Mercurial > touhou
annotate pytouhou/ui/sdl/gamerenderer.py @ 532:dacdcca59b66
Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 19 Dec 2013 21:55:26 +0100 |
parents | 577c3a88fb67 |
children | de778a80820a |
rev | line source |
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512
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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 itertools import chain |
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16 |
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17 from pytouhou.lib.sdl import Rect |
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18 |
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19 from pytouhou.utils.helpers import get_logger |
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20 logger = get_logger(__name__) |
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21 |
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22 |
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23 class GameRenderer(object): |
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24 def __init__(self, resource_loader, window): |
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25 self.window = window |
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26 self.texture_manager = TextureManager(resource_loader, self.window.win) |
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27 |
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28 |
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29 def load_textures(self, anms): |
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30 self.texture_manager.load(anms) |
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31 |
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32 |
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33 def load_background(self, background): |
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34 if background is not None: |
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35 logger.error('Background rendering unavailable in the SDL backend.') |
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36 |
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37 |
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38 def start(self, common): |
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39 pass |
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40 |
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41 |
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42 def render(self, game): |
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43 self.render_game(game) |
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44 self.render_text(game.texts) |
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45 self.render_interface(game.interface, game.boss) |
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46 |
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47 |
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48 def render_game(self, game): |
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49 x, y = game.interface.game_pos |
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50 self.window.win.render_set_viewport(Rect(x, y, game.width, game.height)) |
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51 self.window.win.render_set_clip_rect(Rect(x, -y, game.width, game.height)) |
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52 |
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53 if game is not None: |
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54 if game.spellcard_effect is not None: |
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55 self.render_elements([game.spellcard_effect]) |
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56 else: |
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57 self.window.win.render_clear() |
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58 |
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59 self.render_elements([enemy for enemy in game.enemies if enemy.visible]) |
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60 self.render_elements(game.effects) |
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61 self.render_elements(chain(game.players_bullets, |
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62 game.lasers_sprites(), |
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63 game.players, |
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64 game.msg_sprites())) |
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65 self.render_elements(chain(game.bullets, game.lasers, |
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66 game.cancelled_bullets, game.items, |
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67 game.labels)) |
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68 |
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69 |
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70 def render_interface(self, interface, boss): |
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71 interface.labels['framerate'].set_text('%.2ffps' % self.window.clock.get_fps()) |
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72 |
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73 self.window.win.render_set_viewport(Rect(0, 0, interface.width, interface.height)) |
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74 self.window.win.render_set_clip_rect(Rect(0, 0, interface.width, interface.height)) |
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75 |
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76 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
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77 labels = interface.labels.values() |
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78 |
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79 if items: |
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80 # Redraw all the interface |
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81 self.render_elements(items) |
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82 else: |
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83 # Redraw only changed labels |
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84 labels = [label for label in labels if label.changed] |
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85 |
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86 self.render_elements(interface.level_start) |
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87 |
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88 if boss: |
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89 self.render_elements(interface.boss_items) |
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90 |
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91 self.render_elements(labels) |
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92 for label in labels: |
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93 label.changed = False |
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94 |
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95 |
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96 def render_elements(self, elements): |
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97 nb_vertices = 0 |
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98 |
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99 objects = chain(*[element.objects for element in elements]) |
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100 for element in objects: |
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101 if nb_vertices >= MAX_ELEMENTS - 4: |
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102 break |
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103 |
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104 sprite = element.sprite |
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105 if sprite and sprite.visible: |
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106 ox, oy = element.x, element.y |
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107 data = get_sprite_rendering_data(sprite) |
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108 |
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109 #XXX |
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110 texture_width = 256 |
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111 texture_height = 256 |
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112 |
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113 source = Rect(data.left * texture_width, |
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114 data.bottom * texture_height, |
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115 (data.right - data.left) * texture_width, |
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116 (data.top - data.bottom) * texture_height) |
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117 |
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118 dest = Rect(ox + data.x, oy + data.y, data.width, data.height) |
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119 |
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120 texture = sprite.anm.texture |
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121 texture.set_color_mod(data.r, data.g, data.b) |
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122 texture.set_alpha_mod(data.a) |
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123 texture.set_blend_mode(2 if data.blendfunc else 1) |
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124 |
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125 if data.rotation or data.flip: |
dacdcca59b66
Don’t put back the rendering data into a tuple, use a specialised struct inside Sprite to pass it to the renderer.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
516
diff
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126 self.window.win.render_copy_ex(texture, source, dest, data.rotation, data.flip) |
512
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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127 else: |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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128 self.window.win.render_copy(texture, source, dest) |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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129 |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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130 nb_vertices += 4 |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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131 |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
|
132 |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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133 def render_text(self, texts): |
b39ad30c6620
Add a pure SDL backend.
Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
parents:
diff
changeset
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134 pass |