annotate pytouhou/ui/gamerunner.py @ 370:74471afbac37

Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Fri, 27 Jul 2012 18:43:48 +0200
parents 451bee1d2cec
children 6deab6ad8be8
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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
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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:
151
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137 self.background.update(self.game.frame)
131
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138 if self.game:
187
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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
353
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142 if self.keys[pyglet.window.key.W] or self.keys[pyglet.window.key.Z]:
187
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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
331
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169 self.game.run_iter(keystate)
131
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170
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171
300
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172 def render_game(self):
225
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173 # Switch to game projection
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174 #TODO: move that to GameRenderer?
300
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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)
225
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179
131
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180 GameRenderer.render(self)
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181
300
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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
370
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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())
300
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196 glViewport(0, 0, self.width, self.height)
225
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197
304
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198 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running]
323
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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
300
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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
2c4589370cc6 Display a boss remaining lives and timeout.
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diff changeset
208 if self.game.boss:
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diff changeset
209 self.render_elements(interface.boss_items)
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diff changeset
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:
304
f3099ebf4f61 Update attribute names to reflect the actual interface.
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diff changeset
214 label.changed = False
131
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215