side=LEFT)
vars.owPalettesVar = StringVar()
vars.owPalettesVar.set('default')
owPalettesOptionMenu = OptionMenu(owPalettesFrame, vars.owPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
owPalettesOptionMenu.pack(side=LEFT)
uwPalettesFrame = Frame(romOptionsFrame)
uwPalettesFrame.grid(row=3, column=1, sticky=E)
uwPalettesLabel = Label(uwPalettesFrame, text='Dungeon palettes')
uwPalettesLabel.pack(side=LEFT)
vars.uwPalettesVar = StringVar()
vars.uwPalettesVar.set('default')
uwPalettesOptionMenu = OptionMenu(uwPalettesFrame, vars.uwPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
uwPalettesOptionMenu.pack(side=LEFT)
hudPalettesFrame = Frame(romOptionsFrame)
hudPalettesFrame.grid(row=4, column=0, sticky=E)
hudPalettesLabel = Label(hudPalettesFrame, text='HUD palettes')
hudPalettesLabel.pack(side=LEFT)
vars.hudPalettesVar = StringVar()
vars.hudPalettesVar.set('default')
hudPalettesOptionMenu = OptionMenu(hudPalettesFrame, vars.hudPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
hudPalettesOptionMenu.pack(side=LEFT)
swordPalettesFrame = Frame(romOptionsFrame)
swordPalettesFrame.grid(row=4, column=1, sticky=E)
swordPalettesLabel = Label(swordPalettesFrame, text='Sword palettes')
swordPalettesLabel.pack(side=LEFT)
vars.swordPalettesVar = StringVar()
vars.swordPalettesVar.set('default')
swordPalettesOptionMenu = OptionMenu(swordPalettesFrame, vars.swordPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
swordPalettesOptionMenu.pack(side=LEFT)
shieldPalettesFrame = Frame(romOptionsFrame)
shieldPalettesFrame.grid(row=5, column=0, sticky=E)
shieldPalettesLabel = Label(shieldPalettesFrame, text='Shield palettes')
shieldPalettesLabel.pack(side=LEFT)
vars.shieldPalettesVar = StringVar()
vars.shieldPalettesVar.set('default')
shieldPalettesOptionMenu = OptionMenu(shieldPalettesFrame, vars.shieldPalettesVar, 'default', 'random', 'blackout', 'grayscale', 'negative', 'classic', 'dizzy', 'sick', 'puke')
shieldPalettesOptionMenu.pack(side=LEFT)
spritePoolFrame = Frame(romOptionsFrame)
spritePoolFrame.grid(row=5, column=1)
baseSpritePoolLabel = Label(spritePoolFrame, text='Sprite Pool:')
vars.spritePoolCountVar = StringVar()
vars.sprite_pool = []
def set_sprite_pool(sprite_param):
nonlocal vars
operation = "add"
if isinstance(sprite_param, tuple):
operation, sprite_param = sprite_param
if isinstance(sprite_param, Sprite) and sprite_param.valid:
sprite_param = sprite_param.name
if isinstance(sprite_param, str):
if operation == "add":
vars.sprite_pool.append(sprite_param)
elif operation == "remove":
vars.sprite_pool.remove(sprite_param)
elif operation == "clear":
vars.sprite_pool.clear()
vars.spritePoolCountVar.set(str(len(vars.sprite_pool)))
set_sprite_pool(None)
vars.spritePoolCountVar.set('0')
spritePoolEntry = Label(spritePoolFrame, textvariable=vars.spritePoolCountVar)
def SpritePoolSelect():
nonlocal vars
SpriteSelector(parent, set_sprite_pool, randomOnEvent=False, spritePool=vars.sprite_pool)
def SpritePoolClear():
nonlocal vars
vars.sprite_pool.clear()
vars.spritePoolCountVar.set('0')
spritePoolSelectButton = Button(spritePoolFrame, text='...', command=SpritePoolSelect)
spritePoolClearButton = Button(spritePoolFrame, text='Clear', command=SpritePoolClear)
baseSpritePoolLabel.pack(side=LEFT)
spritePoolEntry.pack(side=LEFT)
spritePoolSelectButton.pack(side=LEFT)
spritePoolClearButton.pack(side=LEFT)
return romOptionsFrame, vars, set_sprite
class SpriteSelector():
def __init__(self, parent, callback, adjuster=False, randomOnEvent=True, spritePool=None):
self.deploy_icons()
self.parent = parent
self.window = Toplevel(parent)
self.callback = callback
self.adjuster = adjuster
self.randomOnEvent = randomOnEvent
self.spritePoolButtons = None
self.window.wm_title("TAKE ANY ONE YOU WANT")
self.window['padx'] = 5
self.window['pady'] = 5
self.spritesPerRow = 32
self.all_sprites = []
self.sprite_pool = spritePool
def open_custom_sprite_dir(_evt):
open_file(self.custom_sprite_dir)
alttpr_frametitle = Label(self.window, text='ALTTPR Sprites')
custom_frametitle = Frame(self.window)
title_text = Label(custom_frametitle, text="Custom Sprites")
title_link = Label(custom_frametitle, text="(open)", fg="blue", cursor="hand2")
title_text.pack(side=LEFT)
title_link.pack(side=LEFT)
title_link.bind("<Button-1>", open_custom_sprite_dir)
self.icon_section(alttpr_frametitle, self.alttpr_sprite_dir, 'ALTTPR sprites not found. Click "Update alttpr sprites" to download them.')
self.icon_section(custom_frametitle, self.custom_sprite_dir, 'Put sprites in the custom sprites folder (see open link above) to have them appear here.')
if not randomOnEvent:
self.sprite_pool_section(spritePool)
frame = Frame(self.window)
frame.pack(side=BOTTOM, fill=X, pady=5)
if self.randomOnEvent:
button = Button(frame, text="Browse for file...", command=self.browse_for_sprite)
button.pack(side=RIGHT, padx=(5, 0))
button = Button(frame, text="Update alttpr sprites", command=self.update_alttpr_sprites)
button.pack(side=RIGHT, padx=(5, 0))
button = Button(frame, text="Default Link sprite", command=self.use_default_link_sprite)
button.pack(side=LEFT, padx=(0, 5))
self.randomButtonText = StringVar()
button = Button(frame, textvariable=self.randomButtonText, command=self.use_random_sprite)
button.pack(side=LEFT, padx=(0, 5))
self.randomButtonText.set("Random")
self.randomOnEventText = StringVar()
self.randomOnHitVar = IntVar()
self.randomOnEnterVar = IntVar()
self.randomOnExitVar = IntVar()
self.randomOnSlashVar = IntVar()
self.randomOnItemVar = IntVar()
self.randomOnBonkVar = IntVar()
self.randomOnRandomVar = IntVar()
if self.randomOnEvent:
button = Checkbutton(frame, text="Hit", command=self.update_random_button, variable=self.randomOnHitVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Enter", command=self.update_random_button, variable=self.randomOnEnterVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Exit", command=self.update_random_button, variable=self.randomOnExitVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Slash", command=self.update_random_button, variable=self.randomOnSlashVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Item", command=self.update_random_button, variable=self.randomOnItemVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Bonk", command=self.update_random_button, variable=self.randomOnBonkVar)
button.pack(side=LEFT, padx=(0, 5))
button = Checkbutton(frame, text="Random", command=self.update_random_button, variable=self.randomOnRandomVar)
button.pack(side=LEFT, padx=(0, 5))
if adjuster:
button = Button(frame, text="Current sprite from rom", command=self.use_default_sprite)
button.pack(side=LEFT, padx=(0, 5))
set_icon(self.window)
self.window.focus()
def remove_from_sprite_pool(self, button, spritename):
self.callback(("remove", spritename))
self.spritePoolButtons.buttons.remove(button)
button.destroy()
def add_to_sprite_pool(self, spritename):
if isinstance(spritename, str):
if spritename == "random":
button = Button(self.spritePoolButtons, text="?")
button['font'] = font.Font(size=19)
button.configure(command=lambda spr="random": self.remove_from_sprite_pool(button, spr))
ToolTips.register(button, "Random")
self.spritePoolButtons.buttons.append(button)
else:
spritename = Sprite.get_sprite_from_name(spritename)
if isinstance(spritename, Sprite) and spritename.valid:
image = get_image_for_sprite(spritename)
if image is None:
return
button = Button(self.spritePoolButtons, image=image)
button.configure(command=lambda spr=spritename: self.remove_from_sprite_pool(button, spr.name))
ToolTips.register(button, spritename.name +
f"\nBy: {spritename.author_name if spritename.author_name else ''}")
button.image = image
self.spritePoolButtons.buttons.append(button)
self.grid_fill_sprites(self.spritePoolButtons)
def sprite_pool_section(self, spritePool):
def clear_sprite_pool(_evt):
self.callback(("clear", "Clear"))
for button in self.spritePoolButtons.buttons:
button.destroy()
self.spritePoolButtons.buttons.clear()
frametitle = Frame(self.window)
title_text = Label(frametitle, text="Sprite Pool")
title_link = Label(frametitle, text="(clear)", fg="blue", cursor="hand2")
title_text.pack(side=LEFT)
title_link.pack(side=LEFT)
title_link.bind("<Button-1>", clear_sprite_pool)
self.spritePoolButtons = LabelFrame(self.window, labelwidget=frametitle, padx=5, pady=5)
self.spritePoolButtons.pack(side=TOP, fill=X)
self.spritePoolButtons.buttons = []
def update_sprites(event):
self.spritesPerRow = (event.width - 10) // 38
self.grid_fill_sprites(self.spritePoolButtons)
self.grid_fill_sprites(self.spritePoolButtons)
self.spritePoolButtons.bind("<Configure>", update_sprites)
if spritePool:
for sprite in spritePool:
self.add_to_sprite_pool(sprite)
def icon_section(self, frame_label, path, no_results_label):
frame = LabelFrame(self.window, labelwidget=frame_label, padx=5, pady=5)
frame.pack(side=TOP, fill=X)
sprites = []
for file in os.listdir(path):
sprites.append((file, Sprite(os.path.join(path, file))))
sprites.sort(key=lambda s: str.lower(s[1].name or "").strip())
frame.buttons = []
for file, sprite in sprites:
image = get_image_for_sprite(sprite)
if image is None:
continue
self.all_sprites.append(sprite)
button = Button(frame, image=image, command=lambda spr=sprite: self.select_sprite(spr))
ToolTips.register(button, sprite.name +
("\nBy: %s" % sprite.author_name if sprite.author_name else "") +
f"\nFrom: {file}")
button.image = image
frame.buttons.append(button)
if not frame.buttons:
label = Label(frame, text=no_results_label)
label.pack()
def update_sprites(event):
self.spritesPerRow = (event.width - 10) // 38
self.grid_fill_sprites(frame)
self.grid_fill_sprites(frame)
frame.bind("<Configure>", update_sprites)
def grid_fill_sprites(self, frame):
for i, button in enumerate(frame.buttons):
button.grid(row=i // self.spritesPerRow, column=i % self.spritesPerRow)
def update_alttpr_sprites(self):
# need to wrap in try catch. We don't want errors getting the json or downloading the files to break us.
self.window.destroy()
self.parent.update()
def on_finish(successful, resultmessage):
if successful:
messagebox.showinfo("Sprite Updater", resultmessage)
else:
logging.error(resultmessage)
messagebox.showerror("Sprite Updater", resultmessage)
SpriteSelector(self.parent, self.callback, self.adjuster)
BackgroundTaskProgress(self.parent, update_sprites, "Updating Sprites", on_finish)
def browse_for_sprite(self):
sprite = filedialog.askopenfilename(
filetypes=[("All Sprite Sources", (".zspr", ".spr", ".sfc", ".smc")),
("ZSprite files", ".zspr"),
("Sprite files", ".spr"),
("Rom Files", (".sfc", ".smc")),
("All Files", "*")])
try:
self.callback(Sprite(sprite))
except Exception:
self.callback(None)
self.window.destroy()
def use_default_sprite(self):
self.callback(None)
self.window.destroy()
def use_default_link_sprite(self):
if self.randomOnEvent:
self.callback(Sprite.default_link_sprite())
self.window.destroy()
else:
self.callback("link")
self.add_to_sprite_pool("link")
def update_random_button(self):
if self.randomOnRandomVar.get():
randomon = "random"
else:
randomon = "-hit" if self.randomOnHitVar.get() else ""
randomon += "-enter" if self.randomOnEnterVar.get() else ""
randomon += "-exit" if self.randomOnExitVar.get() else ""
randomon += "-slash" if self.randomOnSlashVar.get() else ""
randomon += "-item" if self.randomOnItemVar.get() else ""
randomon += "-bonk" if self.randomOnBonkVar.get() else ""
self.randomOnEventText.set(f"randomon{randomon}" if randomon else None)
self.randomButtonText.set("Random On Event" if randomon else "Random")
def use_random_sprite(self):
if not self.randomOnEvent:
self.callback("random")
self.add_to_sprite_pool("random")
return
elif self.randomOnEventText.get():
self.callback(self.randomOnEventText.get())
elif self.sprite_pool:
self.callback(random.choice(self.sprite_pool))
elif self.all_sprites:
self.callback(random.choice(self.all_sprites))
else:
self.callback(None)
self.window.destroy()
def select_sprite(self, spritename):
self.callback(spritename)
if self.randomOnEvent:
self.window.destroy()
else:
self.add_to_sprite_pool(spritename)
def deploy_icons(self):
if not os.path.exists(self.custom_sprite_dir):
os.makedirs(self.custom_sprite_dir)
@property
def alttpr_sprite_dir(self):
return local_path("data", "sprites", "alttpr")
@property
def custom_sprite_dir(self):
return local_path("data", "sprites", "custom")
def get_image_for_sprite(sprite, gif_only: bool = False):
if not sprite.valid:
return None
height = 24
width = 16
def draw_sprite_into_gif(add_palette_color, set_pixel_color_index):
def drawsprite(spr, pal_as_colors, offset):
for y, row in enumerate(spr):
for x, pal_index in enumerate(row):
if pal_index:
color = pal_as_colors[pal_index - 1]
set_pixel_color_index(x + offset[0], y + offset[1], color)
add_palette_color(16, (40, 40, 40))
shadow = [
[0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1],
[0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 0],
[0, 0, 0, 1, 1, 1, 1, 1, 1, 0, 0, 0],
]
drawsprite(shadow, [16], (2, 17))
palettes = sprite.decode_palette()
for i in range(15):
add_palette_color(i + 1, palettes[0][i])
body = sprite.decode16(0x4C0)
drawsprite(body, list(range(1, 16)), (0, 8))
head = sprite.decode16(0x40)
drawsprite(head, list(range(1, 16)), (0, 0))
def make_gif(callback):
gif_header = b'GIF89a'
gif_lsd = bytearray(7)
gif_lsd[0] = width
gif_lsd[2] = height
gif_lsd[4] = 0xF4 # 32 color palette follows. transparant + 15 for sprite + 1 for shadow=17 which rounds up to 32 as nearest power of 2
gif_lsd[5] = 0 # background color is zero
gif_lsd[6] = 0 # aspect raio not specified
gif_gct = bytearray(3 * 32)
gif_gce = bytearray(8)
gif_gce[0] = 0x21 # start of extention blocked
gif_gce[1] = 0xF9 # identifies this as the Graphics Control extension
gif_gce[2] = 4 # we are suppling only the 4 four bytes
gif_gce[3] = 0x01 # this gif includes transparency
gif_gce[4] = gif_gce[5] = 0 # animation frrame delay (unused)
gif_gce[6] = 0 # transparent color is index 0
gif_gce[7] = 0 # end of gif_gce
gif_id = bytearray(10)
gif_id[0] = 0x2c
# byte 1,2 are image left. 3,4 are image top both are left as zerosuitsamus
gif_id[5] = width
gif_id[7] = height
gif_id[9] = 0 # no local color table
gif_img_minimum_code_size = bytes([7]) # we choose 7 bits, so that each pixel is represented by a byte, for conviennce.
clear = 0x80
stop = 0x81
unchunked_image_data = bytearray(height * (width + 1) + 1)
# we technically need a Clear code once every 125 bytes, but we do it at the start of every row for simplicity
for row in range(height):
unchunked_image_data[row * (width + 1)] = clear
unchunked_image_data[-1] = stop
def add_palette_color(index, color):
gif_gct[3 * index] = color[0]
gif_gct[3 * index + 1] = color[1]
gif_gct[3 * index + 2] = color[2]
def set_pixel_color_index(x, y, color):
unchunked_image_data[y * (width + 1) + x + 1] = color
callback(add_palette_color, set_pixel_color_index)
def chunk_image(img):
for i in range(0, len(img), 255):
chunk = img[i:i + 255]
yield bytes([len(chunk)])
yield chunk
gif_img = b''.join([gif_img_minimum_code_size] + list(chunk_image(unchunked_image_data)) + [b'\x00'])
gif = b''.join([gif_header, gif_lsd, gif_gct, gif_gce, gif_id, gif_img, b'\x3b'])
return gif
gif_data = make_gif(draw_sprite_into_gif)
if gif_only:
return gif_data
image = PhotoImage(data=gif_data)
return image.zoom(2)
class ToolTips(object):
# This class derived from wckToolTips which is available under the following license:
# Copyright (c) 1998-2007 by Secret Labs AB
# Copyright (c) 1998-2007 by Fredrik Lundh
#
# By obtaining, using, and/or copying this software and/or its
# associated documentation, you agree that you have read, understood,
# and will comply with the following terms and conditions:
#
# Permission to use, copy, modify, and distribute this software and its
# associated documentation for any purpose and without fee is hereby
# granted, provided that the above copyright notice appears in all
# copies, and that both that copyright notice and this permission notice
# appear in supporting documentation, and that the name of Secret Labs
# AB or the author not be used in advertising or publicity pertaining to
# distribution of the software without specific, written prior
# permission.
#
# SECRET LABS AB AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO
# THIS SOFTWARE, INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
# FITNESS. IN NO EVENT SHALL SECRET LABS AB OR THE AUTHOR BE LIABLE FOR
# ANY SPECIAL, INDIRECT OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
# WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN
# ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT
# OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
label = None
window = None
active = 0
tag = None
after_id = None
@classmethod
def getcontroller(cls, widget):
if cls.tag is None:
cls.tag = "ui_tooltip_%d" % id(cls)
widget.bind_class(cls.tag, "<Enter>", cls.enter)
widget.bind_class(cls.tag, "<Leave>", cls.leave)
widget.bind_class(cls.tag, "<Motion>", cls.motion)
widget.bind_class(cls.tag, "<Destroy>", cls.leave)
# pick suitable colors for tooltips
try:
cls.bg = "systeminfobackground"
cls.fg = "systeminfotext"
widget.winfo_rgb(cls.fg) # make sure system colors exist
widget.winfo_rgb(cls.bg)
except Exception:
cls.bg = "#ffffe0"
cls.fg = "black"
return cls.tag
@classmethod
def register(cls, widget, text):
widget.ui_tooltip_text = text
tags = list(widget.bindtags())
tags.append(cls.getcontroller(widget))
widget.bindtags(tuple(tags))
@classmethod
def unregister(cls, widget):
tags = list(widget.bindtags())
tags.remove(cls.getcontroller(widget))
widget.bindtags(tuple(tags))
# event handlers
@classmethod
def enter(cls, event):
widget = event.widget
if not cls.label:
# create and hide balloon help window
cls.popup = tk.Toplevel(bg=cls.fg, bd=1)
cls.popup.overrideredirect(1)
cls.popup.withdraw()
cls.label = tk.Label(
cls.popup, fg=cls.fg, bg=cls.bg, bd=0, padx=2, justify=tk.LEFT
)
cls.label.pack()
cls.active = 0
cls.xy = event.x_root + 16, event.y_root + 10
cls.event_xy = event.x, event.y
cls.after_id = widget.after(200, cls.display, widget)
@classmethod
def motion(cls, event):
cls.xy = event.x_root + 16, event.y_root + 10
cls.event_xy = event.x, event.y
@classmethod
def display(cls, widget):
if not cls.active:
# display balloon help window
text = widget.ui_tooltip_text
if callable(text):
text = text(widget, cls.event_xy)
cls.label.config(text=text)
cls.popup.deiconify()
cls.popup.lift()
cls.popup.geometry("+%d+%d" % cls.xy)
cls.active = 1
cls.after_id = None
@classmethod
def leave(cls, event):
widget = event.widget
if cls.active:
cls.popup.withdraw()
cls.active = 0
if cls.after_id:
widget.after_cancel(cls.after_id)
cls.after_id = None
if __name__ == '__main__':
main()
main()

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@ -6,7 +6,10 @@ from Utils import local_path
def update_sprites_lttp():
from Gui import Tk, BackgroundTaskProgress, Sprite, get_image_for_sprite, update_sprites
from tkinter import Tk
from LttPAdjuster import get_image_for_sprite
from LttPAdjuster import BackgroundTaskProgress
from LttPAdjuster import update_sprites
# Target directories
input_dir = local_path("data", "sprites", "alttpr")

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@ -15,7 +15,7 @@ libfolder = Path(buildfolder, "lib")
library = Path(libfolder, "library.zip")
print("Outputting to: " + sbuildfolder)
icon = "icon.ico"
icon = os.path.join("data", "icon.ico")
if os.path.exists("X:/pw.txt"):
print("Using signtool")