Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 376:69ec72b990a4
Support more than one version of a vm.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 06 Aug 2012 23:10:09 +0200 |
parents | 6a63fd3deb76 |
children | 11d895b6c0dc |
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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 from itertools import chain |
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18 |
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19 from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable, |
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20 glHint, glEnableClientState, glViewport, glScissor, |
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21 glLoadMatrixf, |
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22 GL_MODELVIEW, GL_PROJECTION, |
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23 GL_TEXTURE_2D, GL_BLEND, GL_FOG, |
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24 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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25 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, |
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26 GL_SCISSOR_TEST) |
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27 |
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28 from pytouhou.utils.helpers import get_logger |
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29 from pytouhou.utils.matrix import Matrix |
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30 |
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31 from .gamerenderer import GameRenderer |
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32 from .music import MusicPlayer, SFXPlayer |
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33 from .shaders.eosd import GameShader, BackgroundShader |
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34 |
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35 |
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36 logger = get_logger(__name__) |
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37 |
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38 |
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39 class GameRunner(pyglet.window.Window, GameRenderer): |
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40 def __init__(self, resource_loader, game=None, background=None, replay=None, double_buffer=True, fps_limit=60, fixed_pipeline=False): |
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41 GameRenderer.__init__(self, resource_loader, game, background) |
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42 |
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43 config = pyglet.gl.Config(double_buffer=double_buffer) |
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44 width, height = (game.interface.width, game.interface.height) if game else (None, None) |
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45 pyglet.window.Window.__init__(self, width=width, height=height, |
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46 caption='PyTouhou', resizable=False, |
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47 config=config) |
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48 |
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49 self.fps_limit = fps_limit |
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50 self.use_fixed_pipeline = fixed_pipeline |
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51 self.replay_level = None |
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52 |
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53 if not self.use_fixed_pipeline: |
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54 self.game_shader = GameShader() |
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55 self.background_shader = BackgroundShader() |
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56 self.interface_shader = self.game_shader |
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57 |
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58 if game: |
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59 self.load_game(game, background, replay) |
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60 |
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61 self.clock = pyglet.clock.get_default() |
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62 |
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63 |
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64 def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None): |
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65 GameRenderer.load_game(self, game, background) |
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66 self.replay_level = None |
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67 if not replay or not replay.levels[game.stage-1]: |
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68 self.keys = pyglet.window.key.KeyStateHandler() |
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69 self.push_handlers(self.keys) |
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70 else: |
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71 self.replay_level = replay.levels[game.stage-1] |
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72 self.keys = self.replay_level.iter_keystates() |
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73 game.players[0].state.lives = self.replay_level.lives |
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74 game.players[0].state.power = self.replay_level.power |
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75 game.players[0].state.bombs = self.replay_level.bombs |
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76 game.difficulty = self.replay_level.difficulty |
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77 |
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78 self.save_keystates = save_keystates |
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79 |
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80 game.music = MusicPlayer(game.resource_loader, bgms) |
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81 game.music.play(0) |
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82 |
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83 game.player_sfx = SFXPlayer(game.resource_loader) |
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84 game.enemy_sfx = SFXPlayer(game.resource_loader) |
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85 |
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86 |
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87 def start(self, width=None, height=None): |
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88 width = width or (self.game.interface.width if self.game else 640) |
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89 height = height or (self.game.interface.height if self.game else 480) |
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90 if (width, height) != (self.width, self.height): |
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91 self.set_size(width, height) |
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92 |
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93 # Initialize OpenGL |
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94 glEnable(GL_BLEND) |
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95 glEnable(GL_TEXTURE_2D) |
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96 glHint(GL_FOG_HINT, GL_NICEST) |
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97 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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98 glEnableClientState(GL_COLOR_ARRAY) |
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99 glEnableClientState(GL_VERTEX_ARRAY) |
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100 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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101 |
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102 self.proj = self.perspective(30, float(self.game.width) / float(self.game.height), |
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103 101010101./2010101., 101010101./10101.) |
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104 game_view = self.setup_camera(0, 0, 1) |
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105 self.game_mvp = game_view * self.proj |
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106 self.interface_mvp = self.ortho_2d(0., float(self.width), float(self.height), 0.) |
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107 |
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108 if self.fps_limit > 0: |
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109 pyglet.clock.set_fps_limit(self.fps_limit) |
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110 while not self.has_exit: |
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111 pyglet.clock.tick() |
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112 self.dispatch_events() |
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113 self.update() |
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114 self.render_game() |
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115 self.render_interface() |
131
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116 self.flip() |
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117 |
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118 |
146
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119 def _event_text_symbol(self, ev): |
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120 # XXX: Ugly workaround to a pyglet bug on X11 |
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121 #TODO: fix that bug in pyglet |
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122 try: |
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123 return pyglet.window.Window._event_text_symbol(self, ev) |
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124 except Exception as exc: |
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125 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
146
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126 return None, None |
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127 |
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128 |
131
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129 def on_key_press(self, symbol, modifiers): |
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130 if symbol == pyglet.window.key.ESCAPE: |
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131 self.has_exit = True |
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132 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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133 elif symbol == pyglet.window.key.F11: |
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134 self.set_fullscreen(not self.fullscreen) |
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135 |
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136 |
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137 def update(self): |
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138 if self.background: |
151
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139 self.background.update(self.game.frame) |
131
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140 if self.game: |
187
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141 if not self.replay_level: |
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142 #TODO: allow user settings |
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143 keystate = 0 |
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144 if self.keys[pyglet.window.key.W] or self.keys[pyglet.window.key.Z]: |
187
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145 keystate |= 1 |
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146 if self.keys[pyglet.window.key.X]: |
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147 keystate |= 2 |
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148 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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149 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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150 # and leading to a always-on LSHIFT... |
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151 if self.keys[pyglet.window.key.LSHIFT]: |
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152 keystate |= 4 |
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153 if self.keys[pyglet.window.key.UP]: |
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154 keystate |= 16 |
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155 if self.keys[pyglet.window.key.DOWN]: |
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156 keystate |= 32 |
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157 if self.keys[pyglet.window.key.LEFT]: |
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158 keystate |= 64 |
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159 if self.keys[pyglet.window.key.RIGHT]: |
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160 keystate |= 128 |
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161 if self.keys[pyglet.window.key.LCTRL]: |
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162 keystate |= 256 |
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163 else: |
374
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164 try: |
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165 keystate = self.keys.next() |
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166 except StopIteration: |
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167 keystate = 0 |
187
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168 |
373
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169 if self.save_keystates is not None: |
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170 self.save_keystates.append(keystate) |
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171 |
331
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172 self.game.run_iter(keystate) |
131
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173 |
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174 |
300
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175 def render_game(self): |
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176 # Switch to game projection |
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177 #TODO: move that to GameRenderer? |
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178 x, y = self.game.interface.game_pos |
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179 glViewport(x, y, self.game.width, self.game.height) |
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180 glScissor(x, y, self.game.width, self.game.height) |
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181 glEnable(GL_SCISSOR_TEST) |
225
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182 |
131
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183 GameRenderer.render(self) |
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184 |
300
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185 glDisable(GL_SCISSOR_TEST) |
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186 |
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187 |
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188 def render_interface(self): |
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189 interface = self.game.interface |
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190 interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) |
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191 |
370
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192 if self.use_fixed_pipeline: |
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193 glMatrixMode(GL_MODELVIEW) |
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194 glLoadMatrixf(self.interface_mvp.get_c_data()) |
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195 glDisable(GL_FOG) |
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196 else: |
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197 self.interface_shader.bind() |
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198 self.interface_shader.uniform_matrixf('mvp', self.interface_mvp.get_c_data()) |
300
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199 glViewport(0, 0, self.width, self.height) |
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200 |
304
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201 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
323
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202 labels = interface.labels.values() |
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203 |
300
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204 if items: |
323
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205 # Redraw all the interface |
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206 self.render_elements(items) |
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207 else: |
323
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208 # Redraw only changed labels |
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209 labels = [label for label in labels if label.changed] |
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210 |
345
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211 if self.game.boss: |
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212 self.render_elements(interface.boss_items) |
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213 |
323
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214 self.render_elements(labels) |
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215 self.render_elements(chain(*(label.objects() for label in labels))) |
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216 for label in labels: |
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217 label.changed = False |
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218 |