Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 422:52829ebe2561
Refactor window management in its own class.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:07:15 +0200 |
parents | b1248bab2d0f |
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rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> |
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4 ## |
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5 ## This program is free software; you can redistribute it and/or modify |
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6 ## it under the terms of the GNU General Public License as published |
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7 ## by the Free Software Foundation; version 3 only. |
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8 ## |
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9 ## This program is distributed in the hope that it will be useful, |
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 ## GNU General Public License for more details. |
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13 ## |
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14 |
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15 from pytouhou.lib import sdl |
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16 |
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17 from pyglet.gl import (glMatrixMode, glEnable, glDisable, glViewport, |
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18 glScissor, glLoadMatrixf, glGenBuffers, glDeleteBuffers, |
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19 GL_MODELVIEW, GL_PROJECTION, GL_FOG, GL_SCISSOR_TEST) |
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20 |
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21 from pytouhou.utils.helpers import get_logger |
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22 from pytouhou.utils.maths import perspective, setup_camera, ortho_2d |
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23 |
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24 from .gamerenderer import GameRenderer |
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25 from .music import MusicPlayer, SFXPlayer, NullPlayer |
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26 from .shaders.eosd import GameShader, BackgroundShader |
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27 |
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28 from ctypes import c_uint, byref |
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29 |
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30 |
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31 logger = get_logger(__name__) |
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32 |
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33 |
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34 class GameRunner(GameRenderer): |
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35 def __init__(self, window, resource_loader, replay=None, skip=False): |
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36 GameRenderer.__init__(self, resource_loader) |
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37 |
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38 self.window = window |
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39 self.replay_level = None |
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40 self.skip = skip |
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41 self.keystate = 0 |
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42 |
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43 self.use_fixed_pipeline = window.use_fixed_pipeline #XXX |
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44 self.width = window.width #XXX |
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45 self.height = window.height #XXX |
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46 |
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47 if not self.use_fixed_pipeline: |
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48 self.game_shader = GameShader() |
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49 self.background_shader = BackgroundShader() |
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50 self.interface_shader = self.game_shader |
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51 |
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52 vbo_array = (c_uint * 2)() |
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53 glGenBuffers(2, vbo_array) |
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54 self.vbo, self.back_vbo = vbo_array |
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55 |
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56 |
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57 def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None): |
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58 self.game = game |
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59 self.background = background |
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60 |
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61 self.texture_manager.preload(game.resource_loader.instanced_anms.values()) |
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62 |
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63 if background: |
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64 self.prerender_background(background) |
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65 |
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66 self.set_input(replay) |
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67 if replay and replay.levels[game.stage - 1]: |
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68 game.players[0].state.lives = self.replay_level.lives |
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69 game.players[0].state.power = self.replay_level.power |
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70 game.players[0].state.bombs = self.replay_level.bombs |
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71 game.difficulty = self.replay_level.difficulty |
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72 |
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73 self.save_keystates = save_keystates |
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74 |
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75 game.music = MusicPlayer(game.resource_loader, bgms) |
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76 game.music.play(0) |
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77 game.sfx_player = SFXPlayer(game.resource_loader) if not self.skip else NullPlayer() |
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78 |
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79 |
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80 def set_input(self, replay=None): |
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81 if not replay or not replay.levels[self.game.stage-1]: |
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82 self.replay_level = None |
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83 else: |
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84 self.replay_level = replay.levels[self.game.stage-1] |
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85 self.keys = self.replay_level.iter_keystates() |
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86 |
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87 |
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88 def start(self): |
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89 width = self.game.interface.width if self.game else 640 |
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90 height = self.game.interface.height if self.game else 480 |
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91 if (width, height) != (self.width, self.height): |
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92 self.window.set_size(width, height) |
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93 |
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94 self.proj = perspective(30, float(self.game.width) / float(self.game.height), |
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95 101010101./2010101., 101010101./10101.) |
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96 game_view = setup_camera(0, 0, 1) |
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97 self.game_mvp = game_view * self.proj |
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98 self.interface_mvp = ortho_2d(0., float(self.width), float(self.height), 0.) |
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99 |
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100 |
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101 def finish(self): |
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102 #TODO: actually clean after buffers are not needed anymore. |
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103 #if not self.use_fixed_pipeline: |
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104 # vbo_array = (c_uint * 2)(self.vbo, self.back_vbo) |
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105 # glDeleteBuffers(2, vbo_array) |
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106 pass |
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107 |
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108 |
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109 def update(self): |
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110 if self.background: |
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111 self.background.update(self.game.frame) |
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112 for event in sdl.poll_events(): |
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113 type_ = event[0] |
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114 if type_ == sdl.KEYDOWN: |
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115 scancode = event[1] |
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116 if scancode == sdl.SCANCODE_ESCAPE: |
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117 return False #TODO: implement the pause. |
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118 elif type_ == sdl.QUIT: |
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119 return False |
131
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120 if self.game: |
187
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121 if not self.replay_level: |
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122 #TODO: allow user settings |
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123 keys = sdl.get_keyboard_state() |
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124 keystate = 0 |
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125 if keys[sdl.SCANCODE_Z]: |
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126 keystate |= 1 |
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127 if keys[sdl.SCANCODE_X]: |
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128 keystate |= 2 |
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129 if keys[sdl.SCANCODE_LSHIFT]: |
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130 keystate |= 4 |
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131 if keys[sdl.SCANCODE_UP]: |
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132 keystate |= 16 |
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133 if keys[sdl.SCANCODE_DOWN]: |
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134 keystate |= 32 |
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135 if keys[sdl.SCANCODE_LEFT]: |
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136 keystate |= 64 |
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137 if keys[sdl.SCANCODE_RIGHT]: |
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138 keystate |= 128 |
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139 if keys[sdl.SCANCODE_LCTRL]: |
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140 keystate |= 256 |
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141 else: |
374
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142 try: |
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143 keystate = self.keys.next() |
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144 except StopIteration: |
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145 keystate = 0 |
378
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146 if self.skip: |
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147 self.set_input() |
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148 self.skip = False |
379
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149 self.game.sfx_player = SFXPlayer(self.game.resource_loader) |
187
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150 |
373
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151 if self.save_keystates is not None: |
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152 self.save_keystates.append(keystate) |
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153 |
331
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154 self.game.run_iter(keystate) |
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155 if not self.skip: |
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156 self.render_game() |
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157 self.render_interface() |
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158 return True |
131
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159 |
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160 |
300
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161 def render_game(self): |
225
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162 # Switch to game projection |
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163 #TODO: move that to GameRenderer? |
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164 x, y = self.game.interface.game_pos |
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165 glViewport(x, y, self.game.width, self.game.height) |
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166 glScissor(x, y, self.game.width, self.game.height) |
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167 glEnable(GL_SCISSOR_TEST) |
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168 |
131
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169 GameRenderer.render(self) |
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170 |
300
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171 glDisable(GL_SCISSOR_TEST) |
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172 |
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173 |
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174 def render_interface(self): |
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175 interface = self.game.interface |
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176 interface.labels['framerate'].set_text('%.2ffps' % self.window.clock.get_fps()) |
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177 |
370
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178 if self.use_fixed_pipeline: |
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179 glMatrixMode(GL_MODELVIEW) |
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180 glLoadMatrixf(self.interface_mvp.get_c_data()) |
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181 glDisable(GL_FOG) |
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182 else: |
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183 self.interface_shader.bind() |
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184 self.interface_shader.uniform_matrixf('mvp', self.interface_mvp.get_c_data()) |
300
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185 glViewport(0, 0, self.width, self.height) |
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186 |
304
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187 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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188 labels = interface.labels.values() |
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189 |
300
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190 if items: |
323
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191 # Redraw all the interface |
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192 self.render_elements(items) |
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193 else: |
323
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194 # Redraw only changed labels |
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195 labels = [label for label in labels if label.changed] |
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196 |
387
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197 self.render_elements(interface.level_start) |
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198 |
345
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199 if self.game.boss: |
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200 self.render_elements(interface.boss_items) |
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201 |
323
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202 self.render_elements(labels) |
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203 for label in labels: |
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204 label.changed = False |
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205 |