Mercurial > touhou
annotate pytouhou/ui/gamerunner.pyx @ 456:cae1ae9de430
Add native text support, MSG instructions 3 and 8, and text at the beginning of a stage.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Tue, 16 Jul 2013 21:11:40 +0200 |
parents | 6864a38b2413 |
children | 1b56d62250ab |
rev | line source |
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131
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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 from pytouhou.lib cimport sdl |
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16 |
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17 from pytouhou.lib.opengl cimport \ |
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18 (glMatrixMode, glEnable, glDisable, glViewport, glScissor, |
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19 glLoadMatrixf, glGenBuffers, glDeleteBuffers, GL_MODELVIEW, |
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20 GL_FOG, GL_SCISSOR_TEST, glClear, GL_DEPTH_BUFFER_BIT) |
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21 |
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22 from pytouhou.utils.helpers import get_logger |
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23 from pytouhou.utils.maths cimport perspective, setup_camera, ortho_2d |
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24 from pytouhou.utils.matrix cimport Matrix |
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25 |
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26 from .gamerenderer import GameRenderer |
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27 from .background import BackgroundRenderer |
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28 from .music import MusicPlayer, SFXPlayer, NullPlayer |
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29 from .shaders.eosd import GameShader, BackgroundShader |
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30 |
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31 from collections import namedtuple |
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32 Rect = namedtuple('Rect', 'x y w h') |
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33 Color = namedtuple('Color', 'r g b a') |
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34 |
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35 logger = get_logger(__name__) |
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36 |
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37 |
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38 class GameRunner(GameRenderer): |
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39 def __init__(self, window, resource_loader, replay=None, skip=False): |
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40 self.use_fixed_pipeline = window.use_fixed_pipeline #XXX |
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41 |
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42 GameRenderer.__init__(self, resource_loader) |
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43 |
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44 self.window = window |
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45 self.replay_level = None |
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46 self.skip = skip |
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47 self.keystate = 0 |
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48 |
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49 self.width = window.width #XXX |
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50 self.height = window.height #XXX |
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51 |
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52 if not self.use_fixed_pipeline: |
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53 self.game_shader = GameShader() |
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54 self.background_shader = BackgroundShader() |
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55 self.interface_shader = self.game_shader |
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56 |
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57 |
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58 def load_game(self, game=None, background=None, bgms=None, replay=None, save_keystates=None): |
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59 self.game = game |
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60 self.background = background |
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61 |
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62 self.texture_manager.load(game.resource_loader.instanced_anms.values()) |
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63 |
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64 if background: |
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65 self.background_renderer = BackgroundRenderer(self.use_fixed_pipeline) |
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66 self.background_renderer.prerender(background) |
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67 |
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68 self.set_input(replay) |
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69 if replay and replay.levels[game.stage - 1]: |
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70 game.players[0].state.lives = self.replay_level.lives |
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71 game.players[0].state.power = self.replay_level.power |
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72 game.players[0].state.bombs = self.replay_level.bombs |
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73 game.difficulty = self.replay_level.difficulty |
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74 |
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75 self.save_keystates = save_keystates |
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76 |
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77 null_player = NullPlayer() |
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78 if bgms: |
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79 game.music = MusicPlayer(game.resource_loader, bgms) |
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80 game.music.play(0) |
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81 else: |
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82 game.music = null_player |
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83 |
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84 game.sfx_player = SFXPlayer(game.resource_loader) if not self.skip else null_player |
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85 |
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86 |
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87 def set_input(self, replay=None): |
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88 if not replay or not replay.levels[self.game.stage-1]: |
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89 self.replay_level = None |
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90 else: |
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91 self.replay_level = replay.levels[self.game.stage-1] |
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92 self.keys = self.replay_level.iter_keystates() |
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93 |
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94 |
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95 def start(self): |
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96 width = self.game.interface.width if self.game else 640 |
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97 height = self.game.interface.height if self.game else 480 |
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98 if (width, height) != (self.width, self.height): |
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99 self.window.set_size(width, height) |
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100 |
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101 self.proj = perspective(30, float(self.game.width) / float(self.game.height), |
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102 101010101./2010101., 101010101./10101.) |
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103 game_view = setup_camera(0, 0, 1) |
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104 self.game_mvp = game_view * self.proj |
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105 self.interface_mvp = ortho_2d(0., float(self.width), float(self.height), 0.) |
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106 |
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107 |
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108 def finish(self): |
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109 #TODO: actually clean after buffers are not needed anymore. |
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110 #if not self.use_fixed_pipeline: |
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111 # vbo_array = (c_uint * 2)(self.vbo, self.back_vbo) |
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112 # glDeleteBuffers(2, vbo_array) |
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113 pass |
131
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114 |
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115 |
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116 def update(self): |
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117 if self.background: |
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118 self.background.update(self.game.frame) |
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119 for event in sdl.poll_events(): |
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120 type_ = event[0] |
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121 if type_ == sdl.KEYDOWN: |
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122 scancode = event[1] |
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123 if scancode == sdl.SCANCODE_ESCAPE: |
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124 return False #TODO: implement the pause. |
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125 elif type_ == sdl.QUIT: |
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126 return False |
131
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127 if self.game: |
187
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128 if not self.replay_level: |
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129 #TODO: allow user settings |
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130 keys = sdl.get_keyboard_state() |
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131 keystate = 0 |
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132 if keys[sdl.SCANCODE_Z]: |
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133 keystate |= 1 |
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134 if keys[sdl.SCANCODE_X]: |
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135 keystate |= 2 |
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136 if keys[sdl.SCANCODE_LSHIFT]: |
187
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137 keystate |= 4 |
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138 if keys[sdl.SCANCODE_UP]: |
187
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139 keystate |= 16 |
418
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140 if keys[sdl.SCANCODE_DOWN]: |
187
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141 keystate |= 32 |
418
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142 if keys[sdl.SCANCODE_LEFT]: |
187
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143 keystate |= 64 |
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144 if keys[sdl.SCANCODE_RIGHT]: |
187
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145 keystate |= 128 |
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146 if keys[sdl.SCANCODE_LCTRL]: |
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147 keystate |= 256 |
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148 else: |
374
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149 try: |
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150 keystate = self.keys.next() |
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151 except StopIteration: |
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152 keystate = 0 |
378
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153 if self.skip: |
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154 self.set_input() |
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155 self.skip = False |
379
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156 self.game.sfx_player = SFXPlayer(self.game.resource_loader) |
187
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157 |
373
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158 if self.save_keystates is not None: |
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159 self.save_keystates.append(keystate) |
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160 |
331
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161 self.game.run_iter(keystate) |
422
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162 if not self.skip: |
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163 self.render_game() |
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164 self.render_text() |
422
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165 self.render_interface() |
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166 return True |
131
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167 |
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168 |
300
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169 def render_game(self): |
225
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170 # Switch to game projection |
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171 #TODO: move that to GameRenderer? |
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172 x, y = self.game.interface.game_pos |
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173 glViewport(x, y, self.game.width, self.game.height) |
427
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174 glClear(GL_DEPTH_BUFFER_BIT) |
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175 glScissor(x, y, self.game.width, self.game.height) |
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176 glEnable(GL_SCISSOR_TEST) |
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177 |
131
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178 GameRenderer.render(self) |
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179 |
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180 glDisable(GL_SCISSOR_TEST) |
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181 |
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182 if self.game.msg_runner: |
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183 rect = Rect(48, 368, 288, 48) |
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184 color1 = Color(0, 0, 0, 192) |
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185 color2 = Color(0, 0, 0, 128) |
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186 self.render_quads([rect], [(color1, color1, color2, color2)], 0) |
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187 |
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188 |
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189 def render_text(self): |
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190 if self.font_manager is None: |
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191 return |
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192 |
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193 labels = [label for label in self.game.texts + self.game.native_texts if label is not None] |
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194 self.font_manager.load(labels) |
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195 |
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196 black = Color(0, 0, 0, 255) |
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197 |
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198 for label in labels: |
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199 if label is None: |
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200 continue |
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201 |
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202 rect = Rect(label.x, label.y, label.width, label.height) |
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203 gradient = [Color(*color, a=label.alpha) for color in label.gradient] |
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204 |
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205 if label.shadow: |
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206 shadow_rect = Rect(label.x + 1, label.y + 1, label.width, label.height) |
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207 shadow = [black._replace(a=label.alpha)] * 4 |
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208 self.render_quads([shadow_rect, rect], [shadow, gradient], label.texture) |
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209 else: |
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210 self.render_quads([rect], [gradient], label.texture) |
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211 |
300
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212 |
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213 def render_interface(self): |
438
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214 elements = [] |
300
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215 interface = self.game.interface |
455
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216 interface.labels['framerate'].set_text('%.2ffps' % self.window.get_fps()) |
300
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217 |
370
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218 if self.use_fixed_pipeline: |
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219 glMatrixMode(GL_MODELVIEW) |
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220 glLoadMatrixf((<Matrix>self.interface_mvp).data) |
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221 glDisable(GL_FOG) |
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222 else: |
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223 self.interface_shader.bind() |
424
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224 self.interface_shader.uniform_matrix('mvp', self.interface_mvp) |
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225 glViewport(0, 0, self.width, self.height) |
225
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226 |
304
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227 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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228 labels = interface.labels.values() |
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229 |
300
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230 if items: |
323
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231 # Redraw all the interface |
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232 elements.extend(items) |
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233 else: |
323
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234 # Redraw only changed labels |
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235 labels = [label for label in labels if label.changed] |
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236 |
438
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237 elements.extend(interface.level_start) |
387
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238 |
345
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239 if self.game.boss: |
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240 elements.extend(interface.boss_items) |
345
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241 |
438
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242 elements.extend(labels) |
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243 self.render_elements(elements) |
323
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244 for label in labels: |
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245 label.changed = False |
131
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246 |