Mercurial > touhou
annotate pytouhou/ui/anmrenderer.py @ 409:608468be7a93
Move ascii_wrapper to the interface, as it is game-dependent.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 12 Jun 2013 16:03:26 +0200 |
parents | 402e96a0baeb |
children | 5fe6cd6ceb48 |
rev | line source |
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1 #!/usr/bin/env python |
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2 # -*- encoding: utf-8 -*- |
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3 ## |
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4 ## Copyright (C) 2011 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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5 ## |
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6 ## This program is free software; you can redistribute it and/or modify |
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7 ## it under the terms of the GNU General Public License as published |
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8 ## by the Free Software Foundation; version 3 only. |
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9 ## |
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10 ## This program is distributed in the hope that it will be useful, |
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11 ## but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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13 ## GNU General Public License for more details. |
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14 ## |
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15 |
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16 import pyglet |
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17 import traceback |
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18 |
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19 from pyglet.gl import (glMatrixMode, glEnable, |
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20 glHint, glEnableClientState, glViewport, |
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21 glLoadMatrixf, GL_PROJECTION, GL_MODELVIEW, |
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22 GL_TEXTURE_2D, GL_BLEND, |
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23 GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST, |
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24 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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25 glClearColor, glClear, GL_COLOR_BUFFER_BIT, |
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26 glGenBuffers) |
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27 |
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28 from pytouhou.game.sprite import Sprite |
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29 from pytouhou.vm.anmrunner import ANMRunner |
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30 |
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31 from pytouhou.utils.helpers import get_logger |
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32 |
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33 from .renderer import Renderer |
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34 from .shaders.eosd import GameShader |
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35 |
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36 from ctypes import c_uint |
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37 |
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38 |
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39 logger = get_logger(__name__) |
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40 |
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41 |
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42 class ANMRenderer(pyglet.window.Window, Renderer): |
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43 def __init__(self, resource_loader, anm_wrapper, index=0, sprites=False, |
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44 fixed_pipeline=False): |
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45 Renderer.__init__(self, resource_loader) |
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46 self.texture_manager.preload(resource_loader.instanced_anms.values()) |
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47 |
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48 width, height = 384, 448 |
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49 pyglet.window.Window.__init__(self, width=width, height=height, |
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50 caption='PyTouhou', resizable=False) |
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51 |
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52 self.use_fixed_pipeline = fixed_pipeline |
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53 |
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54 self._anm_wrapper = anm_wrapper |
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55 self.sprites = sprites |
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56 self.clear_color = (0., 0., 0., 1.) |
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57 self.force_allow_dest_offset = False |
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58 self.index_items() |
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59 self.load(index) |
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60 self.objects = [self] |
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61 |
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62 self.x = width / 2 |
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63 self.y = height / 2 |
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64 |
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65 |
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66 def start(self, width=384, height=448): |
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67 if (width, height) != (self.width, self.height): |
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68 self.set_size(width, height) |
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69 |
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70 # Initialize OpenGL |
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71 glEnable(GL_BLEND) |
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72 if self.use_fixed_pipeline: |
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73 glEnable(GL_TEXTURE_2D) |
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74 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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75 glEnableClientState(GL_COLOR_ARRAY) |
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76 glEnableClientState(GL_VERTEX_ARRAY) |
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77 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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78 |
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79 # Switch to game projection |
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80 proj = self.perspective(30, float(self.width) / float(self.height), |
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81 101010101./2010101., 101010101./10101.) |
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82 view = self.setup_camera(0, 0, 1) |
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83 |
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84 if not self.use_fixed_pipeline: |
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85 shader = GameShader() |
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86 |
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87 vbo_array = (c_uint * 1)() |
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88 glGenBuffers(1, vbo_array) |
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89 self.vbo, = vbo_array |
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90 |
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91 mvp = view * proj |
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92 shader.bind() |
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93 shader.uniform_matrixf('mvp', mvp.get_c_data()) |
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94 else: |
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95 glMatrixMode(GL_PROJECTION) |
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96 glLoadMatrixf(proj.get_c_data()) |
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97 |
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98 glMatrixMode(GL_MODELVIEW) |
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99 glLoadMatrixf(view.get_c_data()) |
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100 |
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101 # Use our own loop to ensure 60 fps |
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102 pyglet.clock.set_fps_limit(60) |
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103 while not self.has_exit: |
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104 pyglet.clock.tick() |
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105 self.dispatch_events() |
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106 self.update() |
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107 self.flip() |
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108 |
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109 |
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110 def on_resize(self, width, height): |
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111 glViewport(0, 0, width, height) |
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112 |
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113 |
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114 def _event_text_symbol(self, ev): |
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115 # XXX: Ugly workaround to a pyglet bug on X11 |
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116 #TODO: fix that bug in pyglet |
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117 try: |
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118 return pyglet.window.Window._event_text_symbol(self, ev) |
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119 except Exception as exc: |
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120 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
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121 return None, None |
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122 |
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123 |
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124 def on_key_press(self, symbol, modifiers): |
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125 if symbol == pyglet.window.key.ESCAPE: |
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126 self.has_exit = True |
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127 elif symbol == pyglet.window.key.W: |
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128 self.load() |
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129 elif symbol == pyglet.window.key.X: |
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130 self.x, self.y = {(192, 224): (0, 0), |
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131 (0, 0): (-224, 0), |
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132 (-224, 0): (192, 224)}[(self.x, self.y)] |
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133 elif symbol == pyglet.window.key.C: |
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134 self.force_allow_dest_offset = not self.force_allow_dest_offset |
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135 self.load() |
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136 elif symbol == pyglet.window.key.LEFT: |
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137 self.change(-1) |
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138 elif symbol == pyglet.window.key.RIGHT: |
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139 self.change(+1) |
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140 elif symbol == pyglet.window.key.TAB: |
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141 self.toggle_sprites() |
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142 elif symbol == pyglet.window.key.SPACE: |
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143 self.toggle_clear_color() |
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144 elif symbol >= pyglet.window.key.F1 and symbol <= pyglet.window.key.F12: |
238 | 145 interrupt = symbol - pyglet.window.key.F1 + 1 |
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146 if modifiers & pyglet.window.key.MOD_SHIFT: |
238 | 147 interrupt += 12 |
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148 if not self.sprites: |
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149 self.anmrunner.interrupt(interrupt) |
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150 |
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151 |
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152 def load(self, index=None): |
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153 if index is None: |
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154 index = self.num |
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155 self.sprite = Sprite() |
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156 if self.sprites: |
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157 self.sprite.anm, self.sprite.texcoords = self._anm_wrapper.get_sprite(index) |
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158 print('Loaded sprite %d' % index) |
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159 else: |
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160 self.anmrunner = ANMRunner(self._anm_wrapper, index, self.sprite) |
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161 print('Loading anim %d, handled events: %r' % (index, self.anmrunner.script.interrupts.keys())) |
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162 self.num = index |
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163 |
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164 |
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165 def change(self, diff): |
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166 keys = self.items.keys() |
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167 keys.sort() |
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168 index = (keys.index(self.num) + diff) % len(keys) |
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169 item = keys[index] |
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170 self.load(item) |
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171 |
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172 |
241
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173 def index_items(self): |
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174 self.items = {} |
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175 if self.sprites: |
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176 self.items = self._anm_wrapper.sprites |
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177 else: |
288
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178 self.items = self._anm_wrapper.scripts |
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179 |
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180 |
237
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181 def toggle_sprites(self): |
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182 self.sprites = not(self.sprites) |
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183 self.index_items() |
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184 self.load(0) |
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185 |
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186 |
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187 def toggle_clear_color(self): |
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188 if self.clear_color[0] == 0.: |
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189 self.clear_color = (1., 1., 1., 1.) |
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190 else: |
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191 self.clear_color = (0., 0., 0., 1.) |
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192 |
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193 |
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194 def update(self): |
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195 if not self.sprites: |
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196 self.anmrunner.run_frame() |
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197 |
241
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198 if self.force_allow_dest_offset: |
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199 self.sprite.allow_dest_offset = True |
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200 |
239
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201 glClearColor(*self.clear_color) |
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202 glClear(GL_COLOR_BUFFER_BIT) |
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203 if not self.sprite.removed: |
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204 self.render_elements([self]) |
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205 |