Mercurial > touhou
annotate pytouhou/ui/window.pyx @ 524:7f016dfbdfb1
Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | 5e3e0b09a531 |
children | de778a80820a |
rev | line source |
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1 # -*- encoding: utf-8 -*- |
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2 ## |
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3 ## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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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 IF USE_OPENGL: |
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16 from pytouhou.lib.opengl cimport \ |
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17 (glEnable, glHint, glEnableClientState, GL_TEXTURE_2D, GL_BLEND, |
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18 GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, |
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19 GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY) |
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20 |
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21 IF USE_GLEW: |
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22 from pytouhou.lib.opengl cimport glewInit |
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23 |
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24 |
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25 cdef class Clock: |
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26 def __init__(self, long fps=-1): |
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27 self._target_fps = 0 |
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28 self._ref_tick = 0 |
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29 self._ref_frame = 0 |
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30 self._fps_tick = 0 |
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31 self._fps_frame = 0 |
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32 self._rate = 0 |
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33 self.set_target_fps(fps) |
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34 |
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35 |
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36 cdef void set_target_fps(self, long fps) nogil: |
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37 self._target_fps = fps |
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38 self._ref_tick = 0 |
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39 self._fps_tick = 0 |
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40 |
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41 |
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42 cdef double get_fps(self) nogil: |
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43 return self._rate |
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44 |
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45 |
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46 cdef void tick(self) nogil except *: |
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47 current = sdl.get_ticks() |
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48 |
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49 if not self._ref_tick: |
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50 self._ref_tick = current |
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51 self._ref_frame = 0 |
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52 |
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53 if self._fps_frame >= (self._target_fps if self._target_fps > 0 else 60): |
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54 self._rate = self._fps_frame * 1000. / (current - self._fps_tick) |
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55 self._fps_tick = current |
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56 self._fps_frame = 0 |
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57 # If we are relying on vsync, but vsync doesn't work or is higher |
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58 # than 60 fps, limit ourselves to 60 fps. |
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59 if self._target_fps < 0 and self._rate > 64.: |
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60 self._target_fps = 60 |
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61 |
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62 self._ref_frame += 1 |
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63 self._fps_frame += 1 |
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64 |
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65 target_tick = self._ref_tick |
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66 if self._target_fps > 0: |
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67 target_tick += <unsigned long>(self._ref_frame * 1000 / self._target_fps) |
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68 |
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69 if current <= target_tick: |
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70 sdl.delay(target_tick - current) |
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71 else: |
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72 self._ref_tick = current |
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73 self._ref_frame = 0 |
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74 |
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75 |
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76 |
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77 cdef class Runner: |
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78 cdef void start(self) except *: |
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79 pass |
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80 |
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81 cdef void finish(self) except *: |
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82 pass |
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83 |
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84 cdef bint update(self) except *: |
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85 return False |
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86 |
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87 |
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88 |
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89 cdef class Window: |
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90 def __init__(self, bint double_buffer=True, long fps_limit=-1, |
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91 bint fixed_pipeline=False, bint sound=True, bint opengl=True): |
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92 self.fps_limit = fps_limit |
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93 self.use_fixed_pipeline = fixed_pipeline |
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94 self.runner = None |
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95 |
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96 flags = sdl.WINDOW_SHOWN |
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97 |
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98 if USE_OPENGL and opengl: |
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99 sdl.gl_set_attribute(sdl.GL_CONTEXT_MAJOR_VERSION, 2) |
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100 sdl.gl_set_attribute(sdl.GL_CONTEXT_MINOR_VERSION, 1) |
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101 sdl.gl_set_attribute(sdl.GL_DOUBLEBUFFER, int(double_buffer)) |
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102 sdl.gl_set_attribute(sdl.GL_DEPTH_SIZE, 24) |
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103 |
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104 flags |= sdl.WINDOW_OPENGL |
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105 |
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106 #TODO: implement it in the SDL backend too. |
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107 if not self.use_fixed_pipeline: |
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108 flags |= sdl.WINDOW_RESIZABLE |
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109 |
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110 self.win = sdl.Window('PyTouhou', |
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111 sdl.WINDOWPOS_CENTERED, sdl.WINDOWPOS_CENTERED, |
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112 640, 480, #XXX |
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113 flags) |
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114 |
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115 if USE_OPENGL and opengl: |
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116 self.win.gl_create_context() |
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117 |
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118 IF USE_GLEW: |
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119 if glewInit() != 0: |
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120 raise Exception('GLEW init fail!') |
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121 |
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122 # Initialize OpenGL |
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123 glEnable(GL_BLEND) |
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124 if self.use_fixed_pipeline: |
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125 glEnable(GL_TEXTURE_2D) |
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126 glHint(GL_FOG_HINT, GL_NICEST) |
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127 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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128 glEnableClientState(GL_COLOR_ARRAY) |
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129 glEnableClientState(GL_VERTEX_ARRAY) |
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130 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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131 else: |
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132 self.win.create_renderer(0) |
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133 |
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134 self.clock = Clock(self.fps_limit) |
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135 |
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136 |
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137 cdef void set_size(self, int width, int height) nogil: |
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138 self.win.set_window_size(width, height) |
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139 |
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140 |
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141 cpdef set_runner(self, Runner runner=None): |
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142 self.runner = runner |
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143 if runner is not None: |
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144 runner.start() |
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145 |
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146 |
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147 cpdef run(self): |
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148 try: |
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149 while self.run_frame(): |
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150 pass |
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151 finally: |
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152 self.runner.finish() |
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153 |
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154 |
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155 cdef bint run_frame(self) except? False: |
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156 cdef bint running = False |
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157 if self.runner is not None: |
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158 running = self.runner.update() |
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159 self.win.present() |
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160 self.clock.tick() |
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161 return running |
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162 |
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163 |
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164 cdef double get_fps(self) nogil: |
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165 return self.clock.get_fps() |