Mercurial > touhou
comparison pytouhou/ui/sdl/gamerenderer.py @ 512:b39ad30c6620
Add a pure SDL backend.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 05 Dec 2013 01:55:39 +0100 |
parents | |
children | 577c3a88fb67 |
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511:2e8ceaa85d5c | 512:b39ad30c6620 |
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1 # -*- encoding: utf-8 -*- | |
2 ## | |
3 ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> | |
4 ## | |
5 ## This program is free software; you can redistribute it and/or modify | |
6 ## it under the terms of the GNU General Public License as published | |
7 ## by the Free Software Foundation; version 3 only. | |
8 ## | |
9 ## This program is distributed in the hope that it will be useful, | |
10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of | |
11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
12 ## GNU General Public License for more details. | |
13 ## | |
14 | |
15 from itertools import chain | |
16 | |
17 from pytouhou.lib.sdl import Rect | |
18 from .sprite import get_sprite_rendering_data | |
19 | |
20 from pytouhou.utils.helpers import get_logger | |
21 logger = get_logger(__name__) | |
22 | |
23 | |
24 class GameRenderer(object): | |
25 def __init__(self, resource_loader, window): | |
26 self.window = window | |
27 self.texture_manager = TextureManager(resource_loader, self.window.win) | |
28 | |
29 | |
30 def load_textures(self, anms): | |
31 self.texture_manager.load(anms) | |
32 | |
33 | |
34 def load_background(self, background): | |
35 if background is not None: | |
36 logger.error('Background rendering unavailable in the SDL backend.') | |
37 | |
38 | |
39 def start(self, common): | |
40 pass | |
41 | |
42 | |
43 def render(self, game): | |
44 self.render_game(game) | |
45 self.render_text(game.texts + game.native_texts) | |
46 self.render_interface(game.interface, game.boss) | |
47 | |
48 | |
49 def render_game(self, game): | |
50 x, y = game.interface.game_pos | |
51 self.window.win.render_set_viewport(Rect(x, y, game.width, game.height)) | |
52 self.window.win.render_set_clip_rect(Rect(x, -y, game.width, game.height)) | |
53 | |
54 if game is not None: | |
55 if game.spellcard_effect is not None: | |
56 self.render_elements([game.spellcard_effect]) | |
57 else: | |
58 self.window.win.render_clear() | |
59 | |
60 self.render_elements([enemy for enemy in game.enemies if enemy.visible]) | |
61 self.render_elements(game.effects) | |
62 self.render_elements(chain(game.players_bullets, | |
63 game.lasers_sprites(), | |
64 game.players, | |
65 game.msg_sprites())) | |
66 self.render_elements(chain(game.bullets, game.lasers, | |
67 game.cancelled_bullets, game.items, | |
68 game.labels)) | |
69 | |
70 | |
71 def render_interface(self, interface, boss): | |
72 interface.labels['framerate'].set_text('%.2ffps' % self.window.clock.get_fps()) | |
73 | |
74 self.window.win.render_set_viewport(Rect(0, 0, interface.width, interface.height)) | |
75 self.window.win.render_set_clip_rect(Rect(0, 0, interface.width, interface.height)) | |
76 | |
77 items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] | |
78 labels = interface.labels.values() | |
79 | |
80 if items: | |
81 # Redraw all the interface | |
82 self.render_elements(items) | |
83 else: | |
84 # Redraw only changed labels | |
85 labels = [label for label in labels if label.changed] | |
86 | |
87 self.render_elements(interface.level_start) | |
88 | |
89 if boss: | |
90 self.render_elements(interface.boss_items) | |
91 | |
92 self.render_elements(labels) | |
93 for label in labels: | |
94 label.changed = False | |
95 | |
96 | |
97 def render_elements(self, elements): | |
98 nb_vertices = 0 | |
99 | |
100 objects = chain(*[element.objects for element in elements]) | |
101 for element in objects: | |
102 if nb_vertices >= MAX_ELEMENTS - 4: | |
103 break | |
104 | |
105 sprite = element.sprite | |
106 if sprite and sprite.visible: | |
107 ox, oy = element.x, element.y | |
108 blendfunc, (vertices, uvs, colors, rotation, flip) = get_sprite_rendering_data(sprite) | |
109 | |
110 # Pack data in buffer | |
111 x, y, width, height = vertices | |
112 left, right, bottom, top = uvs | |
113 r, g, b, a = colors #TODO: use it. | |
114 | |
115 #XXX | |
116 texture_width = 256 | |
117 texture_height = 256 | |
118 | |
119 source = Rect(left * texture_width, bottom * texture_height, (right - left) * texture_width, (top - bottom) * texture_height) | |
120 dest = Rect(ox + x, oy + y, width, height) | |
121 | |
122 texture = sprite.anm.texture | |
123 texture.set_color_mod(r, g, b) | |
124 texture.set_alpha_mod(a) | |
125 texture.set_blend_mode(2 if blendfunc else 1) | |
126 | |
127 if rotation or flip: | |
128 self.window.win.render_copy_ex(texture, source, dest, rotation, flip) | |
129 else: | |
130 self.window.win.render_copy(texture, source, dest) | |
131 | |
132 nb_vertices += 4 | |
133 | |
134 | |
135 def render_text(self, texts): | |
136 pass |