view pytouhou/ui/gamerunner.py @ 284:91eb0afcb1e3

Fix time stop handling.
author Thibaut Girka <thib@sitedethib.com>
date Sun, 12 Feb 2012 15:50:32 +0100
parents 067f6d9c562b
children da53bc29b94a
line wrap: on
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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 pyglet.gl import (glMatrixMode, glLoadIdentity, glEnable,
                       glHint, glEnableClientState, glViewport,
                       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)

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.width, game.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.fps_display = pyglet.clock.ClockDisplay()


    def start(self, width=None, height=None):
        width = width or (self.game.width if self.game else 640)
        height = height or (self.game.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.on_draw()
            self.flip()


    def on_resize(self, width, height):
        glViewport(0, 0, width, height)


    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 on_draw(self):
        # Switch to game projection
        #TODO: move that to GameRenderer?
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        gluPerspective(30, float(self.width) / float(self.height),
                       101010101./2010101., 101010101./10101.)

        GameRenderer.render(self)

        # Get back to standard orthographic projection
        glMatrixMode(GL_PROJECTION)
        glLoadIdentity()
        glMatrixMode(GL_MODELVIEW)
        glLoadIdentity()

        #TODO: draw interface
        gluOrtho2D(0., float(self.game.width), 0., float(self.game.height))
        self.fps_display.draw()