Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 229:5afc75f71fed
Add “SHT” support to EoSD, and do a little cleanup.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Fri, 30 Dec 2011 18:37:06 +0100 |
parents | 2d35565b5608 |
children | 067f6d9c562b 9d4d52793eca |
rev | line source |
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131
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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 import pyglet |
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16 import traceback |
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17 |
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18 from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, |
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19 glHint, glEnableClientState, glViewport, |
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20 gluPerspective, gluOrtho2D, |
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21 GL_MODELVIEW, GL_PROJECTION, |
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22 GL_TEXTURE_2D, GL_BLEND, GL_FOG, |
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23 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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24 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY) |
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25 |
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26 from pytouhou.utils.helpers import get_logger |
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27 |
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28 from .gamerenderer import GameRenderer |
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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(pyglet.window.Window, GameRenderer): |
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35 def __init__(self, resource_loader, game=None, background=None, replay=None): |
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36 GameRenderer.__init__(self, resource_loader, game, background) |
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37 |
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38 width, height = (game.width, game.height) if game else (None, None) |
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39 pyglet.window.Window.__init__(self, width=width, height=height, |
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40 caption='PyTouhou', resizable=False) |
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41 |
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42 self.replay_level = None |
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43 if not replay or not replay.levels[game.stage-1]: |
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44 self.keys = pyglet.window.key.KeyStateHandler() |
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45 self.push_handlers(self.keys) |
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46 else: |
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47 self.keys = 0 |
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48 self.replay_level = replay.levels[game.stage-1] |
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49 |
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50 self.fps_display = pyglet.clock.ClockDisplay() |
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51 |
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52 |
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53 def start(self, width=None, height=None): |
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54 width = width or (self.game.width if self.game else 640) |
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55 height = height or (self.game.height if self.game else 480) |
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56 |
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57 if (width, height) != (self.width, self.height): |
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58 self.set_size(width, height) |
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59 |
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60 # Initialize OpenGL |
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61 glEnable(GL_BLEND) |
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62 glEnable(GL_TEXTURE_2D) |
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63 glEnable(GL_FOG) |
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64 glHint(GL_FOG_HINT, GL_NICEST) |
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65 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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66 glEnableClientState(GL_COLOR_ARRAY) |
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67 glEnableClientState(GL_VERTEX_ARRAY) |
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68 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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69 |
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70 # Use our own loop to ensure 60 (for now, 120) fps |
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71 pyglet.clock.set_fps_limit(120) |
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72 while not self.has_exit: |
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73 pyglet.clock.tick() |
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74 self.dispatch_events() |
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75 self.update() |
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76 self.on_draw() |
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77 self.flip() |
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78 |
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79 |
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80 def on_resize(self, width, height): |
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81 glViewport(0, 0, width, height) |
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82 |
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83 |
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84 def _event_text_symbol(self, ev): |
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85 # XXX: Ugly workaround to a pyglet bug on X11 |
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86 #TODO: fix that bug in pyglet |
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87 try: |
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88 return pyglet.window.Window._event_text_symbol(self, ev) |
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89 except Exception as exc: |
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90 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
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91 return None, None |
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92 |
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93 |
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94 def on_key_press(self, symbol, modifiers): |
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95 if symbol == pyglet.window.key.ESCAPE: |
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96 self.has_exit = True |
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97 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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98 elif symbol == pyglet.window.key.F11: |
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99 self.set_fullscreen(not self.fullscreen) |
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100 |
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101 |
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102 def update(self): |
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103 if self.background: |
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104 self.background.update(self.game.frame) |
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105 if self.game: |
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106 if not self.replay_level: |
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107 #TODO: allow user settings |
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108 keystate = 0 |
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109 if self.keys[pyglet.window.key.W]: |
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110 keystate |= 1 |
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111 if self.keys[pyglet.window.key.X]: |
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112 keystate |= 2 |
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113 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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114 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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115 # and leading to a always-on LSHIFT... |
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116 if self.keys[pyglet.window.key.LSHIFT]: |
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117 keystate |= 4 |
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118 if self.keys[pyglet.window.key.UP]: |
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119 keystate |= 16 |
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120 if self.keys[pyglet.window.key.DOWN]: |
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121 keystate |= 32 |
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122 if self.keys[pyglet.window.key.LEFT]: |
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123 keystate |= 64 |
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124 if self.keys[pyglet.window.key.RIGHT]: |
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125 keystate |= 128 |
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126 if self.keys[pyglet.window.key.LCTRL]: |
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127 keystate |= 256 |
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128 self.game.run_iter(keystate) |
187
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129 else: |
188
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130 keystate = 0 |
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131 for frame, _keystate, unknown in self.replay_level.keys: |
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132 if self.game.frame < frame: |
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133 break |
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134 else: |
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135 keystate = _keystate |
187
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136 |
188
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137 self.game.run_iter(keystate) |
131
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138 |
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139 |
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140 def on_draw(self): |
225
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141 # Switch to game projection |
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142 #TODO: move that to GameRenderer? |
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143 glMatrixMode(GL_PROJECTION) |
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144 glLoadIdentity() |
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145 gluPerspective(30, float(self.width) / float(self.height), |
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146 101010101./2010101., 101010101./10101.) |
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147 |
131
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148 GameRenderer.render(self) |
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149 |
225
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150 # Get back to standard orthographic projection |
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151 glMatrixMode(GL_PROJECTION) |
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152 glLoadIdentity() |
131
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153 glMatrixMode(GL_MODELVIEW) |
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154 glLoadIdentity() |
225
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155 |
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156 #TODO: draw interface |
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157 gluOrtho2D(0., float(self.game.width), 0., float(self.game.height)) |
131
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158 self.fps_display.draw() |
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159 |