Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 372:704bea2e4360
Use a future-proof ECL parser.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Mon, 06 Aug 2012 22:52:22 +0200 |
parents | 74471afbac37 |
children | 6deab6ad8be8 |
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 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): |
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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.keys = 0 |
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72 self.replay_level = replay.levels[game.stage-1] |
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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 game.music = MusicPlayer(game.resource_loader, bgms) |
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79 game.music.play(0) |
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80 |
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81 game.player_sfx = SFXPlayer(game.resource_loader) |
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82 game.enemy_sfx = SFXPlayer(game.resource_loader) |
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83 |
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84 |
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85 def start(self, width=None, height=None): |
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86 width = width or (self.game.interface.width if self.game else 640) |
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87 height = height or (self.game.interface.height if self.game else 480) |
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88 if (width, height) != (self.width, self.height): |
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89 self.set_size(width, height) |
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90 |
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91 # Initialize OpenGL |
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92 glEnable(GL_BLEND) |
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93 glEnable(GL_TEXTURE_2D) |
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94 glHint(GL_FOG_HINT, GL_NICEST) |
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95 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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96 glEnableClientState(GL_COLOR_ARRAY) |
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97 glEnableClientState(GL_VERTEX_ARRAY) |
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98 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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99 |
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100 self.proj = self.perspective(30, float(self.game.width) / float(self.game.height), |
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101 101010101./2010101., 101010101./10101.) |
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102 game_view = self.setup_camera(0, 0, 1) |
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103 self.game_mvp = game_view * self.proj |
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104 self.interface_mvp = self.ortho_2d(0., float(self.width), float(self.height), 0.) |
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105 |
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106 if self.fps_limit > 0: |
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107 pyglet.clock.set_fps_limit(self.fps_limit) |
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108 while not self.has_exit: |
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109 pyglet.clock.tick() |
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110 self.dispatch_events() |
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111 self.update() |
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112 self.render_game() |
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113 self.render_interface() |
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114 self.flip() |
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115 |
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116 |
146
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117 def _event_text_symbol(self, ev): |
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118 # XXX: Ugly workaround to a pyglet bug on X11 |
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119 #TODO: fix that bug in pyglet |
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120 try: |
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121 return pyglet.window.Window._event_text_symbol(self, ev) |
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122 except Exception as exc: |
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123 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
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124 return None, None |
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125 |
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126 |
131
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127 def on_key_press(self, symbol, modifiers): |
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128 if symbol == pyglet.window.key.ESCAPE: |
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129 self.has_exit = True |
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130 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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131 elif symbol == pyglet.window.key.F11: |
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132 self.set_fullscreen(not self.fullscreen) |
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133 |
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134 |
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135 def update(self): |
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136 if self.background: |
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137 self.background.update(self.game.frame) |
131
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138 if self.game: |
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139 if not self.replay_level: |
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140 #TODO: allow user settings |
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141 keystate = 0 |
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142 if self.keys[pyglet.window.key.W] or self.keys[pyglet.window.key.Z]: |
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143 keystate |= 1 |
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144 if self.keys[pyglet.window.key.X]: |
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145 keystate |= 2 |
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146 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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147 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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148 # and leading to a always-on LSHIFT... |
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149 if self.keys[pyglet.window.key.LSHIFT]: |
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150 keystate |= 4 |
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151 if self.keys[pyglet.window.key.UP]: |
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152 keystate |= 16 |
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153 if self.keys[pyglet.window.key.DOWN]: |
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154 keystate |= 32 |
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155 if self.keys[pyglet.window.key.LEFT]: |
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156 keystate |= 64 |
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157 if self.keys[pyglet.window.key.RIGHT]: |
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158 keystate |= 128 |
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159 if self.keys[pyglet.window.key.LCTRL]: |
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160 keystate |= 256 |
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161 else: |
188
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162 keystate = 0 |
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163 for frame, _keystate, unknown in self.replay_level.keys: |
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164 if self.game.frame < frame: |
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165 break |
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166 else: |
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167 keystate = _keystate |
187
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168 |
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169 self.game.run_iter(keystate) |
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170 |
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171 |
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172 def render_game(self): |
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173 # Switch to game projection |
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174 #TODO: move that to GameRenderer? |
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175 x, y = self.game.interface.game_pos |
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176 glViewport(x, y, self.game.width, self.game.height) |
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177 glScissor(x, y, self.game.width, self.game.height) |
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178 glEnable(GL_SCISSOR_TEST) |
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179 |
131
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180 GameRenderer.render(self) |
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181 |
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182 glDisable(GL_SCISSOR_TEST) |
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183 |
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184 |
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185 def render_interface(self): |
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186 interface = self.game.interface |
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187 interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) |
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188 |
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189 if self.use_fixed_pipeline: |
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190 glMatrixMode(GL_MODELVIEW) |
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191 glLoadMatrixf(self.interface_mvp.get_c_data()) |
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192 glDisable(GL_FOG) |
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193 else: |
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194 self.interface_shader.bind() |
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195 self.interface_shader.uniform_matrixf('mvp', self.interface_mvp.get_c_data()) |
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196 glViewport(0, 0, self.width, self.height) |
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197 |
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198 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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199 labels = interface.labels.values() |
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200 |
300
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201 if items: |
323
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202 # Redraw all the interface |
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203 self.render_elements(items) |
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204 else: |
323
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205 # Redraw only changed labels |
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206 labels = [label for label in labels if label.changed] |
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207 |
345
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208 if self.game.boss: |
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209 self.render_elements(interface.boss_items) |
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210 |
323
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211 self.render_elements(labels) |
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212 self.render_elements(chain(*(label.objects() for label in labels))) |
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213 for label in labels: |
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214 label.changed = False |
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215 |