Mercurial > touhou
view pytouhou/ui/texture.pyx @ 502:3d3285918ba1
Disallow collection of items dropped by the other player in netplay, also fixes a longstanding bug where autocollection worked with those items.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 23 Oct 2013 18:24:08 +0200 |
parents | 1c891c71cf22 |
children | 69c73023f7a0 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from pytouhou.lib.opengl cimport \ (glTexParameteri, GL_TEXTURE_MIN_FILTER, GL_TEXTURE_MAG_FILTER, GL_LINEAR, GL_BGRA, GL_RGBA, GL_RGB, GL_LUMINANCE, GL_UNSIGNED_BYTE, GL_UNSIGNED_SHORT_5_6_5, GL_UNSIGNED_SHORT_4_4_4_4_REV, glGenTextures, glBindTexture, glTexImage2D, GL_TEXTURE_2D, GLuint, glDeleteTextures) from pytouhou.lib.sdl cimport load_png, create_rgb_surface, Font from pytouhou.formats.thtx import Texture #TODO: perhaps define that elsewhere? from pytouhou.game.text cimport NativeText import os class TextureId(int): def __del__(self): cdef GLuint texture = self glDeleteTextures(1, &texture) self.renderer.remove_texture(self) class TextureManager(object): def __init__(self, loader=None, renderer=None): self.loader = loader self.renderer = renderer def load(self, anm_list): for anm in sorted(anm_list, key=lambda x: x[0].first_name.endswith('ascii.png')): for entry in anm: if not hasattr(entry, 'texture'): texture = decode_png(self.loader, entry.first_name, entry.secondary_name) entry.texture = load_texture(texture) elif not isinstance(entry.texture, TextureId): entry.texture = load_texture(entry.texture) self.renderer.add_texture(entry.texture) entry.texture.renderer = self.renderer cdef class FontManager: cdef Font font cdef object renderer def __init__(self, fontname, fontsize=16, renderer=None): self.font = Font(fontname, fontsize) self.renderer = renderer def load(self, label_list): cdef NativeText label for label in label_list: if label.texture is None: surface = self.font.render(label.text) label.width, label.height = surface.surface.w, surface.surface.h if label.align == 'center': label.x -= label.width // 2 elif label.align == 'right': label.x -= label.width else: assert label.align == 'left' texture = Texture(label.width, label.height, -4, surface.pixels) label.texture = load_texture(texture) label.texture.renderer = self.renderer cdef decode_png(loader, first_name, secondary_name): image_file = load_png(loader.get_file(os.path.basename(first_name))) width, height = image_file.surface.w, image_file.surface.h # Support only 32 bits RGBA. Paletted surfaces are awful to work with. #TODO: verify it doesn’t blow up on big-endian systems. new_image = create_rgb_surface(width, height, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000) new_image.blit(image_file) if secondary_name: alpha_file = load_png(loader.get_file(os.path.basename(secondary_name))) assert (width == alpha_file.surface.w and height == alpha_file.surface.h) new_alpha_file = create_rgb_surface(width, height, 24) new_alpha_file.blit(alpha_file) new_image.set_alpha(new_alpha_file) return Texture(width, height, -4, new_image.pixels) cdef load_texture(thtx): cdef GLuint texture if thtx.fmt == 1: format_ = GL_BGRA type_ = GL_UNSIGNED_BYTE composants = GL_RGBA elif thtx.fmt == 3: format_ = GL_RGB type_ = GL_UNSIGNED_SHORT_5_6_5 composants = GL_RGB elif thtx.fmt == 5: format_ = GL_BGRA type_ = GL_UNSIGNED_SHORT_4_4_4_4_REV composants = GL_RGBA elif thtx.fmt == 7: format_ = GL_LUMINANCE type_ = GL_UNSIGNED_BYTE composants = GL_LUMINANCE elif thtx.fmt == -4: #XXX: non-standard format_ = GL_RGBA type_ = GL_UNSIGNED_BYTE composants = GL_RGBA else: raise Exception('Unknown texture type') glGenTextures(1, &texture) glBindTexture(GL_TEXTURE_2D, texture) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexImage2D(GL_TEXTURE_2D, 0, composants, thtx.width, thtx.height, 0, format_, type_, <char*>thtx.data) return TextureId(texture)