Mercurial > touhou
view pytouhou/ui/gamerunner.py @ 306:52d791bb7c32
Rename a few attributes/methods to make a little more sense.
author | Thibaut Girka <thib@sitedethib.com> |
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date | Tue, 13 Mar 2012 19:18:14 +0100 |
parents | f3099ebf4f61 |
children | 61adb5453e46 |
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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. ## import pyglet import traceback from itertools import chain from pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable, glDisable, glHint, glEnableClientState, glViewport, glScissor, gluPerspective, gluOrtho2D, GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE_2D, GL_BLEND, GL_FOG, GL_PERSPECTIVE_CORRECTION_HINT, GL_FOG_HINT, GL_NICEST, GL_COLOR_ARRAY, GL_VERTEX_ARRAY, GL_TEXTURE_COORD_ARRAY, GL_SCISSOR_TEST) from pytouhou.utils.helpers import get_logger from .gamerenderer import GameRenderer logger = get_logger(__name__) class GameRunner(pyglet.window.Window, GameRenderer): def __init__(self, resource_loader, game=None, background=None, replay=None): GameRenderer.__init__(self, resource_loader, game, background) width, height = (game.interface.width, game.interface.height) if game else (None, None) pyglet.window.Window.__init__(self, width=width, height=height, caption='PyTouhou', resizable=False) self.replay_level = None if not replay or not replay.levels[game.stage-1]: self.keys = pyglet.window.key.KeyStateHandler() self.push_handlers(self.keys) else: self.keys = 0 self.replay_level = replay.levels[game.stage-1] self.game.players[0].state.lives = self.replay_level.lives self.game.players[0].state.power = self.replay_level.power self.game.players[0].state.bombs = self.replay_level.bombs self.game.difficulty = self.replay_level.difficulty self.clock = pyglet.clock.get_default() def start(self, width=None, height=None): width = width or (self.game.interface.width if self.game else 640) height = height or (self.game.interface.height if self.game else 480) if (width, height) != (self.width, self.height): self.set_size(width, height) # Initialize OpenGL glEnable(GL_BLEND) glEnable(GL_TEXTURE_2D) glEnable(GL_FOG) glHint(GL_FOG_HINT, GL_NICEST) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) glEnableClientState(GL_COLOR_ARRAY) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_TEXTURE_COORD_ARRAY) # Use our own loop to ensure 60 (for now, 120) fps pyglet.clock.set_fps_limit(120) while not self.has_exit: pyglet.clock.tick() self.dispatch_events() self.update() self.render_game() self.render_interface() self.flip() def _event_text_symbol(self, ev): # XXX: Ugly workaround to a pyglet bug on X11 #TODO: fix that bug in pyglet try: return pyglet.window.Window._event_text_symbol(self, ev) except Exception as exc: logger.warn('Pyglet error: %s', traceback.format_exc(exc)) return None, None def on_key_press(self, symbol, modifiers): if symbol == pyglet.window.key.ESCAPE: self.has_exit = True # XXX: Fullscreen will be enabled the day pyglet stops sucking elif symbol == pyglet.window.key.F11: self.set_fullscreen(not self.fullscreen) def update(self): if self.background: self.background.update(self.game.frame) if self.game: if not self.replay_level: #TODO: allow user settings keystate = 0 if self.keys[pyglet.window.key.W]: keystate |= 1 if self.keys[pyglet.window.key.X]: keystate |= 2 #TODO: on some configurations, LSHIFT is Shift_L when pressed # and ISO_Prev_Group when released, confusing the hell out of pyglet # and leading to a always-on LSHIFT... if self.keys[pyglet.window.key.LSHIFT]: keystate |= 4 if self.keys[pyglet.window.key.UP]: keystate |= 16 if self.keys[pyglet.window.key.DOWN]: keystate |= 32 if self.keys[pyglet.window.key.LEFT]: keystate |= 64 if self.keys[pyglet.window.key.RIGHT]: keystate |= 128 if self.keys[pyglet.window.key.LCTRL]: keystate |= 256 self.game.run_iter(keystate) else: keystate = 0 for frame, _keystate, unknown in self.replay_level.keys: if self.game.frame < frame: break else: keystate = _keystate self.game.run_iter(keystate) def render_game(self): # Switch to game projection #TODO: move that to GameRenderer? x, y = self.game.interface.game_pos glViewport(x, y, self.game.width, self.game.height) glScissor(x, y, self.game.width, self.game.height) glEnable(GL_SCISSOR_TEST) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(30, float(self.game.width) / float(self.game.height), 101010101./2010101., 101010101./10101.) GameRenderer.render(self) glDisable(GL_SCISSOR_TEST) def render_interface(self): # Interface interface = self.game.interface interface.labels['framerate'].set_text('%.2ffps' % self.clock.get_fps()) glMatrixMode(GL_PROJECTION) glLoadIdentity() glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluOrtho2D(0., float(self.width), float(self.height), 0.) glViewport(0, 0, self.width, self.height) items = [item for item in interface.items if item.anmrunner and item.anmrunner.running] labels = interface.labels if items: # Force rendering of labels self.render_elements(items) self.render_elements(chain(*(label.objects() for label in labels.itervalues()))) else: self.render_elements(chain(*(label.objects() for label in labels.itervalues() if label.changed))) for label in interface.labels.itervalues(): label.changed = False