Mercurial > touhou
annotate pytouhou/ui/gamerunner.py @ 316:f0be7ea62330
Fix a bug with ECL instruction 96, and fix overall ECL handling.
The issue with instruction 96 was about death callbacks,
being executed on the caller of instruction 96 instead of the dying enemies.
This was introduced by changeset 5930b33a0370.
Additionnaly, ECL processes are now an attribute of the Enemy,
and death/timeout conditions are checked right after the ECL frame,
even if the ECL script has already ended, just like in the original game.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Thu, 29 Mar 2012 21:18:35 +0200 |
parents | f3099ebf4f61 |
children | 61adb5453e46 |
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 gluPerspective, gluOrtho2D, |
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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 |
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30 from .gamerenderer import GameRenderer |
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31 |
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32 |
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33 logger = get_logger(__name__) |
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34 |
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35 |
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36 class GameRunner(pyglet.window.Window, GameRenderer): |
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37 def __init__(self, resource_loader, game=None, background=None, replay=None): |
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38 GameRenderer.__init__(self, resource_loader, game, background) |
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39 |
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40 width, height = (game.interface.width, game.interface.height) if game else (None, None) |
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41 pyglet.window.Window.__init__(self, width=width, height=height, |
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42 caption='PyTouhou', resizable=False) |
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43 |
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44 self.replay_level = None |
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45 if not replay or not replay.levels[game.stage-1]: |
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46 self.keys = pyglet.window.key.KeyStateHandler() |
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47 self.push_handlers(self.keys) |
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48 else: |
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49 self.keys = 0 |
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50 self.replay_level = replay.levels[game.stage-1] |
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51 self.game.players[0].state.lives = self.replay_level.lives |
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52 self.game.players[0].state.power = self.replay_level.power |
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53 self.game.players[0].state.bombs = self.replay_level.bombs |
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54 self.game.difficulty = self.replay_level.difficulty |
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55 |
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56 self.clock = pyglet.clock.get_default() |
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57 |
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58 |
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59 def start(self, width=None, height=None): |
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60 width = width or (self.game.interface.width if self.game else 640) |
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61 height = height or (self.game.interface.height if self.game else 480) |
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62 if (width, height) != (self.width, self.height): |
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63 self.set_size(width, height) |
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64 |
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65 # Initialize OpenGL |
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66 glEnable(GL_BLEND) |
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67 glEnable(GL_TEXTURE_2D) |
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68 glEnable(GL_FOG) |
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69 glHint(GL_FOG_HINT, GL_NICEST) |
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70 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) |
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71 glEnableClientState(GL_COLOR_ARRAY) |
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72 glEnableClientState(GL_VERTEX_ARRAY) |
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73 glEnableClientState(GL_TEXTURE_COORD_ARRAY) |
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74 |
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75 # Use our own loop to ensure 60 (for now, 120) fps |
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76 pyglet.clock.set_fps_limit(120) |
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77 while not self.has_exit: |
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78 pyglet.clock.tick() |
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79 self.dispatch_events() |
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80 self.update() |
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81 self.render_game() |
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82 self.render_interface() |
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83 self.flip() |
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84 |
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85 |
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86 def _event_text_symbol(self, ev): |
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87 # XXX: Ugly workaround to a pyglet bug on X11 |
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88 #TODO: fix that bug in pyglet |
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89 try: |
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90 return pyglet.window.Window._event_text_symbol(self, ev) |
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91 except Exception as exc: |
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92 logger.warn('Pyglet error: %s', traceback.format_exc(exc)) |
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93 return None, None |
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94 |
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95 |
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96 def on_key_press(self, symbol, modifiers): |
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97 if symbol == pyglet.window.key.ESCAPE: |
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98 self.has_exit = True |
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99 # XXX: Fullscreen will be enabled the day pyglet stops sucking |
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100 elif symbol == pyglet.window.key.F11: |
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101 self.set_fullscreen(not self.fullscreen) |
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102 |
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103 |
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104 def update(self): |
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105 if self.background: |
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106 self.background.update(self.game.frame) |
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107 if self.game: |
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108 if not self.replay_level: |
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109 #TODO: allow user settings |
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110 keystate = 0 |
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111 if self.keys[pyglet.window.key.W]: |
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112 keystate |= 1 |
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113 if self.keys[pyglet.window.key.X]: |
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114 keystate |= 2 |
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115 #TODO: on some configurations, LSHIFT is Shift_L when pressed |
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116 # and ISO_Prev_Group when released, confusing the hell out of pyglet |
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117 # and leading to a always-on LSHIFT... |
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118 if self.keys[pyglet.window.key.LSHIFT]: |
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119 keystate |= 4 |
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120 if self.keys[pyglet.window.key.UP]: |
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121 keystate |= 16 |
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122 if self.keys[pyglet.window.key.DOWN]: |
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123 keystate |= 32 |
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124 if self.keys[pyglet.window.key.LEFT]: |
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125 keystate |= 64 |
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126 if self.keys[pyglet.window.key.RIGHT]: |
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127 keystate |= 128 |
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128 if self.keys[pyglet.window.key.LCTRL]: |
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129 keystate |= 256 |
188
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130 self.game.run_iter(keystate) |
187
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131 else: |
188
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132 keystate = 0 |
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133 for frame, _keystate, unknown in self.replay_level.keys: |
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134 if self.game.frame < frame: |
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135 break |
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136 else: |
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137 keystate = _keystate |
187
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138 |
188
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139 self.game.run_iter(keystate) |
131
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140 |
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141 |
300
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142 def render_game(self): |
225
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143 # Switch to game projection |
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144 #TODO: move that to GameRenderer? |
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145 x, y = self.game.interface.game_pos |
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146 glViewport(x, y, self.game.width, self.game.height) |
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147 glScissor(x, y, self.game.width, self.game.height) |
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148 glEnable(GL_SCISSOR_TEST) |
225
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149 glMatrixMode(GL_PROJECTION) |
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150 glLoadIdentity() |
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151 gluPerspective(30, float(self.game.width) / float(self.game.height), |
225
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152 101010101./2010101., 101010101./10101.) |
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153 |
131
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154 GameRenderer.render(self) |
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155 |
300
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156 glDisable(GL_SCISSOR_TEST) |
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157 |
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158 |
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159 def render_interface(self): |
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160 # Interface |
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161 interface = self.game.interface |
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162 interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) |
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163 |
225
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164 glMatrixMode(GL_PROJECTION) |
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165 glLoadIdentity() |
131
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166 glMatrixMode(GL_MODELVIEW) |
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167 glLoadIdentity() |
300
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168 gluOrtho2D(0., float(self.width), float(self.height), 0.) |
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169 glViewport(0, 0, self.width, self.height) |
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170 |
304
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171 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] |
300
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172 labels = interface.labels |
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173 if items: |
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174 # Force rendering of labels |
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175 self.render_elements(items) |
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176 self.render_elements(chain(*(label.objects() |
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177 for label in labels.itervalues()))) |
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178 else: |
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179 self.render_elements(chain(*(label.objects() |
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180 for label in labels.itervalues() |
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181 if label.changed))) |
300
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182 for label in interface.labels.itervalues(): |
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183 label.changed = False |
131
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184 |