Mercurial > touhou
view pytouhou/ui/gamerunner.py @ 477:e71b1bcf952a
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author | Thibaut Girka <thib@sitedethib.com> |
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date | Wed, 28 Dec 2011 19:07:37 +0100 |
parents | 9d4d52793eca |
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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, con=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.con = con 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.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(60) 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 else: keystate = 0 for frame, _keystate, unknown in self.replay_level.keys: if self.game.frame < frame: break else: keystate = _keystate if self.con: self.con.run_iter(self.game, keystate) else: 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()