view pytouhou/vm/msgrunner.py @ 612:73f134f84c7f

Request a RGB888 context, since SDL2’s default of RGB332 sucks. On X11/GLX, it will select the first config available, that is the best one, while on EGL it will iterate over them to select the one closest to what the application requested. Of course, anything lower than RGB888 looks bad and we really don’t want that.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Thu, 26 Mar 2015 20:20:37 +0100
parents e15672733c93
children d18c0bf11138
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# -*- encoding: utf-8 -*-
##
## Copyright (C) 2012 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
##
## 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.utils.helpers import get_logger

from pytouhou.vm.common import MetaRegistry, instruction
from pytouhou.game import NextStage

logger = get_logger(__name__)


class MSGRunner(metaclass=MetaRegistry):
    __slots__ = ('_msg', '_game', 'frame', 'sleep_time', 'allow_skip',
                 'skipping', 'frozen', 'ended', 'instruction_pointer',
                 'handlers')

    def __init__(self, msg, script, game):
        self._msg = msg.msgs[script + 10 * (game.players[0].character // 2)]
        self._game = game
        self.handlers = self._handlers[6]
        self.frame = 0
        self.sleep_time = 0
        self.allow_skip = True
        self.skipping = False
        self.frozen = False
        self.ended = False

        self.instruction_pointer = 0


    def run_iteration(self):
        while True:
            if self.ended:
                return False

            try:
                frame, instr_type, args = self._msg[self.instruction_pointer]
            except IndexError:
                self.end()
                return False

            if frame > self.frame:
                break
            else:
                self.instruction_pointer += 1

            if frame == self.frame:
                try:
                    callback = self.handlers[instr_type]
                except KeyError:
                    logger.warn('unhandled msg opcode %d (args: %r)', instr_type, args)
                else:
                    callback(self, *args)

        if not self.frozen:
            if self.sleep_time > 0:
                self.sleep_time -= 1
            else:
                self.frame += 1

        return True


    def skip(self):
        self.sleep_time = 0


    def end(self):
        self._game.msg_runner = None
        self._game.msg_wait = False
        self.ended = True
        texts = self._game.texts
        if 'boss_name' in texts:
            del texts['boss_name']
        if 'boss_title' in texts:
            del texts['boss_title']
        if 'dialog_0' in texts:
            del texts['dialog_0']
        if 'dialog_1' in texts:
            del texts['dialog_1']


    @instruction(0)
    def unknown0(self):
        if self.allow_skip:
            raise Exception #TODO: seems to crash the game, but why?
        self.end()


    @instruction(1)
    def enter(self, side, effect):
        self._game.new_face(side, effect)


    @instruction(2)
    def change_face(self, side, index):
        face = self._game.faces[side]
        if face:
            face.load(index)


    @instruction(3)
    def display_text(self, side, index, text):
        texts = self._game.texts
        if index == 0:
            if 'dialog_0' in texts:
                del texts['dialog_0']
            if 'dialog_1' in texts:
                del texts['dialog_1']
        texts['dialog_%d' % index] = self._game.new_native_text((64, 372 + index * 24), text)
        texts['dialog_%d' % index].set_timeout(0, effect='fadeout', duration=15)


    @instruction(4)
    def pause(self, duration):
        if not (self.skipping and self.allow_skip):
            self.sleep_time = duration


    @instruction(5)
    def animate(self, side, effect):
        face = self._game.faces[side]
        if face:
            face.animate(effect)


    @instruction(6)
    def spawn_enemy_sprite(self):
        self._game.msg_wait = False


    @instruction(7)
    def change_music(self, track):
        self._game.music.play(track)


    @instruction(8)
    def display_description(self, side, index, text):
        assert side == 1  # It shouldn’t crash when it’s something else.
        key = 'boss_name' if index == 0 else 'boss_title'
        self._game.texts[key] = self._game.new_native_text((336, 320 + index * 18), text, align='right')


    @instruction(10)
    def freeze(self):
        self.frozen = True


    @instruction(11)
    def next_stage(self):
        raise NextStage


    @instruction(13)
    def set_allow_skip(self, boolean):
        self.allow_skip = bool(boolean)