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#!/usr/bin/env python import unittest from flickrapi import shorturl class ShortUrlTest(unittest.TestCase): '''Tests the shorturl module.''' def test_encoding(self): '''Test ID to Base58 encoding.''' self.assertEqual(shorturl.encode(u'4325695128'), u'7Afjsu') self.assertEqual(shorturl.encode(u'2811466321'), u'5hruZg') def test_decoding(self): '''Test Base58 to ID decoding.''' self.assertEqual(shorturl.decode(u'7Afjsu'), u'4325695128') self.assertEqual(shorturl.decode(u'5hruZg'), u'2811466321') def test_short_url(self): '''Test photo ID to short URL conversion.''' self.assertEqual(shorturl.url(u'4325695128'), u'http://flic.kr/p/7Afjsu') self.assertEqual(shorturl.url(u'2811466321'), u'http://flic.kr/p/5hruZg')
Python
# -*- coding: utf-8 -*- import doctest import glob import os import os.path import sys import unittest import flickrapi failure = False def exit(statuscode): '''Replacement for sys.exit that records the status code instead of exiting. ''' global failure if statuscode: failure = True def run_in_module_dir(module): '''Runs the decorated function in the directory of the given module.''' directory = os.path.dirname(module.__file__) def decorator(func): '''Runs the decorated function in some directory.''' def wrapper(): curdir = os.getcwd() try: if directory: print 'Changing to %s' % directory os.chdir(directory) return func() finally: os.chdir(curdir) return wrapper return decorator run_in_test_dir = run_in_module_dir(sys.modules[__name__]) run_in_code_dir = run_in_module_dir(flickrapi) def load_module(modulename): '''load_module(modulename) -> module''' __import__(modulename) return sys.modules[modulename] @run_in_test_dir def run_unittests(): '''Runs all unittests in the current directory.''' filenames = glob.glob('test_*.py') modules = [fn[:-3] for fn in filenames] for modulename in modules: module = load_module('%s.%s' % (__name__, modulename)) print '----------------------------------------------------------------------' print module.__file__ print unittest.main(module=module) if failure: print 'Unittests: there was at least one failure' else: print 'Unittests: All tests ran OK' @run_in_code_dir def run_doctests(): '''Runs all doctests in the flickrapi module.''' # First run the flickrapi module (failure_count, test_count) = doctest.testmod(flickrapi) # run the submodules too. filenames = glob.glob('[a-z]*.py') modules = [fn[:-3] for fn in filenames] # Go to the top-level source directory to ensure relative path names are # correct. os.chdir('..') for modulename in modules: # Load the module module = load_module('%s.%s' % (flickrapi.__name__, modulename)) # Run the tests (failed, tested) = doctest.testmod(module) failure_count += failed test_count += tested if failure_count: print 'Doctests: %i of %i failed' % (failure_count, test_count) global failure failure = True else: print 'Doctests: all of %i OK' % test_count def run_tests(): '''Runs all unittests and doctests.''' # Prevent unittest.main from calling sys.exit() orig_exit = sys.exit sys.exit = exit try: run_unittests() run_doctests() finally: sys.exit = orig_exit sys.exit(failure) if __name__ == '__main__': run_tests()
Python
import urllib import cStringIO import Image def get_static_google_map(filename_wo_extension, center=None, zoom=None, imgsize="500x500", imgformat="jpeg", maptype="roadmap", markers=None ): """retrieve a map (image) from the static google maps server See: http://code.google.com/apis/maps/documentation/staticmaps/ Creates a request string with a URL like this: http://maps.google.com/maps/api/staticmap?center=Brooklyn+Bridge,New+York,NY&zoom=14&size=512x512&maptype=roadmap &markers=color:blue|label:S|40.702147,-74.015794&sensor=false""" # assemble the URL request = "http://maps.google.com/maps/api/staticmap?" # base URL, append query params, separated by & # if center and zoom are not given, the map will show all marker locations if center != None: request += "center=%s&" % center #request += "center=%s&" % "40.714728, -73.998672" # latitude and longitude (up to 6-digits) #request += "center=%s&" % "50011" # could also be a zipcode, #request += "center=%s&" % "Brooklyn+Bridge,New+York,NY" # or a search term if center != None: request += "zoom=%i&" % zoom # zoom 0 (all of the world scale ) to 22 (single buildings scale) request += "size=%ix%i&" % (imgsize) # tuple of ints, up to 640 by 640 request += "format=%s&" % imgformat request += "maptype=%s&" % maptype # roadmap, satellite, hybrid, terrain # add markers (location and style) if markers != None: for marker in markers: request += "%s&" % marker #request += "mobile=false&" # optional: mobile=true will assume the image is shown on a small screen (mobile device) request += "sensor=false&" # must be given, deals with getting loction from mobile device print request urllib.urlretrieve(request, filename_wo_extension+"."+imgformat) # Option 1: save image directly to disk # Option 2: read into PIL web_sock = urllib.urlopen(request) imgdata = cStringIO.StringIO(web_sock.read()) # constructs a StringIO holding the image try: PIL_img = Image.open(imgdata) # if this cannot be read as image that, it's probably an error from the server, except IOError: print "IOError:", imgdata.read() # print error (or it may return a image showing the error" # show image #else: #PIL_img.show() #PIL_img.save(filename_wo_extension+".png", "PNG") # save as jpeg if __name__ == '__main__': # make a map around a center get_static_google_map("amsterdam", center="52.38,4.9", zoom=12, imgsize=(800,800), imgformat="png", maptype="satellite" )
Python
#!/usr/bin/env python '''Python distutils install script. Run with "python setup.py install" to install FlickrAPI ''' import distribute_setup distribute_setup.use_setuptools() import sys # Check the Python version (major, minor) = sys.version_info[:2] if (major, minor) < (2, 4): raise SystemExit("Sorry, Python 2.4 or newer required") import _setup
Python
#!python """Bootstrap distribute installation If you want to use setuptools in your package's setup.py, just include this file in the same directory with it, and add this to the top of your setup.py:: from distribute_setup import use_setuptools use_setuptools() If you want to require a specific version of setuptools, set a download mirror, or use an alternate download directory, you can do so by supplying the appropriate options to ``use_setuptools()``. This file can also be run as a script to install or upgrade setuptools. """ import os import sys import time import fnmatch import tempfile import tarfile from distutils import log try: from site import USER_SITE except ImportError: USER_SITE = None try: import subprocess def _python_cmd(*args): args = (sys.executable,) + args return subprocess.call(args) == 0 except ImportError: # will be used for python 2.3 def _python_cmd(*args): args = (sys.executable,) + args # quoting arguments if windows if sys.platform == 'win32': def quote(arg): if ' ' in arg: return '"%s"' % arg return arg args = [quote(arg) for arg in args] return os.spawnl(os.P_WAIT, sys.executable, *args) == 0 DEFAULT_VERSION = "0.6.8" DEFAULT_URL = "http://pypi.python.org/packages/source/d/distribute/" SETUPTOOLS_PKG_INFO = """\ Metadata-Version: 1.0 Name: setuptools Version: 0.6c9 Summary: xxxx Home-page: xxx Author: xxx Author-email: xxx License: xxx Description: xxx """ def _install(tarball): # extracting the tarball tmpdir = tempfile.mkdtemp() log.warn('Extracting in %s', tmpdir) old_wd = os.getcwd() try: os.chdir(tmpdir) tar = tarfile.open(tarball) _extractall(tar) tar.close() # going in the directory subdir = os.path.join(tmpdir, os.listdir(tmpdir)[0]) os.chdir(subdir) log.warn('Now working in %s', subdir) # installing log.warn('Installing Distribute') assert _python_cmd('setup.py', 'install') finally: os.chdir(old_wd) def _build_egg(egg, tarball, to_dir): # extracting the tarball tmpdir = tempfile.mkdtemp() log.warn('Extracting in %s', tmpdir) old_wd = os.getcwd() try: os.chdir(tmpdir) tar = tarfile.open(tarball) _extractall(tar) tar.close() # going in the directory subdir = os.path.join(tmpdir, os.listdir(tmpdir)[0]) os.chdir(subdir) log.warn('Now working in %s', subdir) # building an egg log.warn('Building a Distribute egg in %s', to_dir) _python_cmd('setup.py', '-q', 'bdist_egg', '--dist-dir', to_dir) finally: os.chdir(old_wd) # returning the result log.warn(egg) if not os.path.exists(egg): raise IOError('Could not build the egg.') def _do_download(version, download_base, to_dir, download_delay): egg = os.path.join(to_dir, 'distribute-%s-py%d.%d.egg' % (version, sys.version_info[0], sys.version_info[1])) if not os.path.exists(egg): tarball = download_setuptools(version, download_base, to_dir, download_delay) _build_egg(egg, tarball, to_dir) sys.path.insert(0, egg) import setuptools setuptools.bootstrap_install_from = egg def use_setuptools(version=DEFAULT_VERSION, download_base=DEFAULT_URL, to_dir=os.curdir, download_delay=15, no_fake=True): # making sure we use the absolute path to_dir = os.path.abspath(to_dir) was_imported = 'pkg_resources' in sys.modules or \ 'setuptools' in sys.modules try: try: import pkg_resources if not hasattr(pkg_resources, '_distribute'): if not no_fake: _fake_setuptools() raise ImportError except ImportError: return _do_download(version, download_base, to_dir, download_delay) try: pkg_resources.require("distribute>="+version) return except pkg_resources.VersionConflict: e = sys.exc_info()[1] if was_imported: sys.stderr.write( "The required version of distribute (>=%s) is not available,\n" "and can't be installed while this script is running. Please\n" "install a more recent version first, using\n" "'easy_install -U distribute'." "\n\n(Currently using %r)\n" % (version, e.args[0])) sys.exit(2) else: del pkg_resources, sys.modules['pkg_resources'] # reload ok return _do_download(version, download_base, to_dir, download_delay) except pkg_resources.DistributionNotFound: return _do_download(version, download_base, to_dir, download_delay) finally: if not no_fake: _create_fake_setuptools_pkg_info(to_dir) def download_setuptools(version=DEFAULT_VERSION, download_base=DEFAULT_URL, to_dir=os.curdir, delay=15): """Download distribute from a specified location and return its filename `version` should be a valid distribute version number that is available as an egg for download under the `download_base` URL (which should end with a '/'). `to_dir` is the directory where the egg will be downloaded. `delay` is the number of seconds to pause before an actual download attempt. """ # making sure we use the absolute path to_dir = os.path.abspath(to_dir) try: from urllib.request import urlopen except ImportError: from urllib2 import urlopen tgz_name = "distribute-%s.tar.gz" % version url = download_base + tgz_name saveto = os.path.join(to_dir, tgz_name) src = dst = None if not os.path.exists(saveto): # Avoid repeated downloads try: log.warn("Downloading %s", url) src = urlopen(url) # Read/write all in one block, so we don't create a corrupt file # if the download is interrupted. data = src.read() dst = open(saveto, "wb") dst.write(data) finally: if src: src.close() if dst: dst.close() return os.path.realpath(saveto) def _patch_file(path, content): """Will backup the file then patch it""" existing_content = open(path).read() if existing_content == content: # already patched log.warn('Already patched.') return False log.warn('Patching...') _rename_path(path) f = open(path, 'w') try: f.write(content) finally: f.close() return True def _same_content(path, content): return open(path).read() == content def _rename_path(path): new_name = path + '.OLD.%s' % time.time() log.warn('Renaming %s into %s', path, new_name) try: from setuptools.sandbox import DirectorySandbox def _violation(*args): pass DirectorySandbox._violation = _violation except ImportError: pass os.rename(path, new_name) return new_name def _remove_flat_installation(placeholder): if not os.path.isdir(placeholder): log.warn('Unkown installation at %s', placeholder) return False found = False for file in os.listdir(placeholder): if fnmatch.fnmatch(file, 'setuptools*.egg-info'): found = True break if not found: log.warn('Could not locate setuptools*.egg-info') return log.warn('Removing elements out of the way...') pkg_info = os.path.join(placeholder, file) if os.path.isdir(pkg_info): patched = _patch_egg_dir(pkg_info) else: patched = _patch_file(pkg_info, SETUPTOOLS_PKG_INFO) if not patched: log.warn('%s already patched.', pkg_info) return False # now let's move the files out of the way for element in ('setuptools', 'pkg_resources.py', 'site.py'): element = os.path.join(placeholder, element) if os.path.exists(element): _rename_path(element) else: log.warn('Could not find the %s element of the ' 'Setuptools distribution', element) return True def _after_install(dist): log.warn('After install bootstrap.') placeholder = dist.get_command_obj('install').install_purelib _create_fake_setuptools_pkg_info(placeholder) def _create_fake_setuptools_pkg_info(placeholder): if not placeholder or not os.path.exists(placeholder): log.warn('Could not find the install location') return pyver = '%s.%s' % (sys.version_info[0], sys.version_info[1]) setuptools_file = 'setuptools-0.6c9-py%s.egg-info' % pyver pkg_info = os.path.join(placeholder, setuptools_file) if os.path.exists(pkg_info): log.warn('%s already exists', pkg_info) return log.warn('Creating %s', pkg_info) f = open(pkg_info, 'w') try: f.write(SETUPTOOLS_PKG_INFO) finally: f.close() pth_file = os.path.join(placeholder, 'setuptools.pth') log.warn('Creating %s', pth_file) f = open(pth_file, 'w') try: f.write(os.path.join(os.curdir, setuptools_file)) finally: f.close() def _patch_egg_dir(path): # let's check if it's already patched pkg_info = os.path.join(path, 'EGG-INFO', 'PKG-INFO') if os.path.exists(pkg_info): if _same_content(pkg_info, SETUPTOOLS_PKG_INFO): log.warn('%s already patched.', pkg_info) return False _rename_path(path) os.mkdir(path) os.mkdir(os.path.join(path, 'EGG-INFO')) pkg_info = os.path.join(path, 'EGG-INFO', 'PKG-INFO') f = open(pkg_info, 'w') try: f.write(SETUPTOOLS_PKG_INFO) finally: f.close() return True def _before_install(): log.warn('Before install bootstrap.') _fake_setuptools() def _under_prefix(location): if 'install' not in sys.argv: return True args = sys.argv[sys.argv.index('install')+1:] for index, arg in enumerate(args): for option in ('--root', '--prefix'): if arg.startswith('%s=' % option): top_dir = arg.split('root=')[-1] return location.startswith(top_dir) elif arg == option: if len(args) > index: top_dir = args[index+1] return location.startswith(top_dir) elif option == '--user' and USER_SITE is not None: return location.startswith(USER_SITE) return True def _fake_setuptools(): log.warn('Scanning installed packages') try: import pkg_resources except ImportError: # we're cool log.warn('Setuptools or Distribute does not seem to be installed.') return ws = pkg_resources.working_set try: setuptools_dist = ws.find(pkg_resources.Requirement.parse('setuptools', replacement=False)) except TypeError: # old distribute API setuptools_dist = ws.find(pkg_resources.Requirement.parse('setuptools')) if setuptools_dist is None: log.warn('No setuptools distribution found') return # detecting if it was already faked setuptools_location = setuptools_dist.location log.warn('Setuptools installation detected at %s', setuptools_location) # if --root or --preix was provided, and if # setuptools is not located in them, we don't patch it if not _under_prefix(setuptools_location): log.warn('Not patching, --root or --prefix is installing Distribute' ' in another location') return # let's see if its an egg if not setuptools_location.endswith('.egg'): log.warn('Non-egg installation') res = _remove_flat_installation(setuptools_location) if not res: return else: log.warn('Egg installation') pkg_info = os.path.join(setuptools_location, 'EGG-INFO', 'PKG-INFO') if (os.path.exists(pkg_info) and _same_content(pkg_info, SETUPTOOLS_PKG_INFO)): log.warn('Already patched.') return log.warn('Patching...') # let's create a fake egg replacing setuptools one res = _patch_egg_dir(setuptools_location) if not res: return log.warn('Patched done.') _relaunch() def _relaunch(): log.warn('Relaunching...') # we have to relaunch the process args = [sys.executable] + sys.argv sys.exit(subprocess.call(args)) def _extractall(self, path=".", members=None): """Extract all members from the archive to the current working directory and set owner, modification time and permissions on directories afterwards. `path' specifies a different directory to extract to. `members' is optional and must be a subset of the list returned by getmembers(). """ import copy import operator from tarfile import ExtractError directories = [] if members is None: members = self for tarinfo in members: if tarinfo.isdir(): # Extract directories with a safe mode. directories.append(tarinfo) tarinfo = copy.copy(tarinfo) tarinfo.mode = 448 # decimal for oct 0700 self.extract(tarinfo, path) # Reverse sort directories. if sys.version_info < (2, 4): def sorter(dir1, dir2): return cmp(dir1.name, dir2.name) directories.sort(sorter) directories.reverse() else: directories.sort(key=operator.attrgetter('name'), reverse=True) # Set correct owner, mtime and filemode on directories. for tarinfo in directories: dirpath = os.path.join(path, tarinfo.name) try: self.chown(tarinfo, dirpath) self.utime(tarinfo, dirpath) self.chmod(tarinfo, dirpath) except ExtractError: e = sys.exc_info()[1] if self.errorlevel > 1: raise else: self._dbg(1, "tarfile: %s" % e) def main(argv, version=DEFAULT_VERSION): """Install or upgrade setuptools and EasyInstall""" tarball = download_setuptools() _install(tarball) if __name__ == '__main__': main(sys.argv[1:])
Python
#!/usr/bin/env python import tests tests.run_tests()
Python
from pythonmap import * get_static_google_map("amsterdam", center="52.38,4.9", zoom=12, imgsize=(800,800), imgformat="png", maptype="satellite" )
Python
# adjust cwd and sys.path def adjust_to_correct_appdir(): import os, sys try: appdir = __file__ print appdir if not appdir: raise ValueError appdir = os.path.abspath(os.path.dirname(__file__)) os.chdir(appdir) sys.path = [ e for e in sys.path if e != appdir] sys.path.insert(0,os.path.join(appdir, 'libs')) sys.path.insert(0,os.path.join(appdir, 'game_src')) except ValueError: print 'Please run from an OS console.' import time time.sleep(10) sys.exit(1) adjust_to_correct_appdir() # handle options def get_options(): import optparse parser = optparse.OptionParser() parser.add_option("-x", "--width", type='int', dest="width", default='800', help="set window width", metavar="WIDTH") parser.add_option("-y", "--height", type="int", dest="height", default='600', help="set window height", metavar="HEIGHT") parser.add_option("-F", "--fullscreen", dest="fullscreen", default=False, help="set fullscreen mode on", action="store_true") parser.add_option("--startlevel", type='int', dest="startlevel", default='-1', help="first level to play", metavar="STARTLEVEL") parser.add_option("--sound", dest="sound", default=True, help="enables sound, default True", metavar="sound") (options, args) = parser.parse_args() members = ['width', 'height', 'fullscreen', 'startlevel', 'sound'] d = {} for k in members: d[k] = getattr(options, k) return d import gg gg.session = get_options() #print options # todo get audio potential availability import main main.run_game()
Python
# kytten/button.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Control from override import KyttenLabel class Button(Control): """ A simple text-labeled button. """ def __init__(self, text="", id=None, on_click=None, disabled=False): """ Creates a new Button. The provided text will be used to caption the button. @param text Label for the button @param on_click Callback for the button @param disabled True if the button should be disabled """ Control.__init__(self, id=id, disabled=disabled) self.text = text self.on_click = on_click self.label = None self.button = None self.highlight = None self.is_pressed = False def delete(self): """ Clean up our graphic elements """ Control.delete(self) if self.button is not None: self.button.delete() self.button = None if self.label is not None: self.label.delete() self.label = None if self.highlight is not None: self.highlight.delete() self.highlight = None def layout(self, x, y): """ Places the Button. @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ Control.layout(self, x, y) self.button.update(self.x, self.y, self.width, self.height) if self.highlight is not None: self.highlight.update(self.x, self.y, self.width, self.height) x, y, width, height = self.button.get_content_region() font = self.label.document.get_font() self.label.x = x + width/2 - self.label.content_width/2 self.label.y = y + height/2 - font.ascent/2 - font.descent def on_gain_highlight(self): Control.on_gain_highlight(self) self.size(self.saved_dialog) if self.highlight is not None: self.highlight.update(self.x, self.y, self.width, self.height) def on_lose_highlight(self): Control.on_lose_highlight(self) if self.highlight is not None: self.highlight.delete() self.highlight = None def on_mouse_press(self, x, y, button, modifiers): if not self.is_pressed and not self.is_disabled(): self.is_pressed = True # Delete the button to force it to be redrawn self.delete() self.saved_dialog.set_needs_layout() def on_mouse_release(self, x, y, button, modifiers): if self.is_pressed: self.is_pressed = False # Delete the button to force it to be redrawn self.delete() self.saved_dialog.set_needs_layout() # Now, if mouse is still inside us, signal on_click if self.on_click is not None and self.hit_test(x, y): if self.id is not None: self.on_click(self.id) else: self.on_click() def size(self, dialog): """ Sizes the Button. If necessary, creates the graphic elements. @param dialog Dialog which contains the Button """ if dialog is None: return Control.size(self, dialog) if self.is_pressed: path = ['button', 'down'] else: path = ['button', 'up'] if self.is_disabled(): color = dialog.theme[path]['disabled_color'] else: color = dialog.theme[path]['gui_color'] if self.button is None: self.button = dialog.theme[path]['image'].generate( color, dialog.batch, dialog.bg_group) if self.highlight is None and self.is_highlight(): self.highlight = dialog.theme[path]['highlight']['image'].\ generate(dialog.theme[path]['highlight_color'], dialog.batch, dialog.bg_group) if self.label is None: self.label = KyttenLabel(self.text, font_name=dialog.theme[path]['font'], font_size=dialog.theme[path]['font_size'], color=dialog.theme[path]['text_color'], batch=dialog.batch, group=dialog.fg_group) # Treat the height of the label as ascent + descent font = self.label.document.get_font() height = font.ascent - font.descent # descent is negative self.width, self.height = self.button.get_needed_size( self.label.content_width, height) def teardown(self): self.on_click = None Control.teardown(self)
Python
# kytten/theme.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import os import pyglet from pyglet import gl try: import json json_load = json.loads except ImportError: try: import simplejson as json json_load = json.loads except ImportError: import sys print >>sys.stderr, \ "Warning: using 'safe_eval' to process json files, " \ "please upgrade to Python 2.6 or install simplejson" import safe_eval def json_load(expr): # strip carriage returns return safe_eval.safe_eval(''.join(str(expr).split('\r'))) DEFAULT_THEME_SETTINGS = { "font": "Lucida Grande", "font_size": 12, "font_size_small": 10, "text_color": [255, 255, 255, 255], "gui_color": [255, 255, 255, 255], "highlight_color": [255, 255, 255, 64], "disabled_color": [160, 160, 160, 255], } class ThemeTextureGroup(pyglet.graphics.TextureGroup): """ ThemeTextureGroup, in addition to setting the texture, also ensures that we map to the nearest texel instead of trying to interpolate from nearby texels. This prevents 'blooming' along the edges. """ def set_state(self): pyglet.graphics.TextureGroup.set_state(self) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MAG_FILTER, gl.GL_NEAREST) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) class UndefinedGraphicElementTemplate: def __init__(self, theme): self.theme = theme self.width = 0 self.height = 0 self.margins = [0, 0, 0, 0] self.padding = [0, 0, 0, 0] def generate(self, color, batch, group): return UndefinedGraphicElement(self.theme, color, batch, group) def write(self, f, indent=0): f.write('None') class TextureGraphicElementTemplate(UndefinedGraphicElementTemplate): def __init__(self, theme, texture, width=None, height=None): UndefinedGraphicElementTemplate.__init__(self, theme) self.texture = texture self.width = width or texture.width self.height = height or texture.height def generate(self, color, batch, group): return TextureGraphicElement(self.theme, self.texture, color, batch, group) def write(self, f, indent=0): f.write('{\n') f.write(' ' * (indent + 2) + '"src": "%s"' % self.texture.src) if hasattr(self.texture, 'region'): f.write(',\n' + ' ' * (indent + 2) + '"region": %s' % repr(list(self.texture.region))) f.write('\n' + ' ' * indent + '}') class FrameTextureGraphicElementTemplate(TextureGraphicElementTemplate): def __init__(self, theme, texture, stretch, padding, width=None, height=None): TextureGraphicElementTemplate.__init__(self, theme, texture, width=width, height=height) self.stretch_texture = texture.get_region(*stretch).get_texture() x, y, width, height = stretch self.margins = (x, texture.width - width - x, # left, right texture.height - height - y, y) # top, bottom self.padding = padding def generate(self, color, batch, group): return FrameTextureGraphicElement( self.theme, self.texture, self.stretch_texture, self.margins, self.padding, color, batch, group) def write(self, f, indent=0): f.write('{\n') f.write(' ' * (indent + 2) + '"src": "%s"' % self.texture.src) if hasattr(self.texture, 'region'): f.write(',\n' + ' ' * (indent + 2) + '"region": %s' % repr(list(self.texture.region))) left, right, top, bottom = self.margins if left != 0 or right != 0 or top != 0 or bottom != 0 or \ self.padding != [0, 0, 0, 0]: stretch = [left, bottom, self.width - right - left, self.height - top - bottom] f.write(',\n' + ' ' * (indent + 2) + '"stretch": %s' % repr(list(stretch))) f.write(',\n' + ' ' * (indent + 2) + '"padding": %s' % repr(list(self.padding))) f.write('\n' + ' ' * indent + '}') class TextureGraphicElement: def __init__(self, theme, texture, color, batch, group): self.x = self.y = 0 self.width, self.height = texture.width, texture.height self.group = ThemeTextureGroup(texture, group) self.vertex_list = batch.add(4, gl.GL_QUADS, self.group, ('v2i', self._get_vertices()), ('c4B', color * 4), ('t3f', texture.tex_coords)) def _get_vertices(self): x1, y1 = int(self.x), int(self.y) x2, y2 = x1 + int(self.width), y1 + int(self.height) return (x1, y1, x2, y1, x2, y2, x1, y2) def delete(self): self.vertex_list.delete() self.vertex_list = None self.group = None def get_content_region(self): return (self.x, self.y, self.width, self.height) def get_content_size(self, width, height): return width, height def get_needed_size(self, content_width, content_height): return content_width, content_height def update(self, x, y, width, height): self.x, self.y, self.width, self.height = x, y, width, height if self.vertex_list is not None: self.vertex_list.vertices = self._get_vertices() class FrameTextureGraphicElement: def __init__(self, theme, texture, inner_texture, margins, padding, color, batch, group): self.x = self.y = 0 self.width, self.height = texture.width, texture.height self.group = ThemeTextureGroup(texture, group) self.outer_texture = texture self.inner_texture = inner_texture self.margins = margins self.padding = padding self.vertex_list = batch.add(36, gl.GL_QUADS, self.group, ('v2i', self._get_vertices()), ('c4B', color * 36), ('t2f', self._get_tex_coords())) def _get_tex_coords(self): x1, y1 = self.outer_texture.tex_coords[0:2] # outer's lower left x4, y4 = self.outer_texture.tex_coords[6:8] # outer's upper right x2, y2 = self.inner_texture.tex_coords[0:2] # inner's lower left x3, y3 = self.inner_texture.tex_coords[6:8] # inner's upper right return (x1, y1, x2, y1, x2, y2, x1, y2, # bottom left x2, y1, x3, y1, x3, y2, x2, y2, # bottom x3, y1, x4, y1, x4, y2, x3, y2, # bottom right x1, y2, x2, y2, x2, y3, x1, y3, # left x2, y2, x3, y2, x3, y3, x2, y3, # center x3, y2, x4, y2, x4, y3, x3, y3, # right x1, y3, x2, y3, x2, y4, x1, y4, # top left x2, y3, x3, y3, x3, y4, x2, y4, # top x3, y3, x4, y3, x4, y4, x3, y4) # top right def _get_vertices(self): left, right, top, bottom = self.margins x1, y1 = int(self.x), int(self.y) x2, y2 = x1 + int(left), y1 + int(bottom) x3 = x1 + int(self.width) - int(right) y3 = y1 + int(self.height) - int(top) x4, y4 = x1 + int(self.width), y1 + int(self.height) return (x1, y1, x2, y1, x2, y2, x1, y2, # bottom left x2, y1, x3, y1, x3, y2, x2, y2, # bottom x3, y1, x4, y1, x4, y2, x3, y2, # bottom right x1, y2, x2, y2, x2, y3, x1, y3, # left x2, y2, x3, y2, x3, y3, x2, y3, # center x3, y2, x4, y2, x4, y3, x3, y3, # right x1, y3, x2, y3, x2, y4, x1, y4, # top left x2, y3, x3, y3, x3, y4, x2, y4, # top x3, y3, x4, y3, x4, y4, x3, y4) # top right def get_content_region(self): left, right, top, bottom = self.padding return (self.x + left, self.y + bottom, self.width - left - right, self.height - top - bottom) def get_content_size(self, width, height): left, right, top, bottom = self.padding return width - left - right, height - top - bottom def get_needed_size(self, content_width, content_height): left, right, top, bottom = self.padding return (max(content_width + left + right, self.outer_texture.width), max(content_height + top + bottom, self.outer_texture.height)) def delete(self): self.vertex_list.delete() self.vertex_list = None self.group = None def update(self, x, y, width, height): self.x, self.y, self.width, self.height = x, y, width, height if self.vertex_list is not None: self.vertex_list.vertices = self._get_vertices() class UndefinedGraphicElement(TextureGraphicElement): def __init__(self, theme, color, batch, group): self.x = self.y = self.width = self.height = 0 self.group = group self.vertex_list = batch.add(12, gl.GL_LINES, self.group, ('v2i', self._get_vertices()), ('c4B', color * 12)) def _get_vertices(self): x1, y1 = int(self.x), int(self.y) x2, y2 = x1 + int(self.width), y1 + int(self.height) return (x1, y1, x2, y1, x2, y1, x2, y2, x2, y2, x1, y2, x1, y2, x1, y1, x1, y1, x2, y2, x1, y2, x2, y1) class ScopedDict(dict): """ ScopedDicts differ in several useful ways from normal dictionaries. First, they are 'scoped' - if a key exists in a parent ScopedDict but not in the child ScopedDict, we return the parent value when asked for it. Second, we can use paths for keys, so we could do this: path = ['button', 'down', 'highlight'] color = theme[path]['highlight_color'] This would return the highlight color assigned to the highlight a button should have when it is clicked. """ def __init__(self, arg={}, parent=None): self.parent = parent for k, v in arg.iteritems(): if isinstance(v, dict): self[k] = ScopedDict(v, self) else: self[k] = v def __getitem__(self, key): if key is None: return self elif isinstance(key, list) or isinstance(key, tuple): if len(key) > 1: return self.__getitem__(key[0]).__getitem__(key[1:]) elif len(key) == 1: return self.__getitem__(key[0]) else: return self # theme[][key] should return theme[key] else: try: return dict.__getitem__(self, key) except KeyError: if self.parent is not None: return self.parent.__getitem__(key) else: raise def __setitem__(self, key, value): if isinstance(value, dict): dict.__setitem__(self, key, ScopedDict(value, self)) else: dict.__setitem__(self, key, value) def get(self, key, default=None): if isinstance(key, list) or isinstance(key, tuple): if len(key) > 1: return self.__getitem__(key[0]).get(key[1:], default) elif len(key) == 1: return self.get(key[0], default) else: raise KeyError(key) # empty list if self.has_key(key): return dict.get(self, key) elif self.parent: return self.parent.get(key, default) else: return default def get_path(self, path, default=None): assert isinstance(path, list) or isinstance(path, tuple) if len(path) == 1: return self.get(path[0], default) else: return self.__getitem__(path[0]).get_path(path[1:], default) def set_path(self, path, value): assert isinstance(path, list) or isinstance(path, tuple) if len(path) == 1: return self.__setitem__(path[0], value) else: return self.__getitem__(path[0]).set_path(path[1:], value) def write(self, f, indent=0): f.write('{\n') first = True for k, v in self.iteritems(): if not first: f.write(',\n') else: first = False f.write(' ' * (indent + 2) + '"%s": ' % k) if isinstance(v, ScopedDict): v.write(f, indent + 2) elif isinstance(v, UndefinedGraphicElementTemplate): v.write(f, indent + 2) elif isinstance(v, basestring): f.write('"%s"' % v) elif isinstance(v, tuple): f.write('%s' % repr(list(v))) else: f.write(repr(v)) f.write('\n') f.write(' ' * indent + '}') class Theme(ScopedDict): """ Theme is a dictionary-based class that converts any elements beginning with 'image' into a GraphicElementTemplate. This allows us to specify both simple textures and 9-patch textures, and more complex elements. """ def __init__(self, arg, override={}, default=DEFAULT_THEME_SETTINGS, allow_empty_theme=False, name='theme.json'): """ Creates a new Theme. @param arg The initializer for Theme. May be: * another Theme - we'll use the same graphic library but apply an override for its dictionary. * a dictionary - interpret any subdirectories where the key begins with 'image' as a GraphicElementTemplate * a filename - read the JSON file as a dictionary @param override Replace some dictionary entries with these @param default Initial dictionary entries before handling input @param allow_empty_theme True if we should allow creating a new theme """ ScopedDict.__init__(self, default, None) self.groups = {} if isinstance(arg, Theme): self.textures = arg.textures for k, v in arg.iteritems(): self.__setitem__(k, v) self.update(override) return if isinstance(arg, dict): self.loader = pyglet.resource.Loader(os.getcwd()) input = arg else: if os.path.isfile(arg) or os.path.isdir(arg): self.loader = pyglet.resource.Loader(path=arg) try: theme_file = self.loader.file(name) input = json_load(theme_file.read()) theme_file.close() except pyglet.resource.ResourceNotFoundException: input = {} else: input = {} self.textures = {} self._update_with_images(self, input) self.update(override) def __getitem__(self, key): try: return ScopedDict.__getitem__(self, key) except KeyError, e: if key.startswith('image'): return UndefinedGraphicElementTemplate(self) else: raise e def _get_texture(self, filename): """ Returns the texture associated with a filename. Loads it from resources if we haven't previously fetched it. @param filename The filename of the texture """ if not self.textures.has_key(filename): texture = self.loader.texture(filename) texture.src = filename self.textures[filename] = texture return self.textures[filename] def _get_texture_region(self, filename, x, y, width, height): """ Returns a texture region. @param filename The filename of the texture @param x X coordinate of lower left corner of region @param y Y coordinate of lower left corner of region @param width Width of region @param height Height of region """ texture = self._get_texture(filename) retval = texture.get_region(x, y, width, height).get_texture() retval.src = texture.src retval.region = [x, y, width, height] return retval def _update_with_images(self, target, input): """ Update a ScopedDict with the input dictionary. Translate images into texture templates. @param target The ScopedDict which is to be populated @param input The input dictionary """ for k, v in input.iteritems(): if k.startswith('image'): if isinstance(v, dict): width = height = None if v.has_key('region'): x, y, width, height = v['region'] texture = self._get_texture_region( v['src'], x, y, width, height) else: texture = self._get_texture(v['src']) if v.has_key('stretch'): target[k] = FrameTextureGraphicElementTemplate( self, texture, v['stretch'], v.get('padding', [0, 0, 0, 0]), width=width, height=height) else: target[k] = TextureGraphicElementTemplate( self, texture, width=width, height=height) else: target[k] = TextureGraphicElementTemplate( self, self._get_texture(v)) elif isinstance(v, dict): temp = ScopedDict(parent=target) self._update_with_images(temp, v) target[k] = temp else: target[k] = v def write(self, f, indent=0): ScopedDict.write(self, f, indent) f.write('\n')
Python
# kytten/dialog.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from pyglet import gl from widgets import Widget, Control, Label from button import Button from frame import Wrapper, Frame from layout import GetRelativePoint, ANCHOR_CENTER from layout import VerticalLayout, HorizontalLayout class DialogEventManager(Control): def __init__(self): """ Creates a new event manager for a dialog. @param content The Widget which we wrap """ Control.__init__(self) self.controls = [] self.control_areas = {} self.control_map = {} self.hover = None self.focus = None self.wheel_hint = None self.wheel_target = None def get_value(self, id): widget = self.get_widget(id) if widget is not None: return widget.get_value() def get_values(self): retval = {} for widget in self.controls: if widget.is_input() and widget.id is not None: retval[widget.id] = widget.get_value() return retval def get_widget(self, id): return self.control_map.get(id) def hit_control(self, x, y, control): left, right, top, bottom = self.control_areas[control] if x >= left and x < right and y >= bottom and y < top: return control.hit_test(x, y) else: return False def on_key_press(self, symbol, modifiers): """ TAB and ENTER will move us between fields, holding shift will reverse the direction of our iteration. We don't handle ESCAPE. Otherwise, we pass keys to our child elements. @param symbol Key pressed @param modifiers Modifiers for key press """ if symbol in [pyglet.window.key.TAB, pyglet.window.key.ENTER]: focusable = [x for x in self.controls if x.is_focusable() and not x.is_disabled()] if not focusable: return if modifiers & pyglet.window.key.MOD_SHIFT: dir = -1 else: dir = 1 if self.focus is not None and self.focus in focusable: index = focusable.index(self.focus) else: index = 0 - dir new_focus = focusable[(index + dir) % len(focusable)] self.set_focus(new_focus) new_focus.ensure_visible() # If we hit ENTER, and wrapped back to the first focusable, # pass the ENTER back so the Dialog can call its on_enter callback if symbol != pyglet.window.key.ENTER or \ new_focus != focusable[0]: return pyglet.event.EVENT_HANDLED elif symbol != pyglet.window.key.ESCAPE: if self.focus is not None and hasattr(self.focus, 'on_key_press'): return self.focus.on_key_press(symbol, modifiers) def on_key_release(self, symbol, modifiers): """Pass key release events to the focus @param symbol Key released @param modifiers Modifiers for key released """ if self.focus is not None and hasattr(self.focus, 'on_key_release'): return self.focus.on_key_release(symbol, modifiers) def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): """ Handles mouse dragging. If we have a focus, pass it in. @param x X coordinate of mouse @param y Y coordinate of mouse @param dx Delta X @param dy Delta Y @param buttons Buttons held while moving @param modifiers Modifiers to apply to buttons """ if self.focus is not None: self.focus.dispatch_event('on_mouse_drag', x, y, dx, dy, buttons, modifiers) return pyglet.event.EVENT_HANDLED def on_mouse_motion(self, x, y, dx, dy): """ Handles mouse motion. We highlight controls that we are hovering over. @param x X coordinate of mouse @param y Y coordinate of mouse @param dx Delta X @param dy Delta Y """ if self.hover is not None and self.hit_control(x, y, self.hover): self.hover.dispatch_event('on_mouse_motion', x, y, dx, dy) new_hover = None for control in self.controls: if self.hit_control(x, y, control): new_hover = control break self.set_hover(new_hover) if self.hover is not None: self.hover.dispatch_event('on_mouse_motion', x, y, dx, dy) def on_mouse_press(self, x, y, button, modifiers): """ If the focus is set, and the target lies within the focus, pass the message down. Otherwise, check if we need to assign a new focus. If the mouse was pressed within our frame but no control was targeted, we may be setting up to drag the Dialog around. @param x X coordinate of mouse @param y Y coordinate of mouse @param button Button pressed @param modifiers Modifiers to apply to button """ if self.focus is not None and self.hit_control(x, y, self.focus): self.focus.dispatch_event('on_mouse_press', x, y, button, modifiers) return pyglet.event.EVENT_HANDLED else: if self.hit_test(x, y): self.set_focus(self.hover) if self.focus is not None: self.focus.dispatch_event('on_mouse_press', x, y, button, modifiers) return pyglet.event.EVENT_HANDLED else: self.set_focus(None) def on_mouse_release(self, x, y, button, modifiers): """ Button was released. We pass this along to the focus, then we generate an on_mouse_motion to handle changing the highlighted Control if necessary. @param x X coordinate of mouse @param y Y coordinate of mouse @param button Button released @param modifiers Modifiers to apply to button """ self.is_dragging = False if self.focus is not None: self.focus.dispatch_event('on_mouse_release', x, y, button, modifiers) DialogEventManager.on_mouse_motion(self, x, y, 0, 0) return pyglet.event.EVENT_HANDLED def on_mouse_scroll(self, x, y, scroll_x, scroll_y): """ Mousewheel was scrolled. See if we have a wheel target, or failing that, a wheel hint. @param x X coordinate of mouse @param y Y coordinate of mouse @param scroll_x Number of clicks horizontally mouse was moved @param scroll_y Number of clicks vertically mouse was moved """ if self.wheel_target is not None and \ self.wheel_target in self.controls: self.wheel_target.dispatch_event('on_mouse_scroll', x, y, scroll_x, scroll_y) return pyglet.event.EVENT_HANDLED elif self.wheel_hint is not None and \ self.wheel_hint in self.controls: self.wheel_hint.dispatch_event('on_mouse_scroll', x, y, scroll_x, scroll_y) return pyglet.event.EVENT_HANDLED def on_text(self, text): if self.focus and text != u'\r': self.focus.dispatch_event('on_text', text) def on_text_motion(self, motion): if self.focus: self.focus.dispatch_event('on_text_motion', motion) def on_text_motion_select(self, motion): if self.focus: self.focus.dispatch_event('on_text_motion_select', motion) def on_update(self, dt): """ We update our layout only when it's time to construct another frame. Since we may receive several resize events within this time, this ensures we don't resize too often. @param dialog The Dialog containing the controls @param dt Time passed since last update event (in seconds) """ for control in self.controls: control.dispatch_event('on_update', dt) def set_focus(self, focus): """ Sets a new focus, dispatching lose and gain focus events appropriately @param focus The new focus, or None if no focus """ if self.focus == focus: return if self.focus is not None: self.focus.dispatch_event('on_lose_focus') self.focus = focus if focus is not None: focus.dispatch_event('on_gain_focus') def set_hover(self, hover): """ Sets a new highlight, dispatching lose and gain highlight events appropriately @param hover The new highlight, or None if no highlight """ if self.hover == hover: return if self.hover is not None: self.hover.dispatch_event('on_lose_highlight') self.hover = hover if hover is not None: hover.dispatch_event('on_gain_highlight') def set_wheel_hint(self, control): self.wheel_hint = control def set_wheel_target(self, control): self.wheel_target = control def teardown(self): self.controls = [] self.control_map = {} self.focus = None self.hover = None self.wheel_hint = None self.wheel_target = None def update_controls(self): """Update our list of controls which may respond to user input.""" controls = self._get_controls() self.controls = [] self.control_areas = {} self.control_map = {} for control, left, right, top, bottom in controls: self.controls.append(control) self.control_areas[control] = (left, right, top, bottom) if control.id is not None: self.control_map[control.id] = control if self.hover is not None and self.hover not in self.controls: self.set_hover(None) if self.focus is not None and self.focus not in self.controls: self.set_focus(None) kytten_next_dialog_order_id = 0 def GetNextDialogOrderId(): global kytten_next_dialog_order_id kytten_next_dialog_order_id += 1 return kytten_next_dialog_order_id class DialogGroup(pyglet.graphics.OrderedGroup): """ Ensure that all Widgets within a Dialog can be drawn with blending enabled, and that our Dialog will be drawn in a particular order relative to other Dialogs. """ def __init__(self, parent=None): """ Creates a new DialogGroup. By default we'll be on top. @param parent Parent group """ pyglet.graphics.OrderedGroup.__init__( self, GetNextDialogOrderId(), parent) self.real_order = self.order def __cmp__(self, other): """ When compared with other DialogGroups, we'll return our real order compared against theirs; otherwise use the OrderedGroup comparison. """ if isinstance(other, DialogGroup): return cmp(self.real_order, other.real_order) else: return OrderedGroup.__cmp__(self, other) def is_on_top(self): """ Are we the top dialog group? """ global kytten_next_dialog_order_id return self.real_order == kytten_next_dialog_order_id def pop_to_top(self): """ Put us on top of other dialog groups. """ self.real_order = GetNextDialogOrderId() def set_state(self): """ Ensure that blending is set. """ gl.glPushAttrib(gl.GL_ENABLE_BIT | gl.GL_CURRENT_BIT) gl.glEnable(gl.GL_BLEND) gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) def unset_state(self): """ Restore previous blending state. """ gl.glPopAttrib() class Dialog(Wrapper, DialogEventManager): """ Defines a new GUI. By default it can contain only one element, but that element can be a Layout of some kind which can contain multiple elements. Pass a Theme in to set the graphic appearance of the Dialog. The Dialog is always repositioned in relationship to the window, and handles resize events accordingly. """ def __init__(self, content=None, window=None, batch=None, group=None, anchor=ANCHOR_CENTER, offset=(0, 0), parent=None, theme=None, movable=True, on_enter=None, on_escape=None): """ Creates a new dialog. @param content The Widget which we wrap @param window The window to which we belong; used to set the mouse cursor when appropriate. If set, we will add ourself to the window as a handler. @param batch Batch in which we are to place our graphic elements; may be None if we are to create our own Batch @param group Group in which we are to place our graphic elements; may be None @param anchor Anchor point of the window, relative to which we are positioned. If ANCHOR_TOP_LEFT is specified, our top left corner will be aligned to the window's top left corner; if ANCHOR_CENTER is specified, our center will be aligned to the window's center, and so forth. @param offset Offset from the anchor point. A positive X is always to the right, a positive Y to the upward direction. @param theme The Theme which we are to use to generate our graphical appearance. @param movable True if the dialog is able to be moved @param on_enter Callback for when user presses enter on the last input within this dialog, i.e. form submit @param on_escape Callback for when user presses escape """ assert isinstance(theme, dict) Wrapper.__init__(self, content=content) DialogEventManager.__init__(self) self.window = window self.anchor = anchor self.offset = offset self.theme = theme self.is_movable = movable self.on_enter = on_enter self.on_escape = on_escape if batch is None: self.batch = pyglet.graphics.Batch() self.own_batch = True else: self.batch = batch self.own_batch = False self.root_group = DialogGroup(parent=group) self.panel_group = pyglet.graphics.OrderedGroup(0, self.root_group) self.bg_group = pyglet.graphics.OrderedGroup(1, self.root_group) self.fg_group = pyglet.graphics.OrderedGroup(2, self.root_group) self.highlight_group = pyglet.graphics.OrderedGroup(3, self.root_group) self.needs_layout = True self.is_dragging = False if window is None: self.screen = Widget() else: width, height = window.get_size() self.screen = Widget(width=width, height=height) window.push_handlers(self) def do_layout(self): """ We lay out the Dialog by first determining the size of all its chlid Widgets, then laying ourself out relative to the parent window. """ # Determine size of all components self.size(self) # Calculate our position relative to our containing window, # making sure that we fit completely on the window. If our offset # would send us off the screen, constrain it. x, y = GetRelativePoint(self.screen, self.anchor, self, None, (0, 0)) max_offset_x = self.screen.width - self.width - x max_offset_y = self.screen.height - self.height - y offset_x, offset_y = self.offset offset_x = max(min(offset_x, max_offset_x), -x) offset_y = max(min(offset_y, max_offset_y), -y) self.offset = (offset_x, offset_y) x += offset_x y += offset_y # Perform the actual layout now! self.layout(x, y) self.update_controls() self.needs_layout = False def draw(self): assert self.own_batch self.batch.draw() def ensure_visible(self, control): """ Ensure a control is visible. For Dialog, this doesn't matter since we don't scroll. """ pass def get_root(self): return self def on_key_press(self, symbol, modifiers): """ We intercept TAB, ENTER, and ESCAPE events. TAB and ENTER will move us between fields, holding shift will reverse the direction of our iteration. ESCAPE may cause us to send an on_escape callback. Otherwise, we pass key presses to our child elements. @param symbol Key pressed @param modifiers Modifiers for key press """ retval = DialogEventManager.on_key_press(self, symbol, modifiers) if not retval: if symbol in [pyglet.window.key.TAB, pyglet.window.key.ENTER]: if self.on_enter is not None: self.on_enter(self) return pyglet.event.EVENT_HANDLED elif symbol == pyglet.window.key.ESCAPE: if self.on_escape is not None: self.on_escape(self) return pyglet.event.EVENT_HANDLED return retval def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): """ Handles mouse dragging. If we have a focus, pass it in. Otherwise if we are movable, and we were being dragged, move the window. @param x X coordinate of mouse @param y Y coordinate of mouse @param dx Delta X @param dy Delta Y @param buttons Buttons held while moving @param modifiers Modifiers to apply to buttons """ if not DialogEventManager.on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): if self.is_movable and self.is_dragging: x, y = self.offset self.offset = (int(x + dx), int(y + dy)) self.set_needs_layout() return pyglet.event.EVENT_HANDLED def on_mouse_press(self, x, y, button, modifiers): """ If the focus is set, and the target lies within the focus, pass the message down. Otherwise, check if we need to assign a new focus. If the mouse was pressed within our frame but no control was targeted, we may be setting up to drag the Dialog around. @param x X coordinate of mouse @param y Y coordinate of mouse @param button Button pressed @param modifiers Modifiers to apply to button """ retval = DialogEventManager.on_mouse_press(self, x, y, button, modifiers) if self.hit_test(x, y): if not self.root_group.is_on_top(): self.pop_to_top() if not retval: self.is_dragging = True retval = pyglet.event.EVENT_HANDLED return retval def on_mouse_release(self, x, y, button, modifiers): """ Button was released. We pass this along to the focus, then we generate an on_mouse_motion to handle changing the highlighted Control if necessary. @param x X coordinate of mouse @param y Y coordinate of mouse @param button Button released @param modifiers Modifiers to apply to button """ self.is_dragging = False return DialogEventManager.on_mouse_release(self, x, y, button, modifiers) def on_resize(self, width, height): """ Update our knowledge of the window's width and height. @param width Width of the window @param height Height of the window """ if self.screen.width != width or self.screen.height != height: self.screen.width, self.screen.height = width, height self.needs_layout = True def on_update(self, dt): """ We update our layout only when it's time to construct another frame. Since we may receive several resize events within this time, this ensures we don't resize too often. @param dt Time passed since last update event (in seconds) """ if self.needs_layout: self.do_layout() DialogEventManager.on_update(self, dt) def pop_to_top(self): """ Pop our dialog group to the top, and force our batch to re-sort the groups. Also, puts our event handler on top of the window's event handler stack. """ self.root_group.pop_to_top() self.batch._draw_list_dirty = True # forces resorting groups if self.window is not None: self.window.remove_handlers(self) self.window.push_handlers(self) def set_needs_layout(self): """ True if we should redo the Dialog layout on our next update. """ self.needs_layout = True def teardown(self): DialogEventManager.teardown(self) if self.content is not None: self.content.teardown() self.content = None if self.window is not None: self.window.remove_handlers(self) self.window = None self.batch._draw_list_dirty = True # forces resorting groups class PopupMessage(Dialog): """A simple fire-and-forget dialog.""" def __init__(self, text="", window=None, batch=None, group=None, theme=None, on_escape=None): def on_ok(dialog=None): if on_escape is not None: on_escape(self) self.teardown() return Dialog.__init__(self, content=Frame( VerticalLayout([ Label(text), Button("Ok", on_click=on_ok), ])), window=window, batch=batch, group=group, theme=theme, movable=True, on_enter=on_ok, on_escape=on_ok) class PopupConfirm(Dialog): """An ok/cancel-style dialog. Escape defaults to cancel.""" def __init__(self, text="", ok="Ok", cancel="Cancel", window=None, batch=None, group=None, theme=None, on_ok=None, on_cancel=None): def on_ok_click(dialog=None): if on_ok is not None: on_ok(self) self.teardown() def on_cancel_click(dialog=None): if on_cancel is not None: on_cancel(self) self.teardown() return Dialog.__init__(self, content=Frame( VerticalLayout([ Label(text), HorizontalLayout([ Button(ok, on_click=on_ok_click), None, Button(cancel, on_click=on_cancel_click) ]), ])), window=window, batch=batch, group=group, theme=theme, movable=True, on_enter=on_ok_click, on_escape=on_cancel_click)
Python
# safe_eval # Copyrighted (C) Michael Spencer # # Source: http://code.activestate.com/recipes/364469/ import compiler class Unsafe_Source_Error(Exception): def __init__(self,error,descr = None,node = None): self.error = error self.descr = descr self.node = node self.lineno = getattr(node,"lineno",None) def __repr__(self): return "Line %d. %s: %s" % (self.lineno, self.error, self.descr) __str__ = __repr__ class SafeEval(object): def visit(self, node,**kw): cls = node.__class__ meth = getattr(self,'visit'+cls.__name__,self.default) return meth(node, **kw) def default(self, node, **kw): for child in node.getChildNodes(): return self.visit(child, **kw) visitExpression = default def visitConst(self, node, **kw): return node.value def visitDict(self, node,**kw): return dict([(self.visit(k),self.visit(v)) for k,v in node.items]) def visitTuple(self, node, **kw): return tuple(self.visit(i) for i in node.nodes) def visitList(self, node, **kw): return [self.visit(i) for i in node.nodes] def visitUnarySub(self, node, **kw): return -self.visit(node.expr) class SafeEvalWithErrors(SafeEval): def default(self, node, **kw): raise Unsafe_Source_Error("Unsupported source construct", node.__class__,node) def visitName(self,node, **kw): raise Unsafe_Source_Error("Strings must be quoted", node.name, node) # Add more specific errors if desired def safe_eval(source, fail_on_error = True): walker = fail_on_error and SafeEvalWithErrors() or SafeEval() try: ast = compiler.parse(source,"eval") except SyntaxError, err: raise Unsafe_Source_Error(err, source) try: return walker.visit(ast) except Unsafe_Source_Error, err: raise
Python
# kytten/input.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Control from override import KyttenInputLabel class Input(Control): """A text input field.""" def __init__(self, id=None, text="", length=20, max_length=None, padding=0, on_input=None, disabled=False): Control.__init__(self, id=id, disabled=disabled) self.text = text self.length = length self.max_length = max_length self.padding = padding self.on_input = on_input self.document = pyglet.text.document.UnformattedDocument(text) self.document_style_set = False self.text_layout = None self.label = None self.caret = None self.field = None self.highlight = None def delete(self): Control.delete(self) if self.caret is not None: self.caret.delete() self.caret = None if self.text_layout is not None: self.document.remove_handlers(self.text_layout) self.text_layout.delete() self.text_layout = None if self.label is not None: self.label.delete() self.label = None if self.field is not None: self.field.delete() self.field = None if self.highlight is not None: self.highlight.delete() self.highlight = None def disable(self): Control.disable(self) self.document_style_set = False def enable(self): Control.enable(self) self.document_style_set = False def get_text(self): return self.document.text def get_value(self): return self.get_text() def is_focusable(self): return True def is_input(self): return True def layout(self, x, y): self.x, self.y = x, y self.field.update(x, y, self.width, self.height) if self.highlight is not None: self.highlight.update(x, y, self.width, self.height) x, y, width, height = self.field.get_content_region() if self.is_focus(): self.text_layout.begin_update() self.text_layout.x = x + self.padding self.text_layout.y = y + self.padding self.text_layout.end_update() else: # Adjust the text for font's descent descent = self.document.get_font().descent self.label.begin_update() self.label.x = x + self.padding self.label.y = y + self.padding - descent self.label.width = width - self.padding * 2 self.label.end_update() def on_gain_highlight(self): Control.on_gain_highlight(self) self.set_highlight() def on_gain_focus(self): Control.on_gain_focus(self) self.delete() if self.saved_dialog is not None: self.size(self.saved_dialog) self.layout(self.x, self.y) def on_key_press(self, symbol, modifiers): return pyglet.event.EVENT_HANDLED def on_lose_focus(self): Control.on_lose_focus(self) self.delete() if self.saved_dialog is not None: self.size(self.saved_dialog) self.layout(self.x, self.y) if self.on_input is not None: if self.id is not None: self.on_input(self.id, self.get_text()) else: self.on_input(self.get_text()) def on_lose_highlight(self): Control.on_lose_highlight(self) self.remove_highlight() def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): if not self.is_disabled() and self.caret: return self.caret.on_mouse_drag(x, y, dx, dy, buttons, modifiers) def on_mouse_press(self, x, y, button, modifiers): if not self.is_disabled(): return self.caret.on_mouse_press(x, y, button, modifiers) def on_text(self, text): if not self.is_disabled() and self.caret: self.caret.on_text(text) if self.max_length and len(self.document.text) > self.max_length: self.document.text = self.document.text[:self.max_length] self.caret.mark = self.caret.position = self.max_length def on_text_motion(self, motion): if not self.is_disabled() and self.caret: return self.caret.on_text_motion(motion) def on_text_motion_select(self, motion): if not self.is_disabled() and self.caret: return self.caret.on_text_motion_select(motion) def set_text(self, text): self.document.text = text if self.caret: self.caret.mark = self.caret.position = len(self.document.text) elif self.label: self.label.text = text def remove_highlight(self): if not self.is_highlight() and not self.is_focus(): if self.highlight is not None: self.highlight.delete() self.highlight = None def set_highlight(self): path = ['input', 'highlight'] if self.highlight is None: self.highlight = self.saved_dialog.theme[path]['image'].generate( color=self.saved_dialog.theme[path]['highlight_color'], batch=self.saved_dialog.batch, group=self.saved_dialog.highlight_group) self.highlight.update(self.x, self.y, self.width, self.height) def size(self, dialog): if dialog is None: return Control.size(self, dialog) if self.is_disabled(): color = dialog.theme['input']['disabled_color'] else: color = dialog.theme['input']['text_color'] # We set the style once. We shouldn't have to do so again because # it's an UnformattedDocument. if not self.document_style_set: self.document.set_style(0, len(self.document.text), dict(color=color, font_name=dialog.theme['font'], font_size=dialog.theme['font_size'])) self.document_style_set = True # Calculate the needed size based on the font size font = self.document.get_font(0) height = font.ascent - font.descent glyphs = font.get_glyphs('A_') width = max([x.width for x in glyphs]) needed_width = self.length * width + 2 * self.padding needed_height = height + 2 * self.padding if self.is_focus(): if self.text_layout is None: self.text_layout = pyglet.text.layout.IncrementalTextLayout( self.document, needed_width, needed_height, multiline=False, batch=dialog.batch, group=dialog.fg_group) assert self.caret is None assert self.label is None if self.caret is None: self.caret = pyglet.text.caret.Caret( self.text_layout, color=dialog.theme['input']['gui_color'][0:3]) self.caret.visible = True self.caret.mark = 0 self.caret.position = len(self.document.text) else: if self.label is None: self.label = KyttenInputLabel(self.document.text, multiline=False, width=self.width-self.padding*2, color=color, batch=dialog.batch, group=dialog.fg_group) assert self.text_layout is None and self.caret is None if self.field is None: if self.is_disabled(): color = dialog.theme['input']['disabled_color'] else: color = dialog.theme['input']['gui_color'] self.field = dialog.theme['input']['image'].generate( color=color, batch=dialog.batch, group=dialog.bg_group) if self.highlight is None and self.is_highlight(): self.set_highlight() self.width, self.height = self.field.get_needed_size( needed_width, needed_height) def teardown(self): self.on_input = False Control.teardown(self)
Python
# kytten/widgets.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong # Simple widgets belong in this file, to avoid cluttering the directory with # many small files. More complex widgets should be placed in separate files. # Widget: the base GUI element. A fixed area of space. # Control: a Widget which accepts events. # Test: a Widget which draws a crossed box within its area. # Spacer: a Widget which can expand to fill available space. Useful to # push other Widgets in a layout to the far right or bottom. # Graphic: a Widget with a texture drawn over its surface. Can be expanded. # Label: a Widget which wraps a simple text label. import pyglet from pyglet import gl from override import KyttenLabel class Widget: """ The base of all Kytten GUI elements. Widgets correspond to areas on the screen and may (in the form of Controls) respond to user input. A simple Widget can be used as a fixed-area spacer. Widgets are constructed in two passes: first, they are created and passed into a Dialog, or added to a Dialog or one of its children, then the Dialog calls their size() method to get their size and their layout() method to place them on the screen. When their size is gotten for the first time, they initialize any requisite graphic elements that could not be done at creation time. """ def __init__(self, width=0, height=0): """ Creates a new Widget. @param width Initial width @param height Initial height """ self.x = self.y = 0 self.width = width self.height = height self.saved_dialog = None def _get_controls(self): """ Return this widget if it is a Control, or any children which are Controls. """ return [] def delete(self): """ Deletes any graphic elements we have constructed. Note that we may be asked to recreate them later. """ pass def ensure_visible(self): if self.saved_dialog is not None: self.saved_dialog.ensure_visible(self) def expand(self, width, height): """ Expands the widget to fill the specified space given. @param width Available width @param height Available height """ assert False, "Widget does not support expand" def hit_test(self, x, y): """ True if the given point lies within our area. @param x X coordinate of point @param y Y coordinate of point @returns True if the point is within our area """ return x >= self.x and x < self.x + self.width and \ y >= self.y and y < self.y + self.height def is_expandable(self): """ Returns true if the widget can expand to fill available space. """ return False def is_focusable(self): """ Return true if the widget can be tabbed to and accepts keyboard input """ return False def is_input(self): """ Returns true if the widget accepts an input and can return a value """ return False def layout(self, x, y): """ Assigns a new location to this widget. @param x X coordinate of our lower left corner @param y Y coordinate of our lower left corner """ self.x, self.y = x, y def size(self, dialog): """ Constructs any graphic elements needed, and recalculates our size if necessary. @param dialog The Dialog which contains this Widget """ if dialog != self and dialog is not None: self.saved_dialog = dialog def teardown(self): """ Removes all resources and pointers to other GUI widgets. """ self.delete() self.saved_dialog = None class Control(Widget, pyglet.event.EventDispatcher): """ Controls are widgets which can accept events. Dialogs will search their children for a list of controls, and will then dispatch events to whichever control is currently the focus of the user's attention. """ def __init__(self, id=None, value=None, width=0, height=0, disabled=False): """ Creates a new Control. @param id Controls may have ids, which can be used to identify them to the outside application. @param value Controls may be assigned values at start time. The values of all controls which have ids can be obtained through the containing Dialog. @param x Initial X coordinate of lower left corner @param y Initial Y coordinate of lower left corner @param width Initial width @param height Initial height @param disabled True if control should be disabled """ Widget.__init__(self, width, height) self.id = id self.value = value self.disabled_flag = disabled pyglet.event.EventDispatcher.__init__(self) self.highlight_flag = False self.focus_flag = False def _get_controls(self): return [(self, self.x, self.x + self.width, # control, left, right, self.y + self.height, self.y)] # top, bottom def disable(self): self.disabled_flag = True self.delete() if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def enable(self): self.disabled_flag = False self.delete() if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def get_cursor(self, x, y): return self.cursor def is_disabled(self): return self.disabled_flag def is_focus(self): return self.focus_flag def is_highlight(self): return self.highlight_flag def on_gain_focus(self): self.focus_flag = True def on_gain_highlight(self): self.highlight_flag = True def on_lose_focus(self): self.focus_flag = False def on_lose_highlight(self): self.highlight_flag = False # Controls can potentially accept most of the events defined for the window, # but in practice we'll only pass selected events from Dialog. This avoids # a large number of unsightly empty method declarations. for event_type in pyglet.window.Window.event_types: Control.register_event_type(event_type) Control.register_event_type('on_gain_focus') Control.register_event_type('on_gain_highlight') Control.register_event_type('on_lose_focus') Control.register_event_type('on_lose_highlight') Control.register_event_type('on_update') class Spacer(Widget): """ A Spacer is an empty widget that expands to fill space in layouts. Use Widget if you need a fixed-sized spacer. """ def __init__(self, width=0, height=0): """ Creates a new Spacer. The width and height given are the minimum area that we must cover. @param width Minimum width @param height Minimum height """ Widget.__init__(self) self.min_width, self.min_height = width, height def expand(self, width, height): """ Expand the spacer to fill the maximum space. @param width Available width @param height Available height """ self.width, self.height = width, height def is_expandable(self): """Indicates the Spacer can be expanded""" return True def size(self, dialog): """Spacer shrinks down to the minimum size for placement. @param dialog Dialog which contains us""" if dialog is None: return Widget.size(self, dialog) self.width, self.height = self.min_width, self.min_height class Graphic(Widget): """ Lays out a graphic from the theme, i.e. part of a title bar. """ def __init__(self, path, is_expandable=False): Widget.__init__(self) self.path = path self.expandable=is_expandable self.graphic = None self.min_width = self.min_height = 0 def delete(self): if self.graphic is not None: self.graphic.delete() self.graphic = None def expand(self, width, height): if self.expandable: self.width, self.height = width, height self.graphic.update(self.x, self.y, self.width, self.height) def is_expandable(self): return self.expandable def layout(self, x, y): self.x, self.y = x, y self.graphic.update(x, y, self.width, self.height) def size(self, dialog): if dialog is None: return Widget.size(self, dialog) if self.graphic is None: template = dialog.theme[self.path]['image'] self.graphic = template.generate( dialog.theme[self.path]['gui_color'], dialog.batch, dialog.fg_group) self.min_width = self.graphic.width self.min_height = self.graphic.height self.width, self.height = self.min_width, self.min_height class Label(Widget): """A wrapper around a simple text label.""" def __init__(self, text="", bold=False, italic=False, font_name=None, font_size=None, color=None, path=[]): Widget.__init__(self) self.text = text self.bold = bold self.italic = italic self.font_name = font_name self.font_size = font_size self.color = color self.path = path self.label = None def delete(self): if self.label is not None: self.label.delete() self.label = None def layout(self, x, y): Widget.layout(self, x, y) font = self.label.document.get_font() self.label.x = x self.label.y = y - font.descent def size(self, dialog): if dialog is None: return Widget.size(self, dialog) if self.label is None: self.label = KyttenLabel( self.text, bold=self.bold, italic=self.italic, color=self.color or dialog.theme[self.path + ['gui_color']], font_name=self.font_name or dialog.theme[self.path + ['font']], font_size=self.font_size or dialog.theme[self.path + ['font_size']], batch=dialog.batch, group=dialog.fg_group) font = self.label.document.get_font() self.width = self.label.content_width self.height = font.ascent - font.descent # descent is negative
Python
# kytten/override.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet KYTTEN_LAYOUT_GROUPS = {} KYTTEN_LAYOUT_GROUP_REFCOUNTS = {} def GetKyttenLayoutGroups(group): if not KYTTEN_LAYOUT_GROUPS.has_key(group): top_group = pyglet.text.layout.TextLayoutGroup(group) background_group = pyglet.graphics.OrderedGroup(0, top_group) foreground_group = \ pyglet.text.layout.TextLayoutForegroundGroup(1, top_group) foreground_decoration_group = \ pyglet.text.layout.TextLayoutForegroundDecorationGroup( 2, top_group) KYTTEN_LAYOUT_GROUPS[group] = (top_group, background_group, foreground_group, foreground_decoration_group) KYTTEN_LAYOUT_GROUP_REFCOUNTS[group] = 0 KYTTEN_LAYOUT_GROUP_REFCOUNTS[group] += 1 return KYTTEN_LAYOUT_GROUPS[group] def ReleaseKyttenLayoutGroups(group): KYTTEN_LAYOUT_GROUP_REFCOUNTS[group] -= 1 if not KYTTEN_LAYOUT_GROUP_REFCOUNTS[group]: del KYTTEN_LAYOUT_GROUP_REFCOUNTS[group] del KYTTEN_LAYOUT_GROUPS[group] class KyttenLabel(pyglet.text.Label): def _init_groups(self, group): if not group: return # use the default groups self.top_group, self.background_group, self.foreground_group, \ self.foreground_decoration_group = GetKyttenLayoutGroups(group) def teardown(self): pyglet.text.Label.teardown(self) group = self.top_group.parent if group is not None: ReleaseKyttenLayoutGroups(group) self.top_group = self.background_self = self.foreground_group \ = self.foreground_decoration_group = None class KyttenInputLabel(KyttenLabel): def _get_left(self): if self._multiline: width = self._width else: width = self.content_width if self.width and width > self.width: # align to right edge, clip left return self._x + self.width - width if self._anchor_x == 'left': return self._x elif self._anchor_x == 'center': return self._x - width // 2 elif self._anchor_x == 'right': return self._x - width else: assert False, 'Invalid anchor_x' def _update(self): pyglet.text.Label._update(self) # Iterate through our vertex lists and break if we need to clip remove = [] if self.width and not self._multiline: for vlist in self._vertex_lists: num_quads = len(vlist.vertices) / 8 remove_quads = 0 has_quads = False for n in xrange(0, num_quads): x1, y1, x2, y2, x3, y3, x4, y4 = vlist.vertices[n*8:n*8+8] tx1, ty1, tz1, tx2, ty2, tz2, \ tx3, ty3, tz3, tx4, ty4, tz4 = \ vlist.tex_coords[n*12:n*12+12] if x2 >= self._x: has_quads = True m = n - remove_quads # shift quads left if x1 < self._x: # clip on left side percent = (float(self._x) - float(x1)) / \ (float(x2) - float(x1)) x1 = x4 = max(self._x, x1) tx1 = tx4 = (tx2 - tx1) * percent + tx1 vlist.vertices[m*8:m*8+8] = \ [x1, y1, x2, y2, x3, y3, x4, y4] vlist.tex_coords[m*12:m*12+12] = \ [tx1, ty1, tz1, tx2, ty2, tz2, tx3, ty3, tz3, tx4, ty4, tz4] else: # We'll delete quads entirely not visible remove_quads = remove_quads + 1 if remove_quads == num_quads: remove.append(vlist) elif remove_quads > 0: vlist.resize((num_quads - remove_quads) * 4) for vlist in remove: vlist.delete() self._vertex_lists.remove(vlist)
Python
# kytten/checkbox.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Control from layout import HALIGN_LEFT, HALIGN_RIGHT from override import KyttenLabel class Checkbox(Control): """ A two-state checkbox. """ def __init__(self, text="", is_checked=False, id=None, align=HALIGN_RIGHT, padding=4, on_click=None, disabled=False): """ Creates a new checkbox. The provided text will be used to caption the checkbox. @param text Label for the checkbox @param is_checked True if we should start checked @param id ID for value @param align HALIGN_RIGHT if label should be right of checkbox, HALIGN_LEFT if label should be left of checkbox @param padding Space between checkbox and label @param on_click Callback for the checkbox @param disabled True if the checkbox should be disabled """ assert align in [HALIGN_LEFT, HALIGN_RIGHT] Control.__init__(self, id=id, disabled=disabled) self.text = text self.is_checked = is_checked self.align = align self.padding = padding self.on_click = on_click self.label = None self.checkbox = None self.highlight = None def delete(self): """ Clean up our graphic elements """ Control.delete(self) if self.checkbox is not None: self.checkbox.delete() self.checkbox = None if self.label is not None: self.label.delete() self.label = None if self.highlight is not None: self.highlight.delete() self.highlight = None def get_value(self): return self.is_checked def is_input(self): return True def layout(self, x, y): """ Places the Checkbox. @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ Control.layout(self, x, y) if self.align == HALIGN_RIGHT: # label goes on right self.checkbox.update(x, y + self.height/2 - self.checkbox.height/2, self.checkbox.width, self.checkbox.height) self.label.x = x + self.checkbox.width + self.padding else: # label goes on left self.label.x = x self.checkbox.update(x + self.label.content_width + self.padding, y + self.height/2 - self.checkbox.height/2, self.checkbox.width, self.checkbox.height) if self.highlight is not None: self.highlight.update(self.x, self.y, self.width, self.height) font = self.label.document.get_font() height = font.ascent - font.descent self.label.y = y + self.height/2 - height/2 - font.descent def on_gain_highlight(self): Control.on_gain_highlight(self) self.size(self.saved_dialog) self.highlight.update(self.x, self.y, self.width, self.height) def on_lose_highlight(self): Control.on_lose_highlight(self) if self.highlight is not None: self.highlight.delete() self.highlight = None def on_mouse_press(self, x, y, button, modifiers): if not self.is_disabled(): self.is_checked = not self.is_checked if self.on_click is not None: if self.id is not None: self.on_click(self.id, self.is_checked) else: self.on_click(self.is_checked) # Delete the button to force it to be redrawn self.delete() self.saved_dialog.set_needs_layout() def size(self, dialog): """ Sizes the Checkbox. If necessary, creates the graphic elements. @param dialog Dialog which contains the Checkbox """ if dialog is None: return Control.size(self, dialog) if self.is_checked: path = ['checkbox', 'checked'] else: path = ['checkbox', 'unchecked'] if self.is_disabled(): color = dialog.theme[path]['disabled_color'] else: color = dialog.theme[path]['gui_color'] if self.checkbox is None: self.checkbox = dialog.theme[path]['image'].generate( color, dialog.batch, dialog.bg_group) if self.highlight is None and self.is_highlight(): self.highlight = dialog.theme[path]['highlight']['image'].generate( dialog.theme[path]['highlight_color'], dialog.batch, dialog.bg_group) if self.label is None: self.label = KyttenLabel(self.text, font_name=dialog.theme[path]['font'], font_size=dialog.theme[path]['font_size'], color=color, batch=dialog.batch, group=dialog.fg_group) # Treat the height of the label as ascent + descent font = self.label.document.get_font() height = font.ascent - font.descent # descent is negative self.width = self.checkbox.width + self.padding + \ self.label.content_width self.height = max(self.checkbox.height, height) def teardown(self): self.on_click = None Control.teardown(self)
Python
# kytten/scrollable.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from pyglet import gl from dialog import DialogEventManager from frame import Wrapper from scrollbar import HScrollbar, VScrollbar from widgets import Widget class ScrollableGroup(pyglet.graphics.Group): """ We restrict what's shown within a Scrollable by performing a scissor test. """ def __init__(self, x, y, width, height, parent=None): """Create a new ScrollableGroup @param x X coordinate of lower left corner @param y Y coordinate of lower left corner @param width Width of scissored region @param height Height of scissored region @param parent Parent group """ pyglet.graphics.Group.__init__(self, parent) self.x, self.y, self.width, self.height = x, y, width, height self.was_scissor_enabled = False def set_state(self): """ Enables a scissor test on our region """ gl.glPushAttrib(gl.GL_ENABLE_BIT | gl.GL_TRANSFORM_BIT | gl.GL_CURRENT_BIT) self.was_scissor_enabled = gl.glIsEnabled(gl.GL_SCISSOR_TEST) gl.glEnable(gl.GL_SCISSOR_TEST) gl.glScissor(int(self.x), int(self.y), int(self.width), int(self.height)) def unset_state(self): """ Disables the scissor test """ if not self.was_scissor_enabled: gl.glDisable(gl.GL_SCISSOR_TEST) gl.glPopAttrib() class Scrollable(Wrapper): """ Wraps a layout or widget and limits it to a maximum, or fixed, size. If the layout exceeds the viewable limits then it is truncated and scrollbars will be displayed so the user can pan around. """ def __init__(self, content=None, width=None, height=None, is_fixed_size=False, always_show_scrollbars=False): """ Creates a new Scrollable. @param content The layout or Widget to be scrolled @param width Maximum width, or None @param height Maximum height, or None @param is_fixed_size True if we should always be at maximum size; otherwise we shrink to match our content @param always_show_scrollbars True if we should always show scrollbars """ if is_fixed_size: assert width is not None and height is not None Wrapper.__init__(self, content) self.max_width = width self.max_height = height self.is_fixed_size = is_fixed_size self.always_show_scrollbars = always_show_scrollbars self.hscrollbar = None self.vscrollbar = None self.content_width = 0 self.content_height = 0 self.content_x = 0 self.content_y = 0 self.hscrollbar_height = 0 self.vscrollbar_width = 0 # We emulate some aspects of Dialog here. We cannot just inherit # from Dialog because pyglet event handling won't allow keyword # arguments to be passed through. self.theme = None self.batch = None self.root_group = None self.panel_group = None self.bg_group = None self.fg_group = None self.highlight_group = None self.needs_layout = False def _get_controls(self): """ We represent ourself as a Control to the Dialog, but we pass through the events we receive from Dialog. """ base_controls = Wrapper._get_controls(self) controls = [] our_left = self.content_x our_right = our_left + self.content_width our_bottom = self.content_y our_top = our_bottom + self.content_height for control, left, right, top, bottom in base_controls: controls.append((control, max(left, our_left), min(right, our_right), min(top, our_top), max(bottom, our_bottom))) if self.hscrollbar is not None: controls += self.hscrollbar._get_controls() if self.vscrollbar is not None: controls += self.vscrollbar._get_controls() return controls def delete(self): """ Delete all graphical elements associated with the Scrollable """ Wrapper.delete(self) if self.hscrollbar is not None: self.hscrollbar.delete() self.hscrollbar = None if self.vscrollbar is not None: self.vscrollbar.delete() self.vscrollbar = None self.root_group = None self.panel_group = None self.bg_group = None self.fg_group = None self.highlight_group = None def ensure_visible(self, control): """ Make sure a control is visible. """ offset_x = 0 if self.hscrollbar: offset_x = self.hscrollbar.get(self.content_width, self.content.width) offset_y = 0 if self.vscrollbar: offset_y = self.content.height - self.content_height - \ self.vscrollbar.get(self.content_height, self.content.height) control_left = control.x - self.content_x - offset_x control_right = control_left + control.width control_bottom = control.y - self.content_y + offset_y control_top = control_bottom + control.height if self.hscrollbar is not None: self.hscrollbar.ensure_visible(control_left, control_right, max(self.content_width, self.content.width)) if self.vscrollbar is not None: self.vscrollbar.ensure_visible(control_top, control_bottom, max(self.content_height, self.content.height)) def expand(self, width, height): if self.content.is_expandable(): if self.vscrollbar is not None: self.content_width = width - self.vscrollbar_width else: self.content_width = width if self.hscrollbar is not None: self.content_height = height - self.hscrollbar_height else: self.content_height = height self.content.expand(max(self.content_width, self.content.width), max(self.content_height, self.content.height)) self.width, self.height = width, height def get_root(self): if self.saved_dialog: return self.saved_dialog.get_root() else: return self def hit_test(self, x, y): """ We only intercept events for the content region, not for our scrollbars. They can handle themselves! """ return x >= self.content_x and y >= self.content_y and \ x < self.content_x + self.content_width and \ y < self.content_y + self.content_height def is_expandable(self): return True def layout(self, x, y): """ Reposition the Scrollable @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ self.x, self.y = x, y # Work out the adjusted content width and height if self.hscrollbar is not None: self.hscrollbar.layout(x, y) y += self.hscrollbar.height if self.vscrollbar is not None: self.vscrollbar.layout( x + self.content_width, y) # Set the scissor group self.root_group.x, self.root_group.y = x - 1, y - 1 self.root_group.width = self.content_width + 1 self.root_group.height = self.content_height + 1 # Work out the content layout self.content_x, self.content_y = x, y left = x top = y + self.content_height - self.content.height if self.hscrollbar: left -= self.hscrollbar.get(self.content_width, self.content.width) if self.vscrollbar: top += self.vscrollbar.get(self.content_height, self.content.height) self.content.layout(left, top) self.needs_layout = False def on_update(self, dt): """ On updates, we redo the layout if scrollbars have changed position @param dt Time passed since last update event (in seconds) """ if self.needs_layout: width, height = self.width, self.height self.size(self.saved_dialog) self.expand(width, height) self.layout(self.x, self.y) def set_needs_layout(self): self.needs_layout = True if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def set_wheel_hint(self, control): if self.saved_dialog is not None: self.saved_dialog.set_wheel_hint(control) def set_wheel_target(self, control): if self.saved_dialog is not None: self.saved_dialog.set_wheel_target(control) def size(self, dialog): """ Recalculate the size of the Scrollable. @param dialog Dialog which contains us """ if dialog is None: return Widget.size(self, dialog) if self.is_fixed_size: self.width, self.height = self.max_width, self.max_height self.hscrollbar_height = \ dialog.theme['hscrollbar']['left']['image'].height self.vscrollbar_width = \ dialog.theme['vscrollbar']['up']['image'].width if self.root_group is None: # do we need to re-clone dialog groups? self.theme = dialog.theme self.batch = dialog.batch self.root_group = ScrollableGroup(0, 0, self.width, self.height, parent=dialog.fg_group) self.panel_group = pyglet.graphics.OrderedGroup( 0, self.root_group) self.bg_group = pyglet.graphics.OrderedGroup( 1, self.root_group) self.fg_group = pyglet.graphics.OrderedGroup( 2, self.root_group) self.highlight_group = pyglet.graphics.OrderedGroup( 3, self.root_group) Wrapper.delete(self) # force children to abandon old groups Wrapper.size(self, self) # all children are to use our groups if self.always_show_scrollbars or \ (self.max_width and self.width > self.max_width): if self.hscrollbar is None: self.hscrollbar = HScrollbar(self.max_width) else: if self.hscrollbar is not None: self.hscrollbar.delete() self.hscrollbar = None if self.always_show_scrollbars or \ (self.max_height and self.height > self.max_height): if self.vscrollbar is None: self.vscrollbar = VScrollbar(self.max_height) else: if self.vscrollbar is not None: self.vscrollbar.delete() self.vscrollbar = None self.width = min(self.max_width or self.width, self.width) self.content_width = self.width self.height = min(self.max_height or self.height, self.height) self.content_height = self.height if self.hscrollbar is not None: self.hscrollbar.size(dialog) self.hscrollbar.set(self.max_width, max(self.content.width, self.max_width)) self.height += self.hscrollbar.height if self.vscrollbar is not None: self.vscrollbar.size(dialog) self.vscrollbar.set(self.max_height, max(self.content.height, self.max_height)) self.width += self.vscrollbar.width
Python
# kytten/layout.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong # Layouts are arrangements of multiple Widgets. # # VerticalLayout: a stack of Widgets, one on top of another. # HorizontalLayout: a row of Widgets, side by side. # GridLayout: a table of Widgets. # FreeLayout: an open area within which Widgets may be positioned freely, # relative to one of its anchor points. import pyglet from pyglet import gl from widgets import Widget, Control, Spacer, Graphic, Label # GUI layout constants VALIGN_TOP = 1 VALIGN_CENTER = 0 VALIGN_BOTTOM = -1 HALIGN_LEFT = -1 HALIGN_CENTER = 0 HALIGN_RIGHT = 1 ANCHOR_TOP_LEFT = (VALIGN_TOP, HALIGN_LEFT) ANCHOR_TOP = (VALIGN_TOP, HALIGN_CENTER) ANCHOR_TOP_RIGHT = (VALIGN_TOP, HALIGN_RIGHT) ANCHOR_LEFT = (VALIGN_CENTER, HALIGN_LEFT) ANCHOR_CENTER = (VALIGN_CENTER, HALIGN_CENTER) ANCHOR_RIGHT = (VALIGN_CENTER, HALIGN_RIGHT) ANCHOR_BOTTOM_LEFT = (VALIGN_BOTTOM, HALIGN_LEFT) ANCHOR_BOTTOM = (VALIGN_BOTTOM, HALIGN_CENTER) ANCHOR_BOTTOM_RIGHT = (VALIGN_BOTTOM, HALIGN_RIGHT) def GetRelativePoint(parent, parent_anchor, child, child_anchor, offset): valign, halign = parent_anchor or ANCHOR_CENTER if valign == VALIGN_TOP: y = parent.y + parent.height elif valign == VALIGN_CENTER: y = parent.y + parent.height / 2 else: # VALIGN_BOTTOM y = parent.y if halign == HALIGN_LEFT: x = parent.x elif halign == HALIGN_CENTER: x = parent.x + parent.width / 2 else: # HALIGN_RIGHT x = parent.x + parent.width valign, halign = child_anchor or (valign, halign) offset_x, offset_y = offset if valign == VALIGN_TOP: y += offset_y - child.height elif valign == VALIGN_CENTER: y += offset_y - child.height/2 else: # VALIGN_BOTTOM y += offset_y if halign == HALIGN_LEFT: x += offset_x elif halign == HALIGN_CENTER: x += offset_x - child.width / 2 else: # HALIGN_RIGHT x += offset_x - child.width return (x, y) class VerticalLayout(Widget): """ Arranges Widgets on top of each other, from top to bottom. """ def __init__(self, content=[], align=HALIGN_CENTER, padding=5): """ Creates a new VerticalLayout. @param content A list of Widgets to be arranged @param align HALIGN_LEFT if Widgets are to be left-justified, HALIGN_CENTER if they should be centered, and HALIGN_RIGHT if they are to be right-justified. @param padding This amount of padding is inserted between widgets. """ assert isinstance(content, list) or isinstance(content, tuple) Widget.__init__(self) self.align = align self.padding = padding self.content = [x or Spacer() for x in content] self.expandable = [] def _get_controls(self): """ Returns Controls within the layout. """ controls = [] for item in self.content: controls += item._get_controls() return controls def add(self, item): """ Adds a new Widget to the layout. @param item The Widget to be added """ self.content.append(item or Spacer()) self.saved_dialog.set_needs_layout() def delete(self): """Deletes all graphic elements within the layout.""" for item in self.content: item.delete() Widget.delete(self) def expand(self, width, height): """ Expands to fill available vertical space. We split available space equally between all spacers. """ available = int((height - self.height) / len(self.expandable)) remainder = height - self.height - len(self.expandable) * available for item in self.expandable: if remainder > 0: item.expand(item.width, item.height + available + 1) remainder -= 1 else: item.expand(item.width, item.height + available) self.height = height self.width = width def is_expandable(self): """True if we contain expandable content.""" return len(self.expandable) > 0 def remove(self, item): """ Removes a Widget from the layout. @param item The Widget to be removed """ item.delete() self.content.remove(item) self.saved_dialog.set_needs_layout() def layout(self, x, y): """ Lays out the child Widgets, in order from top to bottom. @param x X coordinate of the lower left corner @param y Y coordinate of the lower left corner """ Widget.layout(self, x, y) # Expand any expandable content to our width for item in self.content: if item.is_expandable() and item.width < self.width: item.expand(self.width, item.height) top = y + self.height if self.align == HALIGN_RIGHT: for item in self.content: item.layout(x + self.width - item.width, top - item.height) top -= item.height + self.padding elif self.align == HALIGN_CENTER: for item in self.content: item.layout(x + self.width/2 - item.width/2, top - item.height) top -= item.height + self.padding else: # HALIGN_LEFT for item in self.content: item.layout(x, top - item.height) top -= item.height + self.padding def set(self, content): """ Sets an entirely new set of Widgets, discarding the old. @param content The new list of Widgets """ self.delete() self.content = content self.saved_dialog.set_needs_layout() def size(self, dialog): """ Calculates size of the layout, based on its children. @param dialog The Dialog which contains the layout """ if dialog is None: return Widget.size(self, dialog) if len(self.content) < 2: height = 0 else: height = -self.padding width = 0 for item in self.content: item.size(dialog) height += item.height + self.padding width = max(width, item.width) self.width, self.height = width, height self.expandable = [x for x in self.content if x.is_expandable()] def teardown(self): for item in self.content: item.teardown() self.content = [] Widget.teardown(self) class HorizontalLayout(VerticalLayout): """ Arranges Widgets from left to right. """ def __init__(self, content=[], align=VALIGN_CENTER, padding=5): """ Creates a new HorizontalLayout. @param content A list of Widgets to be arranged @param align VALIGN_TOP if Widgets are to be aligned to the top VALIGN_CENTER if they should be centered, and VALIGN_BOTTOM if they should be aligned to the bottom. @param padding This amount of padding is inserted around the edge of the widgets and between widgets. """ VerticalLayout.__init__(self, content, align, padding) def expand(self, width, height): """ Expands to fill available horizontal space. We split available space equally between all spacers. """ available = int((width - self.width) / len(self.expandable)) remainder = height - self.height - len(self.expandable) * available for item in self.expandable: if remainder > 0: item.expand(item.width + available + 1, item.height) remainder -= 1 else: item.expand(item.width + available, item.height) self.width = width def layout(self, x, y): """ Lays out the child Widgets, in order from left to right. @param x X coordinate of the lower left corner @param y Y coordinate of the lower left corner """ Widget.layout(self, x, y) # Expand any expandable content to our height for item in self.content: if item.is_expandable() and item.height < self.height: item.expand(item.width, self.height) left = x if self.align == VALIGN_TOP: for item in self.content: item.layout(left, y + self.height - item.height) left += item.width + self.padding elif self.align == VALIGN_CENTER: for item in self.content: item.layout(left, y + self.height/2 - item.height/2) left += item.width + self.padding else: # VALIGN_BOTTOM for item in self.content: item.layout(left, y) left += item.width + self.padding def size(self, dialog): """ Calculates size of the layout, based on its children. @param dialog The Dialog which contains the layout """ if dialog is None: return Widget.size(self, dialog) height = 0 if len(self.content) < 2: width = 0 else: width = -self.padding for item in self.content: item.size(dialog) height = max(height, item.height) width += item.width + self.padding self.width, self.height = width, height self.expandable = [x for x in self.content if x.is_expandable()] class GridLayout(Widget): """ Arranges Widgets in a table. Each cell's height and width are set to the maximum width of any Widget in its column, or the maximum height of any Widget in its row. Widgets are by default aligned to the top left corner of their cells. Another anchor point may be specified, i.e. ANCHOR_CENTER will ensure that Widgets are centered within cells. """ def __init__(self, content=[[]], anchor=ANCHOR_TOP_LEFT, padding=5, offset=(0, 0)): """ Defines a new GridLayout. @param content A list of rows, each of which is a list of cells within that row. 'None' may be used for empty cells, and rows do not need to all be the same length. @param anchor Alignment of """ assert ((isinstance(content, list) or isinstance(content, tuple)) and (len(content) == 0 or (isinstance(content[0], list) or isinstance(content[0], tuple)))) Widget.__init__(self) self.content = content self.anchor = anchor self.padding = padding self.offset = offset self.max_heights = [] self.max_widths = [] def _get_controls(self): """ Returns Controls within the layout. """ controls = [] for row in self.content: for cell in row: if cell is not None: controls += cell._get_controls() return controls def add_row(self, row): """ Adds a new row to the layout @param row An array of widgets, or None for cells without widgets """ assert isinstance(row, tuple) or isinstance(row, list) self.content.append(row) if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def delete(self): """Deletes all graphic elements within the layout.""" for row in self.content: for cell in row: cell.delete() Widget.delete(self) def delete_row(self, row): """ Deletes a row from the layout @param row Index of row """ if len(self.content) <= row: return row = self.content.pop(row) for column in row: if column is not None: column.delete() if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def get(self, column, row): """ Returns the widget located at a given column and row, or None. @param column Column of cell @param row Row of cell """ if row >= len(self.content): return None row = self.content[row] if column >= len(row): return None else: return row[column] def layout(self, x, y): """ Lays out all Widgets within this layout. @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ Widget.layout(self, x, y) row_index = 0 placement = Widget() placement.y = y + self.height for row in self.content: col_index = 0 placement.x = x placement.height = self.max_heights[row_index] placement.y -= placement.height for cell in row: placement.width = self.max_widths[col_index] if cell is not None: if cell.is_expandable(): cell.expand(placement.width, placement.height) cell.layout(*GetRelativePoint(placement, self.anchor, cell, self.anchor, self.offset)) placement.x += placement.width col_index += 1 row_index += 1 def set(self, column, row, item): """ Sets the content of a cell within the grid. @param column The column of the cell to be set @param row The row of the cell to be set @param item The new Widget to be set in that cell """ if len(self.content) <= row: self.content = list(self.content) + \ [] * (row - len(self.content) + 1) if len(self.content[row]) <= column: self.content[row] = list(self.content[row]) + \ [None] * (column - len(self.content[row]) + 1) if self.content[row][column] is not None: self.content[row][column].delete() self.content[row][column] = item self.saved_dialog.set_needs_layout() def size(self, dialog): """Recalculates our size and the maximum widths and heights of each row and column in our table. @param dialog The Dialog within which we are contained """ if dialog is None: return Widget.size(self, dialog) self.max_heights = [0] * len(self.content) width = 0 for row in self.content: width = max(width, len(row)) self.max_widths = [self.padding] * width row_index = 0 for row in self.content: max_height = self.padding col_index = 0 for cell in row: if cell is not None: cell.size(dialog) width, height = cell.width, cell.height else: width = height = 0 max_height = max(max_height, height + self.padding) max_width = self.max_widths[col_index] max_width = max(max_width, width + self.padding) self.max_widths[col_index] = max_width col_index += 1 self.max_heights[row_index] = max_height row_index += 1 if self.max_widths: self.width = reduce(lambda x, y: x + y, self.max_widths) \ - self.padding else: self.width = 0 if self.max_heights: self.height = reduce(lambda x, y: x + y, self.max_heights) \ - self.padding else: self.height = 0 def teardown(self): for row in self.content: for cell in row: cell.teardown() self.content = [] Widget.teardown(self) class FreeLayout(Spacer): """ FreeLayout defines a rectangle on the screen where Widgets may be placed freely, in relation to one of its anchor points. There is no constraints against the Widgets overlapping. FreeLayout will expand to fill available space in layouts; thus you could place a FreeLayout as one half of a VerticalLayout, lay out controls in the other half, and be assured the FreeLayout would be resized to the width of the overall Dialog. """ def __init__(self, width=0, height=0, content=[]): """ Creates a new FreeLayout. @param width Minimum width of FreeLayout area @param height Minimum height of FreeLayout area @param content A list of placement/Widget tuples, in the form: [(ANCHOR_TOP_LEFT, 0, 0, YourWidget()), (ANCHOR_TOP_RIGHT, 0, 0, YourWidget()), (ANCHOR_CENTER, 30, -20, YourWidget())] where each tuple is (anchor, offset-x, offset-y, widget) """ Spacer.__init__(self, width, height) self.content = content def _get_controls(self): """Returns controls within the FreeLayout""" controls = [] for anchor, x, y, item in self.content: controls += item._get_controls() return controls def add(self, anchor, x, y, widget): """ Adds a new Widget to the FreeLayout. @param dialog Dialog which contains the FreeLayout @param anchor Anchor point to set for the widget @param x X-coordinate of offset from anchor point; positive is to the right @param y Y-coordinate of offset from anchor point; positive is upward @param widget The Widget to be added """ self.content.append( (anchor, x, y, widget) ) self.saved_dialog.set_needs_layout() def layout(self, x, y): """ Lays out Widgets within the FreeLayout. We make no attempt to assure there's enough space for them. @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ Spacer.layout(self, x, y) for anchor, offset_x, offset_y, widget in self.content: x, y = GetRelativePoint(self, anchor, widget, anchor, (offset_x, offset_y)) widget.layout(x, y) def remove(self, dialog, widget): """ Removes a widget from the FreeLayout. @param dialog Dialog which contains the FreeLayout @param widget The Widget to be removed """ self.content = [x for x in self.content if x[3] != widget] def size(self, dialog): """ Calculate size of the FreeLayout and all Widgets inside @param dialog The Dialog which contains the FreeLayout """ if dialog is None: return Spacer.size(self, dialog) for anchor, offset_x, offset_y, widget in self.content: widget.size(dialog) def teardown(self): for _, _, _, item in self.content: item.teardown() self.content = [] Widget.teardown(self)
Python
# kytten/menu.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Widget, Control from dialog import Dialog from frame import Frame from layout import GetRelativePoint, VerticalLayout from layout import ANCHOR_CENTER, ANCHOR_TOP_LEFT, ANCHOR_BOTTOM_LEFT from layout import HALIGN_CENTER from layout import VALIGN_TOP, VALIGN_CENTER, VALIGN_BOTTOM from override import KyttenLabel from scrollable import Scrollable class MenuOption(Control): """ MenuOption is a choice within a menu. When selected, it inverts (inverted color against text-color background) to indicate that it has been chosen. """ def __init__(self, text="", anchor=ANCHOR_CENTER, menu=None, disabled=False): Control.__init__(self, disabled=disabled) self.text = text self.anchor = anchor self.menu = menu self.label = None self.background = None self.highlight = None self.is_selected = False def delete(self): if self.label is not None: self.label.delete() self.label = None if self.background is not None: self.background.delete() self.background = None if self.highlight is not None: self.highlight.delete() self.highlight = None def expand(self, width, height): self.width = width self.height = height def is_expandable(self): return True def layout(self, x, y): self.x, self.y = x, y if self.background is not None: self.background.update(x, y, self.width, self.height) if self.highlight is not None: self.highlight.update(x, y, self.width, self.height) font = self.label.document.get_font() height = font.ascent - font.descent x, y = GetRelativePoint(self, self.anchor, Widget(self.label.content_width, height), self.anchor, (0, 0)) self.label.x = x self.label.y = y - font.descent def on_gain_highlight(self): Control.on_gain_highlight(self) self.size(self.saved_dialog) # to set up the highlight if self.highlight is not None: self.highlight.update(self.x, self.y, self.menu.width, self.height) def on_lose_highlight(self): Control.on_lose_highlight(self) if self.highlight is not None: self.highlight.delete() self.highlight = None def on_mouse_release(self, x, y, button, modifiers): self.menu.select(self.text) def select(self): if self.is_disabled(): return # disabled options can't be selected self.is_selected = True if self.label is not None: self.label.delete() self.label = None if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def size(self, dialog): if dialog is None: return Control.size(self, dialog) if self.is_selected: path = ['menuoption', 'selection'] else: path = ['menuoption'] if self.label is None: if self.is_disabled(): color = dialog.theme[path]['disabled_color'] else: color = dialog.theme[path]['text_color'] self.label = KyttenLabel(self.text, color=color, font_name=dialog.theme[path]['font'], font_size=dialog.theme[path]['font_size'], batch=dialog.batch, group=dialog.fg_group) font = self.label.document.get_font() self.width = self.label.content_width self.height = font.ascent - font.descent if self.background is None: if self.is_selected: self.background = \ dialog.theme[path]['highlight']['image'].generate( dialog.theme[path]['gui_color'], dialog.batch, dialog.bg_group) if self.highlight is None: if self.is_highlight(): self.highlight = \ dialog.theme[path]['highlight']['image'].generate( dialog.theme[path]['highlight_color'], dialog.batch, dialog.highlight_group) def unselect(self): self.is_selected = False if self.label is not None: self.label.delete() self.label = None if self.background is not None: self.background.delete() self.background = None if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def teardown(self): self.menu = None Control.teardown(self) class Menu(VerticalLayout): """ Menu is a VerticalLayout of MenuOptions. Moving the mouse across MenuOptions highlights them; clicking one selects it and causes Menu to send an on_click event. """ def __init__(self, options=[], align=HALIGN_CENTER, padding=4, on_select=None): self.align = align menu_options = self._make_options(options) self.options = dict(zip(options, menu_options)) self.on_select = on_select self.selected = None VerticalLayout.__init__(self, menu_options, align=align, padding=padding) def _make_options(self, options): menu_options = [] for option in options: if option.startswith('-'): disabled = True option = option[1:] else: disabled = False menu_options.append(MenuOption(option, anchor=(VALIGN_CENTER, self.align), menu=self, disabled=disabled)) return menu_options def get_value(self): return self.selected def is_input(self): return True def select(self, text): if not text in self.options: return if self.selected is not None: self.options[self.selected].unselect() self.selected = text menu_option = self.options[text] menu_option.select() if self.on_select is not None: self.on_select(text) def set_options(self, options): self.delete() self.selected = None menu_options = self._make_options(options) self.options = dict(zip(options, menu_options)) self.set(menu_options) self.saved_dialog.set_needs_layout() def teardown(self): self.on_select = None VerticalLayout.teardown(self) class Dropdown(Control): def __init__(self, options=[], selected=None, id=None, max_height=400, align=VALIGN_TOP, on_select=None, disabled=False): assert options Control.__init__(self, id=id, disabled=disabled) self.options = options self.selected = selected or options[0] assert self.selected in self.options self.max_height = max_height self.align = align self.on_select = on_select self.field = None self.label = None self.pulldown_menu = None def _delete_pulldown_menu(self): if self.pulldown_menu is not None: self.pulldown_menu.window.remove_handlers(self.pulldown_menu) self.pulldown_menu.teardown() self.pulldown_menu = None def delete(self): if self.field is not None: self.field.delete() self.field = None if self.label is not None: self.label.delete() self.label = None self._delete_pulldown_menu() def get_value(self): return self.selected def is_input(self): return True def on_mouse_release(self, x, y, button, modifiers): if self.is_disabled(): return if self.pulldown_menu is not None: self._delete_pulldown_menu() # if it's already up, close it return # Setup some callbacks for the dialog root = self.saved_dialog.get_root() def on_escape(dialog): self._delete_pulldown_menu() def on_select(choice): self.selected = choice if self.label is not None: self.label.delete() self.label = None self._delete_pulldown_menu() self.saved_dialog.set_needs_layout() if self.on_select is not None: if self.id is not None: self.on_select(self.id, choice) else: self.on_select(choice) # We'll need the root window to get window size width, height = root.window.get_size() # Calculate the anchor point and location for the dialog if self.align == VALIGN_TOP: # Dropdown is at the top, pulldown appears below it anchor = ANCHOR_TOP_LEFT x = self.x y = -(height - self.y - 1) else: # Dropdown is at the bottom, pulldown appears above it anchor = ANCHOR_BOTTOM_LEFT x = self.x y = self.y + self.height + 1 # Now to setup the dialog self.pulldown_menu = Dialog( Frame( Scrollable(Menu(options=self.options, on_select=on_select), height=self.max_height), path=['dropdown', 'pulldown'] ), window=root.window, batch=root.batch, group=root.root_group.parent, theme=root.theme, movable=False, anchor=anchor, offset=(x, y), on_escape=on_escape) root.window.push_handlers(self.pulldown_menu) def layout(self, x, y): Control.layout(self, x, y) self.field.update(x, y, self.width, self.height) x, y, width, height = self.field.get_content_region() font = self.label.document.get_font() height = font.ascent - font.descent self.label.x = x self.label.y = y - font.descent def set_options(self, options, selected=None): self.delete() self.options = options self.selected = selected or self.options[0] self.saved_dialog.set_needs_layout() def size(self, dialog): if dialog is None: return Control.size(self, dialog) if self.is_disabled(): color = dialog.theme['dropdown']['disabled_color'] else: color = dialog.theme['dropdown']['gui_color'] if self.field is None: self.field = dialog.theme['dropdown']['image'].generate( color, dialog.batch, dialog.bg_group) if self.label is None: self.label = KyttenLabel(self.selected, font_name=dialog.theme['dropdown']['font'], font_size=dialog.theme['dropdown']['font_size'], color=dialog.theme['dropdown']['text_color'], batch=dialog.batch, group=dialog.fg_group) font = self.label.document.get_font() height = font.ascent - font.descent self.width, self.height = self.field.get_needed_size( self.label.content_width, height) def teardown(self): self.on_select = False self._delete_pulldown_menu() Control.teardown(self)
Python
# kytten/file_dialogs.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import glob import os import pyglet from pyglet import gl from button import Button from dialog import Dialog from frame import Frame, SectionHeader from layout import VerticalLayout, HorizontalLayout from layout import ANCHOR_CENTER, HALIGN_LEFT, VALIGN_BOTTOM from menu import Menu, Dropdown from scrollable import Scrollable from text_input import Input from widgets import Label class FileLoadDialog(Dialog): def __init__(self, path=os.getcwd(), extensions=[], title="Select File", width=540, height=300, window=None, batch=None, group=None, anchor=ANCHOR_CENTER, offset=(0, 0), theme=None, movable=True, on_select=None, on_escape=None): self.path = path self.extensions = extensions self.title = title self.on_select = on_select self.selected_file = None self._set_files() def on_parent_menu_select(choice): self._select_file(self.parents_dict[choice]) def on_menu_select(choice): self._select_file(self.files_dict[choice]) self.dropdown = Dropdown(options=self.parents, selected=self.parents[-1], align=VALIGN_BOTTOM, on_select=on_parent_menu_select) self.menu = Menu(options=self.files, align=HALIGN_LEFT, on_select=on_menu_select) self.scrollable = Scrollable( VerticalLayout([self.dropdown, self.menu], align=HALIGN_LEFT), width=width, height=height) content = self._get_content() Dialog.__init__(self, content, window=window, batch=batch, group=group, anchor=anchor, offset=offset, theme=theme, movable=movable, on_escape=on_escape) def _get_content(self): return Frame( VerticalLayout([ SectionHeader(self.title), self.scrollable, ], align=HALIGN_LEFT) ) def _select_file(self, filename): if os.path.isdir(filename): self.path = filename self._set_files() self.dropdown.set_options(self.parents, selected=self.parents[-1]) self.menu.set_options(self.files) else: self.selected_file = filename if self.on_select is not None: self.on_select(filename) def _set_files(self): # Once we have a new path, update our files filenames = glob.glob(os.path.join(self.path, '*')) # First, a list of directories self.parents = [] self.parents_dict = {} path = self.path index = 1 while 1: name = "%d %s" % (index, os.path.basename(path) or path) self.parents_dict[name] = path self.parents.append(name) index += 1 path, child = os.path.split(path) if not child: break self.parents.reverse() files = [("%s (dir)" % os.path.basename(x), x) for x in filenames if os.path.isdir(x)] # Now add the files that match the extensions if self.extensions: for filename in filenames: if os.path.isfile(filename): ext = os.path.splitext(filename)[1] if ext in self.extensions: files.append((os.path.basename(filename), filename)) else: files.extend([(os.path.basename(x), x) for x in filenames if os.path.isfile(x)]) self.selected_file = None self.files_dict = dict(files) self.files = self.files_dict.keys() def dir_sort(x, y): if x.endswith(' (dir)') and y.endswith(' (dir)'): return cmp(x, y) elif x.endswith(' (dir)'): return -1 elif y.endswith(' (dir)'): return 1 else: return cmp(x, y) self.files.sort(dir_sort) def get(self): return self.selected_file def size(self, dialog): Dialog.size(self, dialog) def teardown(self): self.on_select = None Dialog.teardown(self) class FileSaveDialog(FileLoadDialog): def __init__(self, *args, **kwargs): self.text_input = Input() # Set up buttons to be shown in our contents def on_save(): self._do_select() self.save_button = Button("Save", on_click=on_save) def on_cancel(): self._do_cancel() self.cancel_button = Button("Cancel", on_click=on_cancel) FileLoadDialog.__init__(self, *args, **kwargs) # Setup our event handlers def on_enter(dialog): self._do_select() self.on_enter = on_enter self.real_on_select = self.on_select def on_select(filename): self.text_input.set_text(filename) self.on_select = on_select def _do_cancel(self): if self.on_escape is not None: self.on_escape(self) else: self.delete() self.window.remove_handlers(self) def _do_select(self): filename = self.text_input.get_text() path, base = os.path.split(filename) if not base: filename = None elif not path: filename = os.path.join(self.path, filename) if self.real_on_select is not None: if self.id is not None: self.real_on_select(self.id, filename) else: self.real_on_select(filename) def _get_content(self): return Frame( VerticalLayout([ SectionHeader(self.title), self.scrollable, Label("Filename:"), self.text_input, HorizontalLayout([ self.save_button, None, self.cancel_button ]), ], align=HALIGN_LEFT) ) class DirectorySelectDialog(FileLoadDialog): def __init__(self, *args, **kwargs): self.text_input = Input() # Set up buttons to be shown in our contents def on_select_button(): self._do_select() self.select_button = Button("Select", on_click=on_select_button) def on_cancel_button(): self._do_cancel() self.cancel_button = Button("Cancel", on_click=on_cancel_button) FileLoadDialog.__init__(self, *args, **kwargs) # Setup our event handlers def on_enter(dialog): self._do_select() self.on_enter = on_enter self.real_on_select = self.on_select def on_select(filename): self.text_input.set_text(filename) self.on_select = on_select def on_parent_menu_select(choice): self.text_input.set_text(self.parents_dict[choice]) self._do_open() self.dropdown.on_select = on_parent_menu_select def _do_cancel(self): if self.on_escape is not None: self.on_escape(self) else: self.delete() self.window.remove_handlers(self) def _do_open(self): filename = self.text_input.get_text() if os.path.isdir(filename): self.path = filename self._set_files() self.dropdown.set_options(self.parents, selected=self.parents[-1]) self.menu.set_options(self.files) def _do_select(self): filename = self.text_input.get_text() path, base = os.path.split(filename) if not base: filename = None elif not path: filename = os.path.join(self.path, filename) if self.real_on_select is not None: if self.id is not None: self.real_on_select(self.id, filename) else: self.real_on_select(filename) def _get_content(self): return Frame( VerticalLayout([ SectionHeader(self.title), self.scrollable, Label("Directory:"), self.text_input, HorizontalLayout([ self.select_button, None, self.cancel_button ]), ], align=HALIGN_LEFT) ) def _select_file(self, filename): if not os.path.isdir(filename): return # we accept only directories! if self.selected_file == filename: if filename != self.path: self._do_open() else: self._do_select() else: self.selected_file = filename if self.on_select is not None: self.on_select(filename) def _set_files(self): # Once we have a new path, update our files filenames = glob.glob(os.path.join(self.path, '*')) # First, a list of directories self.parents = [] self.parents_dict = {} path = self.path index = 1 while 1: name = "%d %s" % (index, os.path.basename(path) or path) self.parents_dict[name] = path self.parents.append(name) index += 1 path, child = os.path.split(path) if not child: break self.parents.reverse() files = [('(this dir)', self.path)] + \ [("%s (dir)" % os.path.basename(x), x) for x in filenames if os.path.isdir(x)] # Now add the files that match the extensions if self.extensions: for filename in filenames: if os.path.isfile(filename): ext = os.path.splitext(filename)[1] if ext in self.extensions: files.append(('-%s' % os.path.basename(filename), filename)) else: files.extend([('-%s' % os.path.basename(x), x) for x in filenames if os.path.isfile(x)]) self.selected_file = None self.files_dict = dict(files) self.files = self.files_dict.keys() def dir_sort(x, y): if x == '(this dir)': return -1 elif x.endswith(' (dir)') and y.endswith(' (dir)'): return cmp(x, y) elif x.endswith(' (dir)') and y != '(this dir)': return -1 elif y.endswith(' (dir)'): return 1 else: return cmp(x, y) self.files.sort(dir_sort)
Python
# kytten/scrollbar.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Control class HScrollbar(Control): """ A horizontal scrollbar. Position is measured from 0.0 to 1.0, and bar size is set as a percentage of the maximum. """ IMAGE_LEFT = ['hscrollbar', 'left'] IMAGE_SPACE = ['hscrollbar', 'space'] IMAGE_BAR = ['hscrollbar', 'bar'] IMAGE_RIGHT = ['hscrollbar', 'right'] IMAGE_LEFTMAX = ['hscrollbar', 'leftmax'] IMAGE_RIGHTMAX = ['hscrollbar', 'rightmax'] def __init__(self, width): """ Creates a new scrollbar. @param width Width of the area for which we are a scrollbar """ Control.__init__(self, width=width, height=0) self.__init2__(width) def __init2__(self, width): """ HScrollbar and VScrollbar share similiar data structures, which this function initializes. @param width Width of the area for which we are a scrollbar """ self.left = None self.space = None self.right = None self.bar = None self.pos = 0.0 self.bar_width = 0.5 self.is_dragging = False self.is_scrolling = False self.scroll_delta = 0 def _get_left_region(self): """ Return area of the left button (x, y, width, height) """ if self.left is not None: return self.x, self.y, self.left.width, self.height else: return self.x, self.y, 0, 0 def _get_right_region(self): """ Return area of the right button (x, y, width, height) """ if self.right is not None: return (self.x + self.width - self.right.width, self.y, self.right.width, self.height) else: return self.x + self.width, self.y, 0, 0 def _get_space_region(self): """ Return area of the space in which the bar moves (x, y, width, height) """ if self.left is not None and self.right is not None: return (self.x + self.left.width, self.y, self.width - self.left.width - self.right.width, self.height) else: return self.x, self.y, self.width, self.height def _get_bar_region(self): """ Return area of the bar within the scrollbar (x, y, width, height) """ if self.left is not None and self.right is not None: left_width = self.left.width right_width = self.right.width else: left_width = right_width = 0 self.pos = max(min(self.pos, 1.0 - self.bar_width), 0.0) space_width = self.width - left_width - right_width return (int(self.x + left_width + self.pos * space_width), self.y, int(self.bar_width * space_width), self.height) def delete(self): """ Delete all graphic elements used by the scrollbar """ if self.left is not None: self.left.delete() self.left = None if self.space is not None: self.space.delete() self.space = None if self.bar is not None: self.bar.delete() self.bar = None if self.right is not None: self.right.delete() self.right = None def drag_bar(self, dx, dy): """ Drag the bar, keeping it within limits @param dx Delta X @param dy Delta Y """ _, _, space_width, space_height = self._get_space_region() _, _, bar_width, bar_height = self._get_bar_region() self.pos = min(max(self.pos + float(dx) / space_width, 0.0), 1.0 - float(bar_width)/space_width) def ensure_visible(self, left, right, max_width): """ Ensure that the area of space between left and right is completely visible. @param left Left end of the space @param right Right end of the space @param max_width Maximum width of space """ pos_x = self.pos * max_width pos_width = self.bar_width * max_width if pos_x <= left and pos_x + pos_width > right: return # We're fine elif pos_x > left: self.pos = pos_x / max_width # Shift to the left elif pos_x + pos_width < right: self.pos = (right - pos_width) / max_width # Shift to the right self.pos = min(max(self.pos, 0.0), 1.0 - self.bar_width) self.delete() self.saved_dialog.set_needs_layout() def get(self, width, max_width): """ Returns the position of the bar, in pixels from the controlled area's left edge """ return int(self.pos * max_width) def layout(self, x, y): """ Lays out the scrollbar components @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ self.x, self.y = x, y if self.left is not None: self.left.update(*self._get_left_region()) if self.right is not None: self.right.update(*self._get_right_region()) if self.space is not None: self.space.update(*self._get_space_region()) if self.bar is not None: self.bar.update(*self._get_bar_region()) def on_gain_focus(self): if self.saved_dialog is not None: self.saved_dialog.set_wheel_target(self) def on_lose_focus(self): if self.saved_dialog is not None: self.saved_dialog.set_wheel_target(None) def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): """ We drag the bar only if the user had previously clicked on the bar @param x X coordinate of mouse @param y Y coordinate of mouse @param dx Delta X @param dy Delta Y @param buttons Buttons held while dragging @param modifiers Modifiers to apply to buttons """ if self.is_dragging: self.drag_bar(dx, dy) self.delete() self.saved_dialog.set_needs_layout() return pyglet.event.EVENT_HANDLED def on_mouse_press(self, x, y, button, modifiers): """ If the mouse press falls within the space, move the bar over to the mouse. Otherwise, activate scrolling. @param x X coordinate of mouse @param y Y coordinate of mouse @param button Button being pressed @param modifiers Modifiers to apply to button """ space_x, space_y, space_width, space_height = self._get_space_region() if x >= space_x and x < space_x + space_width and \ y >= space_y and y < space_y + space_height: self.set_bar_pos(x, y) self.is_dragging = True self.delete() self.saved_dialog.set_needs_layout() else: left_x, left_y, left_width, left_height = self._get_left_region() if x >= left_x and x < left_x + left_width and \ y >= left_y and y < left_y + left_height: self.is_scrolling = True self.scroll_delta = -1 else: right_x, right_y, right_width, right_height = \ self._get_right_region() if x >= right_x and x < right_x + right_width and \ y >= right_y and y < right_y + right_height: self.is_scrolling = True self.scroll_delta = 1 def on_mouse_release(self, x, y, button, modifiers): """ Cancels dragging or scrolling @param x X coordinate of mouse @param y Y coordinate of mouse @param button Button being released @param modifiers Modifiers to apply to button """ self.is_dragging = False self.is_scrolling = False self.scroll_delta = 0 def on_mouse_scroll(self, x, y, scroll_x, scroll_y): """ Mousewheel was moved some number of clicks @param x X coordinate of mouse @param y Y coordinate of mouse @param scroll_x Number of clicks horizontally mouse was moved @param scroll_y Number of clicks vertically mouse was moved """ self.drag_bar(scroll_y * 10, 0) self.delete() self.saved_dialog.set_needs_layout() def on_update(self, dt): """ When scrolling, we increment our position each update @param dt Time delta, in seconds """ if self.is_scrolling: self.drag_bar(self.scroll_delta * 50.0 * dt, 0) self.saved_dialog.set_needs_layout() def set(self, width, max_width): """ Sets the width of the scrollbar @param width Width the scrollbar occupies @param max_width Maximum width of the scrollable area """ self.width = width self.bar_width = max(float(width) / max_width, 0.0) self.pos = min(self.pos, 1.0 - self.bar_width) def set_bar_pos(self, x, y): """ When the mouse is pressed within scrollbar space, move the bar over underneath it. @param x X coordinate of mouse press @param y Y coordinate of mouse press """ space_x, space_y, space_width, space_height = self._get_space_region() bar_x, bar_y, bar_width, bar_height = self._get_bar_region() if x < bar_x: self.pos = float(x - space_x) / space_width elif x > bar_x + bar_width: max_bar_x = space_width - bar_width x -= bar_width self.pos = float(min(max_bar_x, x - space_x)) / space_width if self.bar is not None: self.bar.update(*self._get_bar_region()) def size(self, dialog): """ Creates scrollbar components. """ if dialog is None: return Control.size(self, dialog) dialog.set_wheel_hint(self) if self.left is None: if self.pos > 0.0: path = self.IMAGE_LEFT else: path = self.IMAGE_LEFTMAX self.left = dialog.theme[path]['image'].generate( dialog.theme[path]['gui_color'], dialog.batch, dialog.fg_group) # Left button is our basis for minimum dimension self.width, self.height = self.left.width, self.left.height if self.space is None: path = self.IMAGE_SPACE self.space = dialog.theme[path]['image'].generate( dialog.theme[path]['gui_color'], dialog.batch, dialog.fg_group) if self.bar is None: path = self.IMAGE_BAR self.bar = dialog.theme[path]['image'].generate( dialog.theme[path]['gui_color'], dialog.batch, dialog.fg_group) if self.right is None: if self.pos < 1.0 - self.bar_width: path = self.IMAGE_RIGHT else: path = self.IMAGE_RIGHTMAX self.right = dialog.theme[path]['image'].generate( dialog.theme[path]['gui_color'], dialog.batch, dialog.fg_group) class VScrollbar(HScrollbar): """ A vertical scrollbar. Position is measured from 0.0 to 1.0, and bar size is set as a percentage of the maximum. Note that left is top, and right is bottom, from the viewpoint of the VScrollbar. """ IMAGE_LEFT = ['vscrollbar', 'up'] IMAGE_SPACE = ['vscrollbar', 'space'] IMAGE_BAR = ['vscrollbar', 'bar'] IMAGE_RIGHT = ['vscrollbar', 'down'] IMAGE_LEFTMAX = ['vscrollbar', 'upmax'] IMAGE_RIGHTMAX = ['vscrollbar', 'downmax'] def __init__(self, height): """ Creates a new scrollbar. At the outset, we are presented with maximum height and the templates to use. @param height Height of the area for which we are a scrollbar """ Control.__init__(self, width=0, height=height) self.__init2__(height) def _get_left_region(self): """Returns the area occupied by the up button (x, y, width, height)""" if self.left is not None: return (self.x, self.y + self.height - self.left.height, self.width, self.left.height) else: return self.x, self.y, 0, 0 def _get_right_region(self): """Returns the area occupied by the down button (x, y, width, height)""" if self.right is not None: return self.x, self.y, self.width, self.right.height else: return self.x, self.y, 0, 0 def _get_space_region(self): """Returns the area occupied by the space between up and down buttons (x, y, width, height)""" if self.left is not None and self.right is not None: return (self.x, self.y + self.right.height, self.width, self.height - self.left.width - self.right.width) else: return self.x, self.y, self.width, self.height def _get_bar_region(self): """Returns the area occupied by the bar (x, y, width, height)""" if self.left is not None and self.right is not None: left_height = self.left.height right_height = self.right.height else: left_height = right_height = 0 self.pos = max(min(self.pos, 1.0 - self.bar_width), 0.0) space_height = self.height - left_height - right_height top = self.y + self.height - left_height return (self.x, int(top - (self.pos + self.bar_width) * space_height), self.width, int(self.bar_width * space_height)) def drag_bar(self, dx, dy): """Handles dragging the bar. @param dx Delta X @param dy Delta Y """ _, _, space_width, space_height = self._get_space_region() _, _, bar_width, bar_height = self._get_bar_region() self.pos = min(max(self.pos - float(dy) / space_height, 0.0), 1.0 - float(bar_height)/space_height) def ensure_visible(self, top, bottom, max_height): """ Ensure that the area of space between top and bottom is completely visible. @param top Top end of the space @param bottom Bottom end of the space @param max_height Maximum height of space """ bar_top = (1.0 - self.pos) * max_height bar_bottom = bar_top - self.bar_width * max_height if bar_top > top and bar_bottom <= bottom: return # We're fine elif bar_top < top: # Shift upward self.pos = 1.0 - float(top) / max_height elif bar_bottom > bottom: # Shift downward self.pos = 1.0 - float(bottom) / max_height - self.bar_width self.pos = min(max(self.pos, 0.0), 1.0 - self.bar_width) self.delete() self.saved_dialog.set_needs_layout() def on_mouse_scroll(self, x, y, scroll_x, scroll_y): """ Mousewheel was moved some number of clicks @param x X coordinate of mouse @param y Y coordinate of mouse @param scroll_x Number of clicks horizontally mouse was moved @param scroll_y Number of clicks vertically mouse was moved """ self.drag_bar(0, scroll_y * 10) self.delete() self.saved_dialog.set_needs_layout() def on_update(self, dt): """ When scrolling, we increment our position each update @param dialog Dialog in which we're contained @param dt Time delta, in seconds """ if self.is_scrolling: self.drag_bar(0, -self.scroll_delta * 50.0 * dt) self.saved_dialog.set_needs_layout() def set(self, height, max_height): """Sets the new height of the scrollbar, and the height of the bar relative to the scrollable area. @param height Scrollable region height @param max_height Maximum scrollable height """ self.height = height self.bar_width = max(float(height) / max_height, 0.0) self.pos = min(self.pos, 1.0 - self.bar_width) def set_bar_pos(self, x, y): """Sets the scrollbar position. Moves the scrollbar to intercept the mouse if it is not already in place.""" space_x, space_y, space_width, space_height = self._get_space_region() bar_x, bar_y, bar_width, bar_height = self._get_bar_region() top = space_y + space_height if y > bar_y + bar_height: self.pos = float(top - y) / space_height elif y < bar_y: y += bar_height max_bar_y = space_height - bar_height self.pos = float(min(max_bar_y, top - y)) / space_height if self.bar is not None: self.bar.update(*self._get_bar_region())
Python
# kytten/slider.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Control class Slider(Control): """ A horizontal slider. Position is measured from 0.0 to 1.0. """ IMAGE_BAR = ['slider', 'bar'] IMAGE_KNOB = ['slider', 'knob'] IMAGE_STEP = ['slider', 'step'] def __init__(self, value=0.0, min_value=0.0, max_value=1.0, steps=None, width=100, id=None, on_set=None, disabled=False): """ Creates a new slider. @param min_value Minimum value @param max_value Maximum value @param steps None if this slider should cover the range from 0.0 to 1.0 smoothly, otherwise we will divide the range up into steps. For instance, 2 steps would give the possible values 0, 0.5, and 1.0 (then multiplied by scale) @param width Minimum width of the tracking area. Note that this is the interior length of the slider, not the overall size. @param id ID for identifying this slider. @param on_set Callback function for when the value of this slider changes. @param diasbled True if the slider should be disabled """ Control.__init__(self, id=id, disabled=disabled) self.min_value = min_value self.max_value = max_value self.steps = steps self.min_width = width self.on_set = on_set self.bar = None self.knob = None self.markers = [] self.pos = max( min(float(value - min_value) / (max_value - min_value), 1.0), 0.0) self.offset = (0, 0) self.step_offset = (0, 0) self.padding = (0, 0, 0, 0) self.is_dragging = False def delete(self): """ Delete all graphic elements used by the slider """ if self.bar is not None: self.bar.delete() self.bar = None if self.knob is not None: self.knob.delete() self.knob = None for marker in self.markers: marker.delete() self.markers = [] def expand(self, width, height): self.width = width def get_value(self): return self.min_value + (self.max_value - self.min_value) * self.pos def is_expandable(self): return True def is_input(self): return True def layout(self, x, y): """ Lays out the slider components @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ self.x, self.y = x, y if self.bar is not None: left, right, top, bottom = self.padding self.bar.update(x + left, y + bottom, self.width - left - right, self.height - top - bottom) x, y, width, height = self.bar.get_content_region() if self.knob is not None: offset_x, offset_y = self.offset self.knob.update(x + int(width * self.pos) + offset_x, y + offset_y, self.knob.width, self.knob.height) if self.markers: step = float(width) / self.steps offset_x, offset_y = self.step_offset for n in xrange(0, self.steps + 1): self.markers[n].update(int(x + step * n) + offset_x, y + offset_y, self.markers[n].width, self.markers[n].height) def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): if self.is_dragging and self.bar is not None: bar_x, bar_y, bar_width, bar_height = self.bar.get_content_region() self.set_pos(self.pos + float(dx) / bar_width) def on_mouse_press(self, x, y, button, modifiers): if self.is_disabled(): return self.is_dragging = True if self.bar is not None: bar_x, bar_y, bar_width, bar_height = self.bar.get_content_region() self.set_pos(float(x - bar_x) / bar_width) def on_mouse_release(self, x, y, button, modifiers): if self.is_disabled(): return self.is_dragging = False self.snap_to_nearest() if self.on_set is not None: value = self.get_value() if self.id is not None: self.on_set(self.id, value) else: self.on_set(value) def set_pos(self, pos): self.pos = max(min(pos, 1.0), 0.0) if self.bar is not None and self.knob is not None: x, y, width, height = self.bar.get_content_region() offset_x, offset_y = self.offset self.knob.update(x + int(width * self.pos) + offset_x, y + offset_y, self.knob.width, self.knob.height) def size(self, dialog): """ Creates slider components. """ if dialog is None: return Control.size(self, dialog) if self.is_disabled(): color = dialog.theme['slider']['disabled_color'] else: color = dialog.theme['slider']['gui_color'] if self.bar is None: path = self.IMAGE_BAR self.bar = dialog.theme[path]['image'].generate( color, dialog.batch, dialog.bg_group) self.padding = dialog.theme[path]['padding'] if self.knob is None: path = self.IMAGE_KNOB self.knob = dialog.theme[path]['image'].generate( color, dialog.batch, dialog.highlight_group) self.offset = dialog.theme[path]['offset'] if not self.markers and self.steps is not None: path = self.IMAGE_STEP for n in xrange(0, self.steps + 1): self.markers.append( dialog.theme[path]['image'].generate( color, dialog.batch, dialog.fg_group)) self.step_offset = dialog.theme[path]['offset'] width, height = self.bar.get_needed_size(self.min_width, 0) left, right, top, bottom = self.padding self.width = width + left + right self.height = height + top + bottom def snap_to_nearest(self): if self.steps is not None: n = int(self.pos * self.steps + 0.5) self.set_pos(float(n) / self.steps) def teardown(self): self.on_set = None Control.teardown(self)
Python
# kytten/frame.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong # Classes which wrap one Widget. # Wrapper: a base class for Widgets which contain one other Widget. # Frame: positions its contained Widget within a graphic, which it stretches # to cover the Widget's area, or the space within which it is contained. # TitleFrame: like Frame, but has a title region on top as well. from widgets import Widget, Control, Graphic, Label from layout import HorizontalLayout, VerticalLayout, GetRelativePoint from layout import VALIGN_BOTTOM, HALIGN_LEFT, HALIGN_CENTER, HALIGN_RIGHT from layout import ANCHOR_CENTER class Wrapper(Widget): """ Wrapper is simply a wrapper around a widget. While the default Wrapper does nothing more interesting, subclasses might decorate the widget in some fashion, i.e. Panel might place the widget onto a panel, or Scrollable might provide scrollbars to let the widget be panned about within its display area. """ def __init__(self, content=None, is_expandable=False, anchor=ANCHOR_CENTER, offset=(0, 0)): """ Creates a new Wrapper around an included Widget. @param content The Widget to be wrapped. """ Widget.__init__(self) self.content = content self.expandable = is_expandable self.anchor = anchor self.content_offset = offset def _get_controls(self): """Returns Controls contained by the Wrapper.""" return self.content._get_controls() def delete(self): """Deletes graphic elements within the Wrapper.""" if self.content is not None: self.content.delete() Widget.delete(self) def expand(self, width, height): if self.content.is_expandable(): self.content.expand(width, height) self.width = width self.height = height def is_expandable(self): return self.expandable def layout(self, x, y): """ Assigns a new position to the Wrapper. @param x X coordinate of the Wrapper's lower left corner @param y Y coordinate of the Wrapper's lower left corner """ Widget.layout(self, x, y) if self.content is not None: x, y = GetRelativePoint( self, self.anchor, self.content, self.anchor, self.content_offset) self.content.layout(x, y) def set(self, dialog, content): """ Sets a new Widget to be contained in the Wrapper. @param dialog The Dialog which contains the Wrapper @param content The new Widget to be wrapped """ if self.content is not None: self.content.delete() self.content = content dialog.set_needs_layout() def size(self, dialog): """ The default Wrapper wraps up its Widget snugly. @param dialog The Dialog which contains the Wrapper """ if dialog is None: return Widget.size(self, dialog) if self.content is not None: self.content.size(dialog) self.width, self.height = self.content.width, self.content.height else: self.width = self.height = 0 def teardown(self): self.content.teardown() self.content = None Widget.teardown(self) class Frame(Wrapper): """ Frame draws an untitled frame which encloses the dialog's content. """ def __init__(self, content=None, path=['frame'], image_name='image', is_expandable=False, anchor=ANCHOR_CENTER, use_bg_group=False): """ Creates a new Frame surrounding a widget or layout. """ Wrapper.__init__(self, content, is_expandable=is_expandable, anchor=anchor) self.frame = None self.path = path self.image_name = image_name self.use_bg_group = use_bg_group def delete(self): """ Removes the Frame's graphical elements. """ if self.frame is not None: self.frame.delete() self.frame = None Wrapper.delete(self) def expand(self, width, height): if self.content.is_expandable(): content_width, content_height = \ self.frame.get_content_size(width, height) self.content.expand(content_width, content_height) self.width, self.height = width, height def layout(self, x, y): """ Positions the Frame. @param x X coordinate of lower left corner @param y Y coordinate of lower left corner """ self.x, self.y = x, y self.frame.update(x, y, self.width, self.height) # In some cases the frame graphic element may allocate more space for # the content than the content actually fills, due to repeating # texture constraints. Always center the content. x, y, width, height = self.frame.get_content_region() interior = Widget(width, height) interior.x, interior.y = x, y x, y = GetRelativePoint(interior, self.anchor, self.content, self.anchor, self.content_offset) self.content.layout(x, y) def size(self, dialog): """ Determine minimum size of the Frame. @param dialog Dialog which contains the Frame """ if dialog is None: return Wrapper.size(self, dialog) if self.frame is None: if self.use_bg_group: group = dialog.bg_group else: group = dialog.panel_group template = dialog.theme[self.path][self.image_name] self.frame = template.generate( dialog.theme[self.path]['gui_color'], dialog.batch, group) self.width, self.height = self.frame.get_needed_size( self.content.width, self.content.height) class TitleFrame(VerticalLayout): def __init__(self, title, content): VerticalLayout.__init__(self, content=[ HorizontalLayout([ Graphic(path=["titlebar", "left"], is_expandable=True), Frame(Label(title, path=["titlebar"]), path=["titlebar", "center"]), Graphic(path=["titlebar", "right"], is_expandable=True), ], align=VALIGN_BOTTOM, padding=0), Frame(content, path=["titlebar", "frame"], is_expandable=True), ], padding=0) class SectionHeader(HorizontalLayout): def __init__(self, title, align=HALIGN_CENTER): if align == HALIGN_LEFT: left_expand = False right_expand = True elif align == HALIGN_CENTER: left_expand = True right_expand = True else: # HALIGN_RIGHT left_expand = True right_expand = False HorizontalLayout.__init__(self, content=[ Graphic(path=["section", "left"], is_expandable=left_expand), Frame(Label(title, path=["section"]), path=['section', 'center'], use_bg_group=True), Graphic(path=["section", "right"], is_expandable=right_expand), ], align=VALIGN_BOTTOM, padding=0) class FoldingSection(Control, VerticalLayout): def __init__(self, title, content=None, is_open=True, align=HALIGN_CENTER): Control.__init__(self) if align == HALIGN_LEFT: left_expand = False right_expand = True elif align == HALIGN_CENTER: left_expand = True right_expand = True else: # HALIGN_RIGHT left_expand = True right_expand = False self.is_open = is_open self.folding_content = content self.book = Graphic(self._get_image_path()) self.header = HorizontalLayout([ Graphic(path=["section", "left"], is_expandable=left_expand), Frame(HorizontalLayout([ self.book, Label(title, path=["section"]), ]), path=["section", "center"], use_bg_group=True), Graphic(path=["section", "right"], is_expandable=right_expand), ], align=VALIGN_BOTTOM, padding=0) layout = [self.header] if self.is_open: layout.append(content) VerticalLayout.__init__(self, content=layout, align=align) def _get_controls(self): return VerticalLayout._get_controls(self) + \ [(self, self.header.x, self.header.x + self.header.width, self.header.y + self.header.height, self.header.y)] def _get_image_path(self): if self.is_open: return ["section", "opened"] else: return ["section", "closed"] def hit_test(self, x, y): return self.header.hit_test(x, y) def on_mouse_press(self, x, y, button, modifiers): self.is_open = not self.is_open self.book.delete() self.book.path = self._get_image_path() if self.is_open: self.add(self.folding_content) else: self.remove(self.folding_content) self.folding_content.delete() def teardown(self): self.folding_content.teardown() self.folding_content = None VerticalLayout.teardown(self)
Python
# Copyright (c) 2009 Conrad "Lynx" Wong # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of DarkCoda nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. """kytten - a skinnable, easily constructed GUI toolkit for pyglet Inspired by simplui (Tristam MacDonald) and many other GUI projects. Thanks to Gary Herron and Steve Johnson for debugging assistance! """ # GUI public constants from layout import VALIGN_TOP, VALIGN_CENTER, VALIGN_BOTTOM from layout import HALIGN_LEFT, HALIGN_CENTER, HALIGN_RIGHT from layout import ANCHOR_TOP_LEFT, ANCHOR_TOP, ANCHOR_TOP_RIGHT, \ ANCHOR_LEFT, ANCHOR_CENTER, ANCHOR_RIGHT, \ ANCHOR_BOTTOM_LEFT, ANCHOR_BOTTOM, ANCHOR_BOTTOM_RIGHT # GUI public classes from button import Button from checkbox import Checkbox from dialog import Dialog, PopupMessage, PopupConfirm from document import Document from file_dialogs import FileLoadDialog, FileSaveDialog, DirectorySelectDialog from frame import Frame, TitleFrame, Wrapper, SectionHeader, FoldingSection from layout import GridLayout, HorizontalLayout, VerticalLayout, FreeLayout from menu import Menu, Dropdown from scrollable import Scrollable from slider import Slider from text_input import Input from theme import Theme from widgets import Widget, Spacer, Label
Python
# kytten/document.py # Copyrighted (C) 2009 by Conrad "Lynx" Wong import pyglet from widgets import Control from scrollbar import VScrollbar class Document(Control): """ Allows you to embed a document within the GUI, which includes a vertical scrollbar as needed. """ def __init__(self, document, width=1000, height=5000, is_fixed_size=False, always_show_scrollbar=False): """ Creates a new Document. """ Control.__init__(self, width, height) self.max_height = height self.content_width = width if isinstance(document, basestring): self.document = pyglet.text.document.UnformattedDocument(document) else: self.document = document self.content = None self.content_width = width self.scrollbar = None self.set_document_style = False self.is_fixed_size = is_fixed_size self.always_show_scrollbar = always_show_scrollbar self.needs_layout = False def _do_set_document_style(self, attr, value): length = len(self.document.text) runs = [(start, end, doc_value) for start, end, doc_value in self.document.get_style_runs(attr).ranges(0, length) if doc_value is not None] if not runs: terminator = len(self.document.text) else: terminator = runs[0][0] self.document.set_style(0, terminator, {attr: value}) def _get_controls(self): controls = [] if self.scrollbar: controls += self.scrollbar._get_controls() controls += Control._get_controls(self) return controls def delete(self): if self.content is not None: self.content.delete() self.content = None if self.scrollbar is not None: self.scrollbar.delete() self.scrollbar = None def do_set_document_style(self, dialog): self.set_document_style = True # Check the style runs to make sure we don't stamp on anything # set by the user self._do_set_document_style('color', dialog.theme['text_color']) self._do_set_document_style('font_name', dialog.theme['font']) self._do_set_document_style('font_size', dialog.theme['font_size']) def get_text(self): return self.document.text def layout(self, x, y): self.x, self.y = x, y self.content.begin_update() self.content.x = x self.content.y = y self.content.end_update() if self.scrollbar is not None: self.scrollbar.layout(x + self.content_width, y) def on_update(self, dt): """ On updates, we update the scrollbar and then set our view offset if it has changed. @param dt Time passed since last update event (in seconds) """ if self.scrollbar is not None: self.scrollbar.dispatch_event('on_update', dt) pos = self.scrollbar.get(self.max_height, self.content.content_height) if pos != -self.content.view_y: self.content.view_y = -pos if self.needs_layout: self.needs_layout = False self.saved_dialog.set_needs_layout() def size(self, dialog): if dialog is None: return Control.size(self, dialog) if not self.set_document_style: self.do_set_document_style(dialog) if self.content is None: self.content = pyglet.text.layout.IncrementalTextLayout( self.document, self.content_width, self.max_height, multiline=True, batch=dialog.batch, group=dialog.fg_group) if self.is_fixed_size or (self.max_height and self.content.content_height > self.max_height): self.height = self.max_height else: self.height = self.content.content_height self.content.height = self.height if self.always_show_scrollbar or \ (self.max_height and self.content.content_height > self.max_height): if self.scrollbar is None: self.scrollbar = VScrollbar(self.max_height) self.scrollbar.size(dialog) self.scrollbar.set(self.max_height, self.content.content_height) if self.scrollbar is not None: self.width = self.content_width + self.scrollbar.width else: self.width = self.content_width def set_text(self, text): self.document.text = text self.needs_layout = True
Python
import os import pyglet import kytten from kytten import * from kytten.widgets import Control, Widget from kytten.layout import * from kytten.dialog import Dialog from kytten.frame import * from kytten.button import * from kytten.menu import * class PaletteOption(Control): """ PaletteOption is a choice within a palette. It is similar to MenuOption but contains an image/id instead of label/text. When selected, it becomes highlighted to indicate it has been chosen. """ def __init__(self, id, image, scale_size=None, anchor=ANCHOR_CENTER, palette=None, disabled=False, padding=0): Control.__init__(self, disabled=disabled) self.id = id self.image = image self.scale_size = scale_size self.anchor = anchor self.palette = palette self.sprite = None self.background = None self.highlight = None self.is_selected = False self.padding = padding def delete(self): if self.sprite is not None: self.sprite.delete() self.sprite = None if self.background is not None: self.background.delete() self.background = None if self.highlight is not None: self.highlight.delete() self.highlight = None #~ def expand(self, width, height): #~ self.width = width #~ self.height = height #~ def is_expandable(self): #~ return False def layout(self, x, y): self.x, self.y = x, y if self.background is not None: self.background.update(x, y, self.width, self.height) if self.highlight is not None: self.highlight.update(x, y, self.width, self.height) #height = 32 #self.tile_height w, h = self.sprite.width, self.sprite.height x, y = GetRelativePoint(self, self.anchor, Widget(w, h), self.anchor, (0, 0)) self.sprite.x = x #+ self.padding / 2 self.sprite.y = y #+ self.padding / 2 #~ def on_gain_highlight(self): #~ Control.on_gain_highlight(self) #~ def on_lose_highlight(self): #~ Control.on_lose_highlight(self) def on_mouse_release(self, x, y, button, modifiers): self.palette.select(self.id)#(self.text) def select(self): if self.is_disabled(): return # disabled options can't be selected self.is_selected = True self.size(self.saved_dialog) # to set up the highlight if self.highlight is not None: self.highlight.update(self.x, self.y, self.width, self.height) if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def size(self, dialog): if dialog is None: return Control.size(self, dialog) if self.is_selected: path = ['menuoption', 'selection'] else: path = ['menuoption'] if self.sprite is None: if self.is_disabled(): opacity = 50 color = dialog.theme[path]['disabled_color'] else: opacity = 255 color = dialog.theme[path]['text_color'] self.sprite = pyglet.sprite.Sprite( self.image, batch=dialog.batch, group=dialog.fg_group)#, y=y, x=x, batch=self.tiles_batch) self.sprite.opacity = opacity if self.scale_size is not None: self.sprite.scale = self.scale_size / float(self.sprite.width) self.width = self.sprite.width + self.padding * 2 self.height = self.sprite.height + self.padding * 2 #~ if self.background is None: #~ if self.is_selected: #~ self.background = \ #~ dialog.theme[path]['highlight']['image'].generate( #~ dialog.theme[path]['gui_color'], #~ dialog.batch, #~ dialog.bg_group) if self.highlight is None: if self.is_selected: self.highlight = \ dialog.theme[path]['palette']['image'].generate( dialog.theme[path]['input']['gui_color'], dialog.batch, dialog.highlight_group) def unselect(self): self.is_selected = False if self.highlight is not None: self.highlight.delete() self.highlight = None if self.background is not None: self.background.delete() self.background = None if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() def teardown(self): self.palette = None self.image = None Control.teardown(self) class TilePaletteOption(PaletteOption): def __init__(self, id, image, scale_size=None, anchor=ANCHOR_CENTER, palette=None, disabled=False, on_edit=None): self.on_edit = on_edit PaletteOption.__init__(self, id=id, image=image, scale_size=scale_size, anchor=anchor, palette=palette, disabled=disabled) def on_mouse_release(self, x, y, button, modifiers): if modifiers & pyglet.window.key.MOD_ACCEL: if self.palette is not None: self.on_edit(self.id) PaletteOption.on_mouse_release(self, x, y, button, modifiers) return True class Palette(GridLayout): """ Palette is a GridLayout of PaletteOptions. Clicking a PaletteOption selects it and causes Palette to send an on_click event. """ def __init__(self, options=[[]], padding=2, on_select=None ): #~ menu_options = self._make_options(options) GridLayout.__init__(self, options, padding=padding) self.on_select = on_select self.selected = None self.options = {} for row in options: for option in row: self.options[option.id] = option if option is not None: option.palette = self if options[0][0] is not None: self.select(options[0][0].id) #self.on_select(self.get(0, 0).id) #print self.selected #~ def _make_options(self, options): #~ menu_options = [] #~ for option in options: #~ if option.startswith('-'): #~ disabled = True #~ option = option[1:] #~ else: #~ disabled = False #~ menu_options.append(MenuOption(option, #~ anchor=(VALIGN_CENTER, self.align), #~ menu=self, #~ disabled=disabled)) #~ return menu_options def get_value(self): return self.selected def is_input(self): return True def select(self, id): if self.selected is not None: self.selected.unselect() self.selected = self.options[id] self.selected.select() if self.on_select is not None: self.on_select(id) #print self.selected def set_options(self, options): self.delete() self.selected = None #menu_options = self._make_options(options) #self.options = dict(zip(options, menu_options)) #~ i = 0 #~ for row in option: #~ j = 0 #~ for cell in row: #~ self.set(cell) #~ j++ #~ i++ #~ self.set(menu_options) self.saved_dialog.set_needs_layout() def teardown(self): self.on_select = None GridLayout.teardown(self) class HorizontalMenuOption(MenuOption): def __init__(self, text="", anchor=ANCHOR_CENTER, menu=None, disabled=False): MenuOption.__init__(self, text=text, anchor=anchor, menu=menu, disabled=disabled) def on_gain_highlight(self): Control.on_gain_highlight(self) self.size(self.saved_dialog) # to set up the highlight if self.highlight is not None: self.highlight.update(self.x-self.menu.padding/2, self.y, self.width+self.menu.padding, self.height) def layout(self, x, y): self.x, self.y = x, y if self.background is not None: self.background.update(x-self.menu.padding/2, y, self.width+self.menu.padding, self.height) if self.highlight is not None: self.highlight.update(x-self.menu.padding/2, y, self.width+self.menu.padding, self.height) font = self.label.document.get_font() height = font.ascent - font.descent x, y = GetRelativePoint(self, self.anchor, Widget(self.label.content_width, height), self.anchor, (0, 0)) self.label.x = x self.label.y = y - font.descent def is_expandable(self): return False def select(self): if self.is_disabled(): return # disabled options can't be selected self.is_selected = True if self.label is not None: self.label.delete() self.label = None if self.saved_dialog is not None: self.saved_dialog.set_needs_layout() class HorizontalMenu(HorizontalLayout, Menu): def __init__(self, options=[], align=VALIGN_CENTER, padding=8, on_select=None): Menu.__init__(self, options, padding=padding, on_select=on_select) HorizontalLayout.__init__(self, self.content, align=align, padding=padding) def _make_options(self, options): menu_options = [] for option in options: if option.startswith('-'): disabled = True option = option[1:] else: disabled = False menu_options.append(HorizontalMenuOption(option, anchor=(VALIGN_CENTER, self.align), menu=self, disabled=disabled)) return menu_options def layout(self, x, y): """ Lays out the child Widgets, in order from left to right. @param x X coordinate of the lower left corner @param y Y coordinate of the lower left corner """ Widget.layout(self, x, y) # Expand any expandable content to our height for item in self.content: if item.is_expandable() and item.height < self.height: item.expand(item.width, self.height) left = x+self.padding/2 if self.align == VALIGN_TOP: for item in self.content: item.layout(left, y + self.height - item.height) left += item.width + self.padding elif self.align == VALIGN_CENTER: for item in self.content: item.layout(left, y + self.height/2 - item.height/2) left += item.width + self.padding else: # VALIGN_BOTTOM for item in self.content: item.layout(left, y) left += item.width + self.padding def size(self, dialog): """ Calculates size of the layout, based on its children. @param dialog The Dialog which contains the layout """ if dialog is None: return Widget.size(self, dialog) height = 0 if len(self.content) < 2: width = 0 else: width = -self.padding for item in self.content: item.size(dialog) height = max(height, item.height) width += item.width + self.padding self.width, self.height = width+self.padding, height self.expandable = [x for x in self.content if x.is_expandable()] class NoSelectMenu(Menu): """ A menu that does not stay selected. """ def __init__(self, options=[], align=HALIGN_CENTER, padding=4, on_select=None): Menu.__init__(self, options=options, align=align, padding=padding, on_select=on_select) def select(self, text): if not text in self.options: return if self.selected is not None: self.options[self.selected].unselect() self.selected = text menu_option = self.options[text] #menu_option.select() if self.on_select is not None: self.on_select(text) class PropertyDialog(Dialog): """ An ok/cancel-style dialog for editing properties. Options must be a dictionary of name/values. Escape defaults to cancel. @ has_remove allows for deleting options and returns @ _REMOVE_PRE+option id = True for get_values() """ _id_count = 0 REMOVE_PRE = '_X!' TYPE_PRE = '_T!' ADD_NAME_PRE = '_N!' ADD_VALUE_PRE = '_V!' INPUT_W = 12 def __init__(self, title="", properties={}, ok="Ok", cancel="Cancel", window=None, batch=None, group=None, theme=None, on_ok=None, on_cancel=None, has_remove=False, remove="x", has_add=False, add="+", on_add=None): def on_ok_click(dialog=None): if on_ok is not None: on_ok(self) #self.teardown() def on_cancel_click(dialog=None): if on_cancel is not None: on_cancel(self) #self.teardown() self.remove = remove self._has_remove = has_remove self._has_add = has_add property_table = self._make_properties(properties) grid = GridLayout(property_table, padding=8) def on_type_select(id, choice): item = Checkbox() if choice is 'bool' else Input(length=self.INPUT_W) for i, row in enumerate(grid.content): for cell in row: if isinstance(cell, Dropdown): if cell.id == id: item_id = grid.get(1,i).id item.id = item_id grid.set(row=i, column=1, item=item) break def on_add_click(dialog=None): if on_add is not None: on_add(self) else: pd = PropertyDialog pd._id_count += 1 grid.add_row([ Input(id=pd.ADD_NAME_PRE+str(pd._id_count), length=self.INPUT_W), Input(id=pd.ADD_VALUE_PRE+str(pd._id_count), length=self.INPUT_W), Dropdown(['unicode', 'bool', 'int', 'float'], id=pd.TYPE_PRE+str(pd._id_count), on_select=on_type_select) ]) if self._has_add: add_content = (ANCHOR_TOP_LEFT, 0, 0, Button(add, on_click=on_add_click)) Dialog.__init__(self, content=Frame(Scrollable( VerticalLayout([ SectionHeader(title, align=HALIGN_LEFT), grid, FreeLayout(content=[add_content]), Spacer(height=30), HorizontalLayout([ Button(ok, on_click=on_ok_click), Button(cancel, on_click=on_cancel_click)]) ]),height=window.height)), window=window, batch=batch, group=group, theme=theme, movable=True, on_enter=on_ok_click, on_escape=on_cancel_click) else: Dialog.__init__(self, content=Frame(Scrollable( VerticalLayout([ SectionHeader(title, align=HALIGN_LEFT), grid, Spacer(height=30), HorizontalLayout([ Button(ok, on_click=on_ok_click), Button(cancel, on_click=on_cancel_click)]) ]),height=window.height)), window=window, batch=batch, group=group, theme=theme, movable=True, on_enter=on_ok_click, on_escape=on_cancel_click) def _make_properties(self, properties): property_table = [[]] for name, value in properties: if isinstance(value, bool): property = Checkbox(is_checked=value, id=name) else: property = Input(name, unicode(value), length=self.INPUT_W) if self._has_remove: property_table.append([Label(name), property, Checkbox(self.remove, id=PropertyDialog.REMOVE_PRE+name)]) else: property_table.append([Label(name), property]) return property_table
Python
import pyglet import cocos from cocos.director import director import kytten class DialogNode(cocos.batch.BatchableNode): def __init__(self, dialog=None): super(DialogNode, self).__init__() self.dialog = dialog def set_batch(self, batch, group=None, z=0): super(DialogNode, self).set_batch(batch, group) if self.dialog is not None: self.dialog.batch = self.batch self.dialog.group = self.group def delete(self, dialog=None): self.dialog.teardown() super(DialogNode, self).on_exit() self.parent.remove(self) def draw(self): pass class DialogLayer(cocos.layer.Layer): is_event_handler = True def __init__(self, dialog=None): super(DialogLayer, self).__init__() self.batchnode = cocos.batch.BatchNode() #self.batchnode.position = 50,100 self.add(self.batchnode) #self.batch = pyglet.graphics.Batch() #self.group = pyglet.graphics.OrderedGroup(0) director.window.register_event_type('on_update') def update(dt): director.window.dispatch_event('on_update', dt) self.schedule(update) def add_dialog(self, dialog_node): if dialog_node is not None: self.batchnode.add(dialog_node) def on_key_press(self, symbol, modifiers): for c in self.batchnode.get_children(): if c.dialog.focus and hasattr(c.dialog.focus, 'on_key_press'): return True def on_key_release(self, symbol, modifiers): for c in self.batchnode.get_children(): if c.dialog.on_key_release(symbol, modifiers): return True def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): for c in self.batchnode.get_children(): if c.dialog.on_mouse_drag(x, y, dx, dy, buttons, modifiers) \ or c.dialog.focus != None: return True def on_mouse_motion(self, x, y, dx, dy): for c in self.batchnode.get_children(): c.dialog.on_mouse_motion(x, y, dx, dy) if c.dialog.hover is not None: return True #~ else: #~ c.dialog.set_focus(None) def on_mouse_press(self, x, y, button, modifiers): was_handled = False for c in self.batchnode.get_children(): if c.dialog.on_mouse_press(x, y, button, modifiers): was_handled = True else: c.dialog.set_wheel_hint(None) c.dialog.set_wheel_target(None) return was_handled def on_mouse_release(self, x, y, button, modifiers): was_handled = False for c in self.batchnode.get_children(): if c.dialog.on_mouse_release(x, y, button, modifiers): was_handled = True return was_handled def on_mouse_scroll(self, x, y, scroll_x, scroll_y): for c in self.batchnode.get_children(): if c.dialog.on_mouse_scroll(x, y, scroll_x, scroll_y): return True def on_text(self, text): for c in self.batchnode.get_children(): if c.dialog.focus and hasattr(c.dialog.focus, 'on_text'): return True def on_text_motion(self, motion): for c in self.batchnode.get_children(): if c.dialog.focus and hasattr(c.dialog.focus, 'on_text_motion'): return True def on_text_motion_select(self, motion): for c in self.batchnode.get_children(): if c.dialog.focus and hasattr(c.dialog.focus, 'on_text_motion_select'): return True
Python
''' Copyright (c) 2009, Devon Scott-Tunkin All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the <organization> nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE AUTHOR ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Thanks to Richard Jones for his original editor and tile library and Conrad Wong for the "kytten" gui library Cocograph tile map editor for cocos2d ''' import os import glob import weakref from xml.etree import ElementTree import pyglet # Disable error checking for increased performance pyglet.options['debug_gl'] = False from pyglet.gl import * import cocos from cocos import tiles, actions import kytten from tile_widgets import * from dialog_node import * #? moved theme into the same dir as this, file so adjust the loading ##the_theme = kytten.Theme(os.path.join(os.getcwd(), 'theme'), override={ ## "gui_color": [255, 235, 128, 255], ## "font_size": 12, ##}) # original in cocograph theme_dir = os.path.join(os.path.abspath(os.path.dirname(__file__)),'theme') the_theme = kytten.Theme(theme_dir, override={ "gui_color": [255, 235, 128, 255], "font_size": 12, }) the_image_extensions = ['.png', '.jpg', '.bmp', '.gif', '.tga'] def texture_set_mag_filter_nearest(texture): glBindTexture(texture.target, texture.id) glTexParameteri(texture.target, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glBindTexture(texture.target, 0) def on_prop_container_edit(prop_container, parent_dnode, filename=None): if prop_container is None: return options = prop_container.properties.iteritems() dnode = DialogNode() def on_submit(dialog): pd = PropertyDialog for k, v in dialog.get_values().iteritems(): # Check prefix is not removal value if not k.startswith(pd.REMOVE_PRE) \ and not k.startswith(pd.TYPE_PRE) \ and not k.startswith(pd.ADD_NAME_PRE): # If matching removal prefix + key is true, remove if dialog.get_value(pd.REMOVE_PRE+k): del prop_container.properties[k] # If new property find matching name and type then add elif k.startswith(pd.ADD_VALUE_PRE): id_num = k.lstrip(pd.ADD_VALUE_PRE) v_name = dialog.get_value(pd.ADD_NAME_PRE+id_num) v_type = dialog.get_value(pd.TYPE_PRE+id_num) if v_type is not 'bool': v_type = tiles._xml_to_python[v_type] else: v_type = bool prop_container.properties[v_name] = v_type(v) # Otherwise change to new value and cast to old type else: prop_container.properties[k] = \ type(prop_container.properties[k])(v) if isinstance(prop_container, tiles.Tile): for ns, res in parent_dnode.level_to_edit.requires: if prop_container in res.contents.itervalues(): resource = res dirname = os.path.dirname(parent_dnode.level_to_edit.filename) xmlname = os.path.join(dirname, resource.filename) in_tree = ElementTree.parse(xmlname) root = ElementTree.Element('resource') root.text = '\n' root.tail = '\n' for namespace, res in resource.requires: r_element = ElementTree.SubElement(root, 'requires', file=res.filename) r_element.tail = '\n' if namespace: r_element.set('namespace', namespace) for img_element in in_tree.findall('image'): root.append(img_element) for atlas_element in in_tree.findall('imageatlas'): root.append(atlas_element) tset_element = _generic_as_xml( parent_dnode.active_tileset, root, 'tileset') for n, k in enumerate(parent_dnode.active_tileset): t = parent_dnode.active_tileset[k] t_element = _generic_as_xml(t, tset_element, 'tile') if t.offset: t_element.set('offset', t.offset) for k, v in resource.contents.iteritems(): if t.image is v: img_element = ElementTree.SubElement( t_element, 'image', ref=k) img_element.tail = '\n' out_tree = ElementTree.ElementTree(root) out_tree.write(xmlname) dnode.delete() try: id = prop_container.id except AttributeError: id = '' dnode.dialog = PropertyDialog(id, properties=options, window=parent_dnode.dialog.window, theme=parent_dnode.dialog.theme, on_ok=on_submit, on_cancel=dnode.delete, has_remove=True, has_add=True) parent_dnode.parent.add(dnode) def _generic_as_xml(resource, parent, tag): element = ElementTree.SubElement(parent, tag) element.text = '\n' element.tail = '\n' if resource.id: element.set('id', resource.id) for k in resource.properties: v = resource.properties[k] vs = tiles._python_to_xml[type(v)](v) p = ElementTree.SubElement(element, 'property', name=k, value=vs, type=tiles._xml_type[type(v)]) p.tail = '\n' return element class TilesetDialog(DialogNode): _id_count = 0 def __init__(self, window=None, level_to_edit=None, tile_size=32): self.level_to_edit = level_to_edit self.tilesets = {} self.tile_size = tile_size self.selected = None self.palettes = {} self.vlayout = None self._load_tilesets(level_to_edit) def on_menu_select(choice): if choice == 'From Dir': self._create_from_directory_dialog() elif choice == 'From Image': self._create_from_image_dialog() elif choice == 'Open': dnode = DialogNode() def on_open_click(filename): r = tiles.load(filename) # XXX Maybe more error checking? self._load_tilesets(r) self._make_resource_relative(r) dnode.dialog.on_escape(dnode.dialog) dnode.dialog = kytten.FileLoadDialog( extensions=['.xml'], window=self.dialog.window, theme=self.dialog.theme, on_select=on_open_click, on_escape=dnode.delete) self.parent.add(dnode) def on_palette_select(id): if self.vlayout.saved_dialog is not None: self.active_tileset = self.tilesets[id] self.active_palette = self.palettes[id] self.vlayout.set([self.palette_menu, self.active_palette]) #~ self.active_palette.select( #~ self.active_palette.options.iterkeys().next()) # Create tabs of tilesets self.palette_menu = HorizontalMenu([ k for k, v in self.palettes.iteritems()], padding=16, on_select=on_palette_select) # Combine tabs and palette self.vlayout = kytten.VerticalLayout( [self.palette_menu, self.active_palette], align=kytten.HALIGN_LEFT) # Create tileset file menu self.file_menu = kytten.VerticalLayout([ kytten.SectionHeader("Tileset"), NoSelectMenu(['From Dir', 'From Image', 'Open'], on_select=on_menu_select)]) # Create final combined tileset dialog self.hlayout = kytten.HorizontalLayout( [self.file_menu, self.vlayout]) self.scrollable = kytten.Scrollable(self.hlayout, width=window.width-30) super(TilesetDialog, self).__init__( kytten.Dialog( kytten.Frame(self.scrollable), window=window, anchor=kytten.ANCHOR_BOTTOM, theme=the_theme)) # Make first palette active try: self.palette_menu.select(self.palettes.iterkeys().next()) except: pass def select_tile(self, id): for tset_id, tset in self.tilesets.iteritems(): if id in tset: self.palette_menu.select(tset_id) self.active_palette.select(id) def _load_tilesets(self, resource): select_id = '' for id, ts in resource.findall(tiles.TileSet): if id is None: self._id_count += 1 id = 'Untitled' + str(self._id_count) self.tilesets[id] = ts select_id = id try: self.active_tileset = resource.findall( tiles.TileSet).next()[1] except: self.active_tileset = None def on_tile_select(id): try: self.selected = self.active_tileset[id] except KeyError: pass for id, tset in self.tilesets.iteritems(): tile_options = [[]] tile_options.append([]) for i, k in enumerate(sorted(tset)): # Sort to keep order texture_set_mag_filter_nearest(tset[k].image.get_texture()) option = TilePaletteOption( id=k, image=tset[k].image, scale_size=self.tile_size, on_edit=self._on_tile_edit) tile_options[i%2].append(option) self.palettes[id] = Palette(tile_options, on_select=on_tile_select) try: self.active_palette = self.palettes.itervalues().next() except: self.active_palette = None if self.vlayout is not None: self.palette_menu.set_options( [k for k, v in self.palettes.iteritems()]) self.palette_menu.select(select_id) self.vlayout.set([self.palette_menu, self.active_palette]) def _on_tile_edit(self, id): tile = self.active_tileset[id] on_prop_container_edit(tile, self) def _make_resource_relative(self, resource): # Tilesets filename should be relative to maps level_dir = os.path.split( self.level_to_edit.filename)[0] + os.sep # Remove map path from tileset filename if level_dir is not '/': resource.filename = resource.filename.replace(level_dir, '') resource.filename = resource.filename.replace('\\', '/') self.level_to_edit.requires.append(('', resource)) def _save_directory_xml(self, filepath, filenames): root = ElementTree.Element('resource') root.tail = '\n' for filename in filenames: img_element = ElementTree.SubElement( root, 'image', id='i-' + os.path.splitext(filename)[0], file=filename) img_element.tail = '\n' xmlname = os.path.splitext(os.path.basename(filepath))[0] tset_element = ElementTree.SubElement( root, 'tileset', id=xmlname) tset_element.tail = '\n' for filename in filenames: t_element = ElementTree.SubElement( tset_element, 'tile', id=os.path.splitext(filename)[0]) t_element.tail = '\n' img_element = ElementTree.SubElement( t_element, 'image', ref='i-'+os.path.splitext(filename)[0]) tree = ElementTree.ElementTree(root) tree.write(filepath) r = tiles.load(filepath) self._load_tilesets(r) self._make_resource_relative(r) def _save_image_xml(self, xmlpath, imagepath, tw, th, padding): img = pyglet.image.load(imagepath) root = ElementTree.Element('resource') root.text = '\n' root.tail = '\n' size = tw + 'x' + th tw = int(tw) th = int(th) padding = int(padding) double_padding = padding * 2 xmlname = os.path.splitext(os.path.basename(xmlpath))[0] # Remove xml path from image path to get relative path xmldir = os.path.split(xmlpath)[0] + os.sep imagepath = imagepath.replace(xmldir, '') atlas_element = ElementTree.SubElement(root, 'imageatlas', size=size, file=imagepath) atlas_element.text = '\n' atlas_element.tail = '\n' for x in range(padding, img.width, tw + double_padding): for y in range(padding, img.height, th + double_padding): img_element = ElementTree.SubElement( atlas_element, 'image', id='i-%s-%d-%d' % (xmlname, x, y), offset='%d,%d' % (x, y)) img_element.tail = '\n' tset_element = ElementTree.SubElement(root, 'tileset', id=xmlname) tset_element.text = '\n' tset_element.tail = '\n' for x in range(padding, img.width, tw + double_padding): for y in range(padding, img.height, th + double_padding): t_element = ElementTree.SubElement( tset_element, 'tile', id='%s-%d-%d' % (xmlname, x, y)) t_element.tail = '\n' ElementTree.SubElement( t_element, 'image', ref='i-%s-%d-%d' % (xmlname, x, y)) tree = ElementTree.ElementTree(root) tree.write(xmlpath) r = tiles.load(xmlpath) self._load_tilesets(r) self._make_resource_relative(r) def _create_from_directory_dialog(self): dnode = DialogNode() def on_select_click(dirpath): filepaths = glob.glob(os.path.join(dirpath, '*')) filenames = [] for filepath in filepaths: if os.path.isfile(filepath): ext = os.path.splitext(filepath)[1] if ext in the_image_extensions: filenames.append(os.path.basename(filepath)) if len(filenames) is not 0: save_dnode = DialogNode() def on_save(filepath): self._save_directory_xml(filepath, filenames) save_dnode.dialog.on_escape(save_dnode.dialog) save_dnode.dialog = kytten.FileSaveDialog( path=dirpath, extensions=['.xml'], title='Save Tileset As', window=self.dialog.window, theme=self.dialog.theme, on_select=on_save, on_escape=save_dnode.delete) self.parent.add(save_dnode) dnode.dialog.on_escape(dnode.dialog) dnode.dialog = kytten.DirectorySelectDialog( title='Select Directory of Images', window=self.dialog.window, theme=self.dialog.theme, on_select=on_select_click, on_escape=dnode.delete) self.parent.add(dnode) def _create_from_image_dialog(self): dnode = DialogNode() def on_open_click(imagepath): prop_dnode = DialogNode() options = [] tw = 'Tile Width (px)' th = 'Tile Height (px)' pad = 'Padding (px)' map = self.level_to_edit.find(tiles.MapLayer).next()[1] options.append((tw, map.tw)) options.append((th, map.th)) options.append((pad,'0')) def on_submit(dialog): values = dialog.get_values() def on_save(filepath): self._save_image_xml(filepath, imagepath, values[tw], values[th], values[pad]) save_dnode.dialog.on_escape(save_dnode.dialog) save_dnode.dialog = kytten.FileSaveDialog( extensions=['.xml'], title='Save Tileset As', window=self.dialog.window, theme=self.dialog.theme, on_select=on_save, on_escape=save_dnode.delete) self.parent.add(save_dnode) prop_dnode.dialog.on_escape(prop_dnode.dialog) prop_dnode.dialog = PropertyDialog( 'New Tileset', properties=options, window=self.dialog.window, theme=self.dialog.theme, on_ok=on_submit, on_cancel=prop_dnode.delete) self.parent.add(prop_dnode) save_dnode = DialogNode() dnode.dialog.on_escape(dnode.dialog) dnode.dialog = kytten.FileLoadDialog( extensions=the_image_extensions, window=self.dialog.window, theme=self.dialog.theme, on_select=on_open_click, on_escape=dnode.delete) self.parent.add(dnode) class ToolMenuDialog(DialogNode): def __init__(self, window, on_new=None, on_open=None, on_save=None, map_layers=[], level_to_edit=None): self.on_new = on_new self.on_open = on_open self.on_save = on_save self.map_layers = map_layers self.level_to_edit = level_to_edit tool_layout = self._make_tool_layout() layer_layout = self._make_layer_layout() map_menu_layout = self._make_map_menu_layout() super(ToolMenuDialog, self).__init__(kytten.Dialog( kytten.Frame( kytten.Scrollable( kytten.VerticalLayout([ tool_layout, kytten.FoldingSection('Layer', layer_layout), kytten.FoldingSection('Map', map_menu_layout), ], align=kytten.HALIGN_CENTER)) ), window=window, anchor=kytten.ANCHOR_TOP_LEFT, theme=the_theme)) # Select last layer if len(self.map_layers): self.layer_menu.select(self.map_layers[-1].id) #self.layer_menu = layer_m def _add_opacity(self, layer): # Add opacity functionality to layer instance layer.opacity = 255 # Probably a way to do this with decorators? def enhance(lyr): set_dirty = lyr.set_dirty def set_dirty_and_opacity(): set_dirty() for s in lyr._sprites.itervalues(): s.opacity = lyr.opacity return set_dirty_and_opacity layer.set_dirty = enhance(layer) def _make_tool_layout(self): # Load images into a list images = [] images.append(('move',pyglet.image.load( os.path.join(theme_dir, 'artlibre', 'transform-move.png')))) images.append(('eraser',pyglet.image.load( os.path.join(theme_dir, 'artlibre', 'draw-eraser.png')))) images.append(('picker',pyglet.image.load( os.path.join(theme_dir, 'artlibre', 'color-picker.png')))) images.append(('zoom',pyglet.image.load( os.path.join(theme_dir, 'artlibre', 'page-magnifier.png')))) images.append(('pencil',pyglet.image.load( os.path.join(theme_dir, 'artlibre', 'draw-freehand.png')))) images.append(('fill',pyglet.image.load( os.path.join(theme_dir, 'artlibre', 'color-fill.png')))) # Create options from images to pass to Palette palette_options = [[]] palette_options.append([]) palette_options.append([]) for i, pair in enumerate(images): option = PaletteOption(id=pair[0], image=pair[1], padding=4) # Build column down, 3 rows palette_options[i%3].append(option) def on_tool_select(id): self.active_tool = id layout = Palette(palette_options, on_select=on_tool_select) return layout def _make_layer_layout(self): for layer in self.map_layers: self._add_opacity(layer) # Reverse order for menu so layer names are top to bottom layer_options = [layer.id for layer in reversed(self.map_layers)] if len(self.map_layers): def on_opacity_set(value): m = self.map_layers.selected m.opacity = int(value) m.set_dirty() #~ for s in m._sprites.itervalues(): #~ s.opacity = value #self.map_layers.selected.set_dirty() else: on_opacity_set = None opacity_slider = kytten.Slider(value=255, max_value=255,steps=8, width=10, on_set=on_opacity_set) def on_layer_select(id): for i, layer in enumerate(self.map_layers): if layer.id is id: self.map_layers.select(i) opacity_slider.set_pos( self.map_layers.selected.opacity / 255.0) self.layer_menu = kytten.Menu(layer_options, on_select=on_layer_select) if len(self.map_layers): def on_add_layer(): dnode = DialogNode() ID = 'Layer ID' TW = 'Tile Width (px)' TH = 'Tile Height (px)' OZ = 'Z Origin' selected = self.map_layers.selected tile_width = selected.tw tile_height = selected.th origin_z = selected.origin_z + 1 #? flipped, the new was getting transposed dimensions col_count = len(selected.cells[0]) row_count = len(selected.cells) options = [(ID, ''), (TW, tile_width), (TH, tile_height), (OZ, origin_z)] cells = [[tiles.RectCell(i, j, tile_width, tile_height, {}, None) for j in range(col_count)] for i in range(row_count)] def on_submit(dialog): values = dialog.get_values() layer = tiles.RectMapLayer(values[ID], int(values[TW]), int(values[TH]), cells, (0, 0, int(values[OZ])), {}) self._add_opacity(layer) self.map_layers.append(layer) self.map_layers.sort(lambda x, y: x.origin_z - y.origin_z) selected.parent.add(layer, z=layer.origin_z) self.level_to_edit.contents[layer.id] = layer self.layer_menu.set_options( [l.id for l in reversed(self.map_layers)]) self.layer_menu.select(layer.id) dnode.dialog.on_escape(dnode.dialog) dnode.dialog = PropertyDialog( 'New Layer', properties=options, window=self.dialog.window, theme=self.dialog.theme, on_ok=on_submit, on_cancel=dnode.delete) self.parent.add(dnode) def on_remove_layer(): layers = self.map_layers if len(layers) > 1: layers.selected.parent.remove(layers.selected) # scrolling manager layers.remove(layers.selected) # map layers / layer selector del self.level_to_edit.contents[layers.selected.id] # resource self.layer_menu.set_options([l.id for l in reversed(layers)]) self.layer_menu.select(layers[-1].id) def on_layer_prop_edit(choice): on_prop_container_edit(self.map_layers.selected, self) else: on_add_layer = None on_remove_layer = None on_layer_prop_edit = None on_opacity_set = None layout = kytten.VerticalLayout([ kytten.HorizontalLayout([ kytten.Label('op'), opacity_slider]), self.layer_menu, kytten.HorizontalLayout([ kytten.Button('+', on_click=on_add_layer), kytten.Button('x', on_click=on_remove_layer)]), NoSelectMenu( options=['Properties'], on_select=on_layer_prop_edit),]) return layout def _make_map_menu_layout(self): def on_select(choice): if choice == 'New': self._create_new_dialog() elif choice == 'Open': self._create_open_dialog() elif choice == 'Save': if self.on_save is not None: self.on_save() elif choice == 'Quit': director.pop() layout = kytten.VerticalLayout([ NoSelectMenu( options=['New', 'Open', 'Save', 'Quit'], on_select=on_select)]) return layout def _create_new_dialog(self): dnode = DialogNode() options = [] #mid = 'Map ID' # Options for new map form tw = 'Tile Width (px)' th = 'Tile Height (px)' mw = 'Map Width (tiles)' mh = 'Map Height (tiles)' #mo = 'Map Origin (x,y,z)' #options.append((mid,"")) options.append((tw,"")) options.append((th,"")) options.append((mw,"")) options.append((mh,"")) #options.append((mo,"0,0,0")) def on_submit(dialog): root = ElementTree.Element('resource') root.tail = '\n' v = dialog.get_values() save_dnode = DialogNode() def on_save(filename): xmlname = os.path.basename(filename) m = ElementTree.SubElement(root, 'rectmap', id=os.path.splitext(xmlname)[0], tile_size='%dx%d'%(int(v[tw]), int(v[th])), origin='%s,%s,%s'%(0, 0, 0)) m.tail = '\n' for column in range(int(v[mw])): col = ElementTree.SubElement(m, 'column') col.tail = '\n' for cell in range(int(v[mh])): c = ElementTree.SubElement(col, 'cell') c.tail = '\n' tree = ElementTree.ElementTree(root) tree.write(filename) if self.on_open is not None: self.on_open(filename) save_dnode.dialog.on_escape(save_dnode.dialog) save_dnode.dialog = kytten.FileSaveDialog( extensions=['.xml'], title='Save Map As', window=self.dialog.window, theme=self.dialog.theme, on_select=on_save, on_escape=save_dnode.delete) self.parent.add(save_dnode) dnode.dialog.on_escape(dnode.dialog) dnode.dialog = PropertyDialog('New Map', properties=options, window=self.dialog.window, theme=self.dialog.theme, on_ok=on_submit, on_cancel=dnode.delete) self.parent.add(dnode) def _create_open_dialog(self): dnode = DialogNode() def on_open_click(filename): if self.on_open is not None: self.on_open(filename) dnode.dialog.on_escape(dnode.dialog) dnode.dialog = kytten.FileLoadDialog( extensions=['.xml'], window=self.dialog.window, theme=self.dialog.theme, on_select=on_open_click, on_escape=dnode.delete) self.parent.add(dnode)
Python
''' Copyright (c) 2009, Devon Scott-Tunkin All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the <organization> nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE AUTHOR ''AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. Thanks to Richard Jones for his original editor and tile library and Conrad Wong for the "kytten" gui library Cocograph tile map editor for cocos2d ''' from cocos.director import director from tile_dialogs import * VERSION = 'Cocograph 0.2.0' def _zoom_in(scale): if scale > 4: return scale else: return scale * 2.0 def _zoom_out(scale): if scale < .01: return scale else: return scale / 2.0 class TileEditorLayer(tiles.ScrollableLayer): is_event_handler = True def __init__(self, tiles, tools, level_to_edit=None, filename=None, map_layers=None,): super(TileEditorLayer, self).__init__() self.level_to_edit = level_to_edit self.filename = filename self.highlight = None self.tiles = tiles self.tools = tools self.map_layers = map_layers w, h = director.get_window_size() _space_down = False def on_key_press(self, key, modifier): # Don't exit on ESC if key == pyglet.window.key.ESCAPE: return True #~ elif key == pyglet.window.key.S: #~ self.level_to_edit.save_xml(self.filename) if modifier & pyglet.window.key.MOD_ACCEL: if key == pyglet.window.key.Q: director.pop() elif key == pyglet.window.key.MINUS: self._desired_scale = _zoom_out(self._desired_scale) self.parent.set_scale(self._desired_scale) elif key == pyglet.window.key.EQUAL: self._desired_scale = _zoom_in(self._desired_scale) self.parent.set_scale(self._desired_scale) elif key == pyglet.window.key.D: m = self.map_layers.selected m.set_debug(not m.debug) if key == pyglet.window.key.SPACE: self._space_down = True win = director.window cursor = win.get_system_mouse_cursor(pyglet.window.Window.CURSOR_SIZE) win.set_mouse_cursor(cursor) def on_key_release(self, key, modifier): if key == pyglet.window.key.SPACE: self._space_down = False win = director.window win.set_mouse_cursor() return True return True _desired_scale = 1 def on_mouse_scroll(self, x, y, dx, dy): if dy < 0: self._desired_scale = _zoom_out(self._desired_scale) #self.parent.set_scale(self._desired_scale) elif dy > 0: self._desired_scale = _zoom_in(self._desired_scale) #self.parent.set_scale(self._desired_scale) if dy: self.parent.do(actions.ScaleTo(self._desired_scale, .1)) return True def on_text_motion(self, motion): fx, fy = self.parent.fx, self.parent.fy if motion == pyglet.window.key.MOTION_UP: self.parent.force_focus(fx, fy+64/self._desired_scale) elif motion == pyglet.window.key.MOTION_DOWN: self.parent.force_focus(fx, fy-64/self._desired_scale) elif motion == pyglet.window.key.MOTION_LEFT: self.parent.force_focus(fx-64/self._desired_scale, fy) elif motion == pyglet.window.key.MOTION_RIGHT: self.parent.force_focus(fx+64/self._desired_scale, fy) else: return False return True _dragging = False def on_mouse_press(self, x, y, buttons, modifiers): self._drag_start = (x, y) self._dragging = False if not self._space_down: m = self.map_layers.selected mx, my = self.parent.pixel_from_screen(x, y) cell = m.get_at_pixel(mx, my) if not cell: # click not in map return self._current_cell = cell cx, cy = sprite_key = cell.origin[:2] # ctrl-click edit tile properties if modifiers & pyglet.window.key.MOD_ACCEL: on_prop_container_edit(cell, self.tiles) elif self.tools.active_tool is 'zoom': if buttons & pyglet.window.mouse.LEFT: self._desired_scale = _zoom_in(self._desired_scale) elif buttons & pyglet.window.mouse.RIGHT: self._desired_scale = _zoom_out(self._desired_scale) self.parent.set_scale(self._desired_scale) elif self.tools.active_tool is 'pencil': if buttons & pyglet.window.mouse.LEFT: cell.tile = self.tiles.selected # Set dirty is not dirty enough for performance m._sprites[sprite_key] = pyglet.sprite.Sprite( cell.tile.image, x=cx, y=cy, batch=m.batch) m._sprites[sprite_key].opacity = m.opacity #m.set_dirty() # Picker elif buttons & pyglet.window.mouse.RIGHT: if cell.tile is not None: self.tiles.select_tile(cell.tile.id) elif self.tools.active_tool is 'eraser': if cell.tile is not None: cell.tile = None del m._sprites[sprite_key] # Clear properties elif self.tools.active_tool is 'picker': if cell.tile is not None: self.tiles.select_tile(cell.tile.id) elif self.tools.active_tool is 'fill': if self.tiles.selected is cell.tile: return True old_tile = cell.tile cells_to_fill = [] cells_to_fill.append(cell) while len(cells_to_fill): c = cells_to_fill.pop() c.tile = self.tiles.selected next_c = m.get_neighbor(c, m.RIGHT) if next_c and next_c.tile is old_tile: cells_to_fill.append(next_c) next_c = m.get_neighbor(c, m.LEFT) if next_c and next_c.tile is old_tile: cells_to_fill.append(next_c) next_c = m.get_neighbor(c, m.UP) if next_c and next_c.tile is old_tile: cells_to_fill.append(next_c) next_c = m.get_neighbor(c, m.DOWN) if next_c and next_c.tile is old_tile: cells_to_fill.append(next_c) m.set_dirty() return True def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers): if not self._dragging and self._drag_start: _x, _y = self._drag_start if abs(x - _x) + abs(y - _y) < 6: return False self._dragging = True if self._space_down or self.tools.active_tool is 'move': self.parent.force_focus( self.parent.fx-(dx/self._desired_scale), self.parent.fy-(dy/self._desired_scale)) return True if self.tools.active_tool is 'pencil' or 'eraser': m = self.map_layers.selected mx, my = self.parent.pixel_from_screen(x, y) cell = m.get_at_pixel(mx, my) #don't update if we haven't moved to a new cell if cell is None or cell == self._current_cell: return cx, cy = sprite_key = cell.origin[:2] self._current_cell = cell x = cell.x y = cell.y self.highlight = (x, y, x+m.tw, y+m.th) if self.tools.active_tool is 'pencil': cell.tile = self.tiles.selected m._sprites[sprite_key] = pyglet.sprite.Sprite( cell.tile.image, x=cx, y=cy, batch=m.batch) m._sprites[sprite_key].opacity = m.opacity #m.set_dirty() elif self.tools.active_tool is 'eraser': if cell.tile is not None: cell.tile = None del m._sprites[sprite_key] return True def on_mouse_release(self, x, y, buttons, modifiers): if self._dragging: self._dragging = False return False def on_mouse_motion(self, x, y, dx, dy): m = self.map_layers.selected w = director.window x, y = w._mouse_x, w._mouse_y cell = m.get_at_pixel(*self.parent.pixel_from_screen(x, y)) if not cell: self.highlight = None return True x = cell.x y = cell.y self.highlight = (x, y, x+m.tw, y+m.th) return True def draw(self): if self.highlight is None: return if self.map_layers is not None: glPushMatrix() self.transform() glPushAttrib(GL_CURRENT_BIT | GL_ENABLE_BIT) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glColor4f(1, 1, 0, .3) glRectf(*self.highlight) glPopAttrib() glPopMatrix() class ScrollableColorLayer(cocos.layer.util_layers.ColorLayer, tiles.ScrollableLayer): def __init__(self, r,g,b,a, width=None, height=None): super(ScrollableColorLayer, self).__init__( r,g,b,a, width, height) self.px_width, self.px_height = width, height class Selector(list): def __init__(self, lst): super(Selector, self).__init__(lst) self.selected = self[0] def select(self, i): self.selected = self[i] class EditorScene(cocos.scene.Scene): def __init__(self): super(EditorScene, self).__init__() self.manager = tiles.ScrollingManager() self.add(self.manager) self.dialog_layer = DialogLayer() self.editor_layer = None self.tool_dialog = ToolMenuDialog(director.window, on_open=self.open) self.tile_dialog = None self.dialog_layer.add_dialog(self.tool_dialog) self.add(self.dialog_layer) def open(self, edit_level_xml): # Clean up old dialogs self.remove(self.manager) self.manager = tiles.ScrollingManager() if self.tile_dialog is not None: self.tile_dialog.delete() self.tool_dialog.delete() self.remove(self.dialog_layer) # Load level #~ try: level_to_edit = tiles.load(edit_level_xml) #~ except: #~ self.tool_dialog = ToolMenuDialog(director.window, #~ on_open=self.open) #~ return #self.map_layers = level_to_edit.findall(tiles.MapLayer) director.window.set_caption(edit_level_xml + " - " + VERSION) # Setup map layers mz = 0 for id, layer in level_to_edit.find(tiles.MapLayer): self.manager.add(layer, z=layer.origin_z) mz = max(layer.origin_z, mz) # Copy z-sorted manager.children to selector self.layer_selector = Selector(self.manager.get_children()[:]) bg_layer = ScrollableColorLayer( 255, 255, 255, 255, width=self.layer_selector.selected.px_width, height=self.layer_selector.selected.px_height) self.manager.add(bg_layer, z=-999999) # Setup new dialogs self.tile_dialog = TilesetDialog(director.window, level_to_edit) def on_resize(width, height): self.tile_dialog.scrollable.max_width = width - 30 self.dialog_layer.on_resize = on_resize def on_save(): level_to_edit.save_xml(edit_level_xml) self.tool_dialog = ToolMenuDialog( director.window, on_open=self.open, on_save=on_save, map_layers=self.layer_selector, level_to_edit=level_to_edit) self.dialog_layer.add_dialog(self.tile_dialog) self.dialog_layer.add_dialog(self.tool_dialog) self.editor_layer = TileEditorLayer( level_to_edit=level_to_edit, tiles=self.tile_dialog, map_layers=self.layer_selector, tools=self.tool_dialog, filename=edit_level_xml) self.manager.add(self.editor_layer, z=mz+1) self.add(self.manager) # XXX if I don't remove and add the dlayer event handling is # messed up...why? self.add(self.dialog_layer, z=mz+2) def edit_complete(self, layer): pyglet.app.exit() if __name__ == '__main__': import sys try: edit_level_xml = sys.argv[1] except IndexError: edit_level_xml = None except: print 'Usage: %s <level.xml>'%sys.argv[0] sys.exit(0) director.init(width=800, height=600, resizable=True, do_not_scale=True, caption=VERSION) director.show_FPS = True pyglet.gl.glClearColor(.3, .3, .3, 1) e = EditorScene() director.run(e) if edit_level_xml is not None: e.open(edit_level_xml)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Grid data structure''' __docformat__ = 'restructuredtext' import pyglet from pyglet import image from pyglet.gl import * from euclid import Point2, Point3 from director import director import framegrabber __all__ = ['GridBase', 'Grid3D', 'TiledGrid3D', ] class GridBase(object): """ A Scene that takes two scenes and makes a transition between them """ texture = None def __init__(self): super(GridBase, self).__init__() self._active = False self.reuse_grid = 0 #! Number of times that this grid will be reused def init( self, grid ): '''Initializes the grid creating both a vertex_list for an independent-tiled grid and creating also a vertex_list_indexed for a "united" (non independent tile) grid. :Parameters: `grid` : euclid.Point2 size of a 2D grid ''' #: size of the grid. (rows, columns) self.grid = grid width, height = director.get_window_size() if self.texture is None: self.texture = image.Texture.create_for_size( GL_TEXTURE_2D, width, height, GL_RGBA) self.grabber = framegrabber.TextureGrabber() self.grabber.grab(self.texture) #: x pixels between each vertex (float) self.x_step = width / self.grid.x #: y pixels between each vertex (float) self.y_step = height / self.grid.y self._init() def before_draw( self ): '''Binds the framebuffer to a texture and set a 2d projection before binding to prevent calculating a new texture ''' self._set_2d_projection() # capture before drawing self.grabber.before_render(self.texture) def after_draw( self, camera ): '''Called by CocosNode when the texture is already grabbed. The FrameBuffer will be unbound and the texture will be drawn :Parameters: `camera` : `Camera` The target's camera object. ''' # capture after drawing self.grabber.after_render(self.texture) # after unbinding # set a 3d projection self._set_3d_projection() # and center the camera camera.locate( force=True ) # blit glEnable(self.texture.target) glBindTexture(self.texture.target, self.texture.id) glPushAttrib(GL_COLOR_BUFFER_BIT) self._blit() glPopAttrib() glDisable(self.texture.target) def _set_active(self, bool): if self._active == bool: return self._active = bool if self._active == True: pass elif self._active == False: self.vertex_list.delete() # to restore the camera to default position director.set_projection() else: raise Exception("Invalid value for GridBase.active") def _get_active(self): return self._active active = property(_get_active, _set_active, doc='''Determines whether the grid is active or not :type: bool ''') def _init(self): raise NotImplementedError('abstract') def _blit(self): raise NotImplementedError('abstract') def _on_resize(self): raise NotImplementedError('abstract') @classmethod def _set_3d_projection(cls): glViewport(director._offset_x, director._offset_y, director._usable_width, director._usable_height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(60, 1.0*director._usable_width/director._usable_height, 0.1, 3000.0) glMatrixMode(GL_MODELVIEW) @classmethod def _set_2d_projection(cls): # director.set_2d_projection() width, height = director.get_window_size() glLoadIdentity() glViewport(0, 0, width, height) glMatrixMode(GL_PROJECTION) glLoadIdentity() glOrtho(0, width, 0, height, -100, 100) glMatrixMode(GL_MODELVIEW) class Grid3D(GridBase): '''`Grid3D` is a 3D grid implementation. Each vertex has 3 dimensions: x,y,z The vindexed ertex array will be built with:: self.vertex_list.vertices: x,y,z (floats) self.vertex_list.tex_coords: x,y,z (floats) self.vertex_list.colors: RGBA, with values from 0 - 255 ''' def _init( self ): # calculate vertex, textures depending on screen size idx_pts, ver_pts_idx, tex_pts_idx = self._calculate_vertex_points() #: indexed vertex array that can be transformed. #: it has these attributes: #: #: - vertices #: - colors #: - tex_coords #: #: for more information refer to pyglet's documentation: pyglet.graphics.vertex_list_indexed self.vertex_list = pyglet.graphics.vertex_list_indexed( (self.grid.x+1) * (self.grid.y+1), idx_pts, "t2f", "v3f/stream","c4B") #: original vertex array of the grid. (read-only) self.vertex_points = ver_pts_idx[:] self.vertex_list.vertices = ver_pts_idx self.vertex_list.tex_coords = tex_pts_idx self.vertex_list.colors = (255,255,255,255) * (self.grid.x+1) * (self.grid.y+1) def _blit(self ): self.vertex_list.draw(pyglet.gl.GL_TRIANGLES) def _calculate_vertex_points(self): w = float(self.texture.width) h = float(self.texture.height) index_points = [] vertex_points_idx = [] texture_points_idx = [] for x in xrange(0,self.grid.x+1): for y in xrange(0,self.grid.y+1): vertex_points_idx += [-1,-1,-1] texture_points_idx += [-1,-1] for x in xrange(0, self.grid.x): for y in xrange(0, self.grid.y): x1 = x * self.x_step x2 = x1 + self.x_step y1 = y * self.y_step y2 = y1 + self.y_step # d <-- c # ^ # | # a --> b a = x * (self.grid.y+1) + y b = (x+1) * (self.grid.y+1) + y c = (x+1) * (self.grid.y+1) + (y+1) d = x * (self.grid.y+1) + (y+1) # 2 triangles: a-b-d, b-c-d index_points += [ a, b, d, b, c, d] # triangles l1 = ( a*3, b*3, c*3, d*3 ) l2 = ( Point3(x1,y1,0), Point3(x2,y1,0), Point3(x2,y2,0), Point3(x1,y2,0) ) # building the vertex for i in xrange( len(l1) ): vertex_points_idx[ l1[i] ] = l2[i].x vertex_points_idx[ l1[i] + 1 ] = l2[i].y vertex_points_idx[ l1[i] + 2 ] = l2[i].z # building the texels tex1 = ( a*2, b*2, c*2, d*2 ) tex2 = ( Point2(x1,y1), Point2(x2,y1), Point2(x2,y2), Point2(x1,y2) ) for i in xrange( len(tex1)): texture_points_idx[ tex1[i] ] = tex2[i].x / w texture_points_idx[ tex1[i] + 1 ] = tex2[i].y / h return ( index_points, vertex_points_idx, texture_points_idx ) def get_vertex( self, x, y): '''Get the current vertex coordinate :Parameters: `x` : int x-vertex `y` : int y-vertex :rtype: (float, float, float) ''' idx = (x * (self.grid.y+1) + y) * 3 x = self.vertex_list.vertices[idx] y = self.vertex_list.vertices[idx+1] z = self.vertex_list.vertices[idx+2] return (x,y,z) def get_original_vertex( self, x, y): '''Get the original vertex coordinate. The original vertices are the ones weren't modified by the current action. :Parameters: `x` : int x-vertex `y` : int y-vertex :rtype: (float, float, float) ''' idx = (x * (self.grid.y+1) + y) * 3 x = self.vertex_points[idx] y = self.vertex_points[idx+1] z = self.vertex_points[idx+2] return (x,y,z) def set_vertex( self, x, y, v): '''Set a vertex point is a certain value :Parameters: `x` : int x-vertex `y` : int y-vertex `v` : (float, float, float) tuple value for the vertex ''' idx = (x * (self.grid.y+1) + y) * 3 self.vertex_list.vertices[idx] = int(v[0]) self.vertex_list.vertices[idx+1] = int(v[1]) self.vertex_list.vertices[idx+2] = int(v[2]) class TiledGrid3D(GridBase): '''`TiledGrid3D` is a 3D grid implementation. It differs from `Grid3D` in that the tiles can be separated from the grid. The vertex array will be built with:: self.vertex_list.vertices: x,y,z (floats) self.vertex_list.tex_coords: x,y (floats) self.vertex_list.colors: RGBA, with values from 0 - 255 ''' def _init( self ): # calculate vertex, textures depending on screen size ver_pts, tex_pts = self._calculate_vertex_points() #: vertex array that can be transformed. #: it has these attributes: #: #: - vertices #: - colors #: - tex_coords #: #: for more information refer to pyglet's documentation: pyglet.graphics.vertex_list self.vertex_list = pyglet.graphics.vertex_list(self.grid.x * self.grid.y * 4, "t2f", "v3f/stream","c4B") #: original vertex array of the grid. (read-only) self.vertex_points = ver_pts[:] self.vertex_list.vertices = ver_pts self.vertex_list.tex_coords = tex_pts self.vertex_list.colors = (255,255,255,255) * self.grid.x * self.grid.y * 4 def _blit(self ): self.vertex_list.draw(pyglet.gl.GL_QUADS) def _calculate_vertex_points(self): w = float(self.texture.width) h = float(self.texture.height) vertex_points = [] texture_points = [] for x in xrange(0, self.grid.x): for y in xrange(0, self.grid.y): x1 = x * self.x_step x2 = x1 + self.x_step y1 = y * self.y_step y2 = y1 + self.y_step # Building the tiles' vertex and texture points vertex_points += [x1, y1, 0, x2, y1, 0, x2, y2, 0, x1, y2, 0 ] texture_points += [x1/w, y1/h, x2/w, y1/h, x2/w, y2/h, x1/w, y2/h] # Generates a quad for each tile, to perform tiles effect return (vertex_points, texture_points) def set_tile(self, x, y, coords): '''Set the 4 tile coordinates Coordinates positions:: 3 <-- 2 ^ | 0 --> 1 :Parameters: `x` : int x coodinate of the tile `y` : int y coordinate of the tile `coords` : [ float, float, float, float, float, float, float, float, float, float, float, float ] The 4 coordinates in the format (x0, y0, z0, x1, y1, z1,..., x3, y3, z3) ''' idx = (self.grid.y * x + y) * 4 * 3 self.vertex_list.vertices[idx:idx+12] = coords def get_original_tile(self, x, y): '''Get the 4-original tile coordinates. Coordinates positions:: 3 <-- 2 ^ | 0 --> 1 :Parameters: `x` : int x coordinate of the tile `y` : int y coordinate of the tile :rtype: [ float, float, float, float, float, float, float, float, float, float, float, float ] :returns: The 4 coordinates with the following order: x0, y0, z0, x1, y1, z1,...,x3, y3, z3 ''' idx = (self.grid.y * x + y) * 4 * 3 return self.vertex_points[idx:idx+12] def get_tile(self, x, y): '''Get the current tile coordinates. Coordinates positions:: 3 <-- 2 ^ | 0 --> 1 :Parameters: `x` : int x coordinate of the tile `y` : int y coordinate of the tile :rtype: [ float, float, float, float, float, float, float, float, float, float, float, float ] :returns: The 4 coordinates with the following order: x0, y0, z0, x1, y1, z1,...,x3, y3, z3 ''' idx = (self.grid.y * x + y) * 4 * 3 return self.vertex_list.vertices[idx:idx+12]
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- import cocosnode import pyglet from pyglet.gl import * from euclid import * import math import copy cuadric_t = ''' void main() { vec2 pos = gl_TexCoord[0].st; float res = pos.x*pos.x - pos.y; if (res<0.0) { gl_FragColor = gl_Color; } else { gl_FragColor = vec4(0.0,0.0,0.0,0.0); } } ''' class Shader(object): def __init__(self, source): self.source = source self.shader_no = glCreateShader(self.shader_type) if not self.shader_no: raise Exception("could not create shader") prog = (c_char_p * 1)(source+chr(0)) length = (c_int * 1)(0) glShaderSource(self.shader_no, 1, cast(prog, POINTER(POINTER(c_char))), cast(0, POINTER(c_int))) glCompileShader(self.shader_no) self.program_no = glCreateProgram() if not self.program_no: raise Exception("could not create program") glAttachShader(self.program_no, self.shader_no) glLinkProgram(self.program_no) def begin(self): glUseProgram(self.program_no) def end(self): glUseProgram(0) class VertexShader(Shader): shader_type = GL_VERTEX_SHADER class FragmentShader(Shader): shader_type = GL_FRAGMENT_SHADER #cuadric = FragmentShader(cuadric_t) __parameter_count = 0 def parameter(default=None): global __parameter_count name = str(__parameter_count) __parameter_count+=1 def setter(self, value): self._dirty = True setattr(self, "_"+name, value) def getter(self): return getattr(self, "_"+name, default) return property(getter, setter) ROUND_CAP, SQUARE_CAP, BUTT_CAP = range(3) MITER_JOIN, BEVEL_JOIN, ROUND_JOIN = range(3) class Context(object): def __init__(self): self.color = 255,255,255,255 self.stroke_width = 2 self.cap = ROUND_CAP self.join = ROUND_JOIN self.transform = Matrix3() def set_state(self): glPushAttrib(GL_CURRENT_BIT|GL_LINE_BIT) glColor4ub(*self.color) glLineWidth(self.stroke_width) def unset_state(self): glPopAttrib() def copy(self): return copy.deepcopy(self) def flatten(*args): ret = [] for a in args: for v in a: ret.append( v ) return ret class Segment: def __init__(self, start, end, width): self.start = Point2(*start) self.end = Point2(*end) self.width = width self._tl = None self._bl = None self._tr = None self._br = None @property def direction(self): return Vector2( *(self.end-self.start)).normalized() @property def line_width(self): return ( Matrix3.new_rotate(math.radians(90)) * self.direction * (self.width / 2.0) ) @property def tl(self): if self._tl: return self._tl return self.end + self.line_width @property def tr(self): if self._tr: return self._tr return self.end - self.line_width @property def bl(self): if self._bl: return self._bl return self.start + self.line_width @property def br(self): if self._br: return self._br return self.start - self.line_width @property def left(self): return LineSegment2( Point2(*self.bl), Point2(*self.tl) ) @property def right(self): return LineSegment2( Point2(*self.br), Point2(*self.tr) ) @property def points(self): return flatten( self.bl, self.br, self.tr, self.bl, self.tr, self.tl ) def reversed(self): return Segment(self.end, self.start, self.width) class Canvas(cocosnode.CocosNode): def __init__(self): super(Canvas, self).__init__() self._dirty = True self._color = 255,255,255,255 self._stroke_width = 1 self._parts = [] self._vertex_list = None self._context = Context() self._context_stack = [] self._texture = image = pyglet.resource.image('draw_texture.png').get_texture() self._context_change = True self._position = 0,0 def draw(self): if self._dirty: self._context = Context() self._parts = [] self.free() self.render() self.build_vbo() self._dirty = False # set glEnable(self._texture.target) glBindTexture(self._texture.target, self._texture.id) glPushAttrib(GL_COLOR_BUFFER_BIT) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) glPushMatrix() self.transform() #cuadric.begin() self._vertex_list.draw(GL_TRIANGLES) #cuadric.end() # unset glPopMatrix() glPopAttrib() glDisable(self._texture.target) def endcap(self, line, cap_type): strip = [] texcoord = [] if cap_type == ROUND_CAP: s = Segment( line.start, line.start + (-line.direction) * line.width / 2, line.width ) strip.extend([int(x) for x in flatten( s.bl, s.br, s.end, s.br, s.tr, s.end, s.bl, s.tl, s.end )]) texcoord.extend([ 0.1,0.9,0.1,0.5,0.5,0.9, 0,0,0.5,0,1,1, 0,0,0.5,0,1,1, ]) elif cap_type == SQUARE_CAP: segment = Segment( line.start, line.start + (-line.direction) * line.width / 2, line.width ) strip.extend([int(x) for x in segment.points]) texcoord.extend( flatten(*[ (0.1,0.9,0.1,0.5,0.5,0.9) for x in range(len(segment.points)/6) ]) ) return strip, texcoord def build_vbo(self): strip = [] colors = [] texcoord = [] for ctx, parts in self._parts: start_len = len(strip) for line in parts: # build the line segments last = line[0] segments = [] for next in line[1:]: segments.append( Segment( last, next, ctx.stroke_width ) ) last = next # do we need caps? if line[0] == line[-1]: closed_path = True else: closed_path = False # add caps if not closed_path: vertex, tex = self.endcap(segments[0], ctx.cap) strip += vertex texcoord += tex vertex, tex = self.endcap(segments[-1].reversed(), ctx.cap) strip += vertex texcoord += tex # update middle points prev = None for i, current in enumerate(segments): # if not starting line if ( prev ): # turns left inter = prev.left.intersect( current.left ) if inter: prev._tl = inter current._bl = inter bottom = prev.tr top = current.br else: inter = prev.right.intersect( current.right ) if inter: prev._tr = inter current._br = inter bottom = prev.tl top = current.bl # add elbow if ( prev and inter ): if ctx.join == BEVEL_JOIN: strip.extend( [ int(x) for x in list(inter) + list(bottom) + list(top) ]) texcoord += [ 0.1,0.9,0.1,0.5,0.5,0.9 ] elif ctx.join in (MITER_JOIN, ROUND_JOIN): if bottom == top: far = Point2(*bottom) else: far = Ray2( Point2(*bottom), prev.direction ).intersect(Ray2( Point2(*top), -current.direction )) strip.extend( [ int(x) for x in list(inter) + list(bottom) + list(top) + list(bottom) + list(top) + list(far) ]) if ctx.join == ROUND_JOIN: texcoord += [ 0.1,0.9,0.1,0.5,0.5,0.9, 0,0,1,1,0.5,0] elif ctx.join == MITER_JOIN: texcoord += [ 0.1,0.9,0.1,0.5,0.5,0.9,0.1,0.9,0.1,0.5,0.5,0.9 ] # rotate values prev = current # add boxes for lines for s in segments: strip.extend( [ int(x) for x in s.points ] ) texcoord += flatten(*[ (0.1,0.9,0.1,0.5,0.5,0.9) for x in range( len(s.points)/6) ]) colors.extend( list(ctx.color)*((len(strip)-start_len)/2) ) vertex_list = pyglet.graphics.vertex_list(len(strip)/2, ('v2i', strip), ('c4B', colors ), ('t2f', texcoord), ) self._vertex_list = vertex_list def on_exit(self): self.free() super(Canvas, self).on_exit() def free(self): self._dirty = True if self._vertex_list: self._vertex_list.delete() self._vertex_list = None def set_color(self, color): self._context.color = color self._context_change = True def set_stroke_width(self, stroke_width): self._context.stroke_width = stroke_width self._context_change = True def set_endcap(self, cap): self._context.cap = cap self._context_change = True def set_join(self, join): self._context.join = join self._context_change = True def rotate(self, radians): self._context.transform.rotate( radians ) def translate(self, vect): self._context.transform.translate( *vect ) def move_to(self, position): self._position = self._context.transform * Point2(*position) def line_to(self, end): if self._context_change: context, parts = self._context, [[self._position]] self._parts.append((context, parts)) self._context = context.copy() self._context_change = False else: context, parts = self._parts[-1] end = self._context.transform * Point2(*end) if parts[-1][-1] == self._position: parts[-1].append( end ) else: parts.append( [self._position, end] ) self._position = end def push(self): self._context_stack.append( self._context.copy() ) def pop(self): self._context = self._context_stack.pop() class Line(Canvas): start = parameter() end = parameter() stroke_width = parameter() color = parameter() def __init__(self, start, end, color, stroke_width=1): super(Line, self).__init__() self.start = start self.end = end self.color = color self.stroke_width = stroke_width def render(self): self.set_color( self.color ) self.set_stroke_width( self.stroke_width ) self.move_to( self.start ) self.line_to( self.end )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Transitions between Scenes''' __docformat__ = 'restructuredtext' import pyglet from cocos.actions import * import cocos.scene as scene from cocos.director import director from cocos.layer import ColorLayer from cocos.sprite import Sprite __all__ = [ 'TransitionScene', 'RotoZoomTransition','JumpZoomTransition', 'MoveInLTransition','MoveInRTransition', 'MoveInBTransition','MoveInTTransition', 'SlideInLTransition','SlideInRTransition', 'SlideInBTransition','SlideInTTransition', 'FlipX3DTransition', 'FlipY3DTransition','FlipAngular3DTransition', 'ShuffleTransition', 'TurnOffTilesTransition', 'FadeTRTransition', 'FadeBLTransition', 'FadeUpTransition', 'FadeDownTransition', 'ShrinkGrowTransition', 'CornerMoveTransition', 'EnvelopeTransition', 'SplitRowsTransition', 'SplitColsTransition', 'FadeTransition', 'ZoomTransition', ] class TransitionScene(scene.Scene): """TransitionScene A Scene that takes two scenes and makes a transition between them. These scenes are children of the transition scene. """ def __init__(self, dst, duration=1.25, src=None): '''Initializes the transition :Parameters: `dst` : Scene Incoming scene `duration` : float Duration of the transition in seconds. Default: 1.25 `src` : Scene Outgoing scene. Default: current scene ''' super(TransitionScene, self).__init__() self.in_scene = dst #: scene that will replace the old one if src == None: src = director.scene # if the director is already running a transition scene then terminate # it so we may move on if isinstance(src, TransitionScene): src.finish() src = src.in_scene self.out_scene = src #: scene that will be replaced self.duration = duration #: duration in seconds of the transition if not self.duration: self.duration = 1.25 if self.out_scene is None: raise Exception("You need to specfy a `src` argument") if self.out_scene is self.in_scene: raise Exception("Incoming scene must be different from outgoing scene") self.start() def start(self): '''Adds the incoming scene with z=1 and the outgoing scene with z=0''' self.add( self.in_scene, z=1 ) self.add( self.out_scene, z=0 ) def finish(self): '''Called when the time is over. It removes both the incoming and the outgoing scenes from the transition scene, and restores the outgoing scene's attributes like: position, visible and scale. ''' self.remove( self.in_scene ) self.remove( self.out_scene ) self.restore_out() director.replace( self.in_scene ) def hide_out_show_in( self ): '''Hides the outgoing scene and shows the incoming scene''' self.in_scene.visible = True self.out_scene.visible = False def hide_all( self ): '''Hides both the incoming and outgoing scenes''' self.in_scene.visible = False self.out_scene.visible = False def restore_out( self ): '''Restore the position, visible and scale attributes of the outgoing scene to the original values''' self.out_scene.visible = True self.out_scene.position = (0,0) self.out_scene.scale = 1 class RotoZoomTransition(TransitionScene): '''Rotate and zoom out the outgoing scene, and then rotate and zoom in the incoming ''' def __init__( self, *args, **kwargs ): super(RotoZoomTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() self.in_scene.scale = 0.001 self.out_scene.scale = 1.0 self.in_scene.transform_anchor = (width // 2, height //2 ) self.out_scene.transform_anchor = (width // 2, height //2 ) rotozoom = ( ScaleBy(0.001, duration=self.duration/2.0 ) | \ Rotate(360 * 2, duration=self.duration/2.0 ) ) + \ Delay( self.duration / 2.0 ) self.out_scene.do( rotozoom ) self.in_scene.do( Reverse(rotozoom) + CallFunc(self.finish) ) class JumpZoomTransition(TransitionScene): '''Zoom out and jump the outgoing scene, and then jump and zoom in the incoming ''' def __init__( self, *args, **kwargs ): super(JumpZoomTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() self.in_scene.scale = 0.5 self.in_scene.position = ( width, 0 ) self.in_scene.transform_anchor = (width // 2, height //2 ) self.out_scene.transform_anchor = (width // 2, height //2 ) jump = JumpBy( (-width,0), width//4, 2, duration=self.duration / 4.0 ) scalein = ScaleTo( 1, duration=self.duration / 4.0 ) scaleout = ScaleTo( 0.5, duration=self.duration / 4.0 ) jumpzoomout = scaleout + jump jumpzoomin = jump + scalein delay = Delay( self.duration / 2.0 ) self.out_scene.do( jumpzoomout ) self.in_scene.do( delay + jumpzoomin + CallFunc(self.finish) ) class MoveInLTransition(TransitionScene): '''Move in from to the left the incoming scene. ''' def __init__( self, *args, **kwargs ): super(MoveInLTransition, self ).__init__( *args, **kwargs) self.init() a = self.get_action() self.in_scene.do( (Accelerate(a,0.5) ) + CallFunc(self.finish) ) def init(self): width, height = director.get_window_size() self.in_scene.position=(-width,0) def get_action(self): return MoveTo( (0,0), duration=self.duration) class MoveInRTransition(MoveInLTransition): '''Move in from to the right the incoming scene. ''' def init(self): width, height = director.get_window_size() self.in_scene.position=(width,0) def get_action(self): return MoveTo( (0,0), duration=self.duration) class MoveInTTransition(MoveInLTransition): '''Move in from to the top the incoming scene. ''' def init(self): width, height = director.get_window_size() self.in_scene.position=(0,height) def get_action(self): return MoveTo( (0,0), duration=self.duration) class MoveInBTransition(MoveInLTransition): '''Move in from to the bottom the incoming scene. ''' def init(self): width, height = director.get_window_size() self.in_scene.position=(0,-height) def get_action(self): return MoveTo( (0,0), duration=self.duration) class SlideInLTransition(TransitionScene): '''Slide in the incoming scene from the left border. ''' def __init__( self, *args, **kwargs ): super(SlideInLTransition, self ).__init__( *args, **kwargs) self.width, self.height = director.get_window_size() self.init() move = self.get_action() self.in_scene.do( Accelerate(move,0.5) ) self.out_scene.do( Accelerate(move,0.5) + CallFunc( self.finish) ) def init(self): self.in_scene.position=( -self.width,0) def get_action(self): return MoveBy( (self.width,0), duration=self.duration) class SlideInRTransition(SlideInLTransition): '''Slide in the incoming scene from the right border. ''' def init(self): self.in_scene.position=(self.width,0) def get_action(self): return MoveBy( (-self.width,0), duration=self.duration) class SlideInTTransition(SlideInLTransition): '''Slide in the incoming scene from the top border. ''' def init(self): self.in_scene.position=(0,self.height) def get_action(self): return MoveBy( (0,-self.height), duration=self.duration) class SlideInBTransition(SlideInLTransition): '''Slide in the incoming scene from the bottom border. ''' def init(self): self.in_scene.position=(0,-self.height) def get_action(self): return MoveBy( (0,self.height), duration=self.duration) class FlipX3DTransition(TransitionScene): '''Flips the screen horizontally. The front face is the outgoing scene and the back face is the incoming scene. ''' def __init__( self, *args, **kwargs ): super(FlipX3DTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() turnongrid = Waves3D( amplitude=0, duration=0, grid=(1,1), waves=2 ) flip90 = OrbitCamera( angle_x=0, delta_z=90, duration = self.duration / 2.0 ) flipback90 = OrbitCamera( angle_x=0, angle_z=90, delta_z=90, duration = self.duration / 2.0 ) self.in_scene.visible = False flip = turnongrid + \ flip90 + \ CallFunc(self.hide_all) + \ FlipX3D(duration=0) + \ CallFunc( self.hide_out_show_in ) + \ flipback90 self.do( flip + \ CallFunc(self.finish) + \ StopGrid() ) class FlipY3DTransition(TransitionScene): '''Flips the screen vertically. The front face is the outgoing scene and the back face is the incoming scene. ''' def __init__( self, *args, **kwargs ): super(FlipY3DTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() turnongrid = Waves3D( amplitude=0, duration=0, grid=(1,1), waves=2 ) flip90 = OrbitCamera( angle_x=90, delta_z=-90, duration = self.duration / 2.0 ) flipback90 = OrbitCamera( angle_x=90, angle_z=90, delta_z=90, duration = self.duration / 2.0 ) self.in_scene.visible = False flip = turnongrid + \ flip90 + \ CallFunc(self.hide_all) + \ FlipX3D(duration=0) + \ CallFunc( self.hide_out_show_in ) + \ flipback90 self.do( flip + \ CallFunc(self.finish) + \ StopGrid() ) class FlipAngular3DTransition(TransitionScene): '''Flips the screen half horizontally and half vertically. The front face is the outgoing scene and the back face is the incoming scene. ''' def __init__( self, *args, **kwargs ): super(FlipAngular3DTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() turnongrid = Waves3D( amplitude=0, duration=0, grid=(1,1), waves=2 ) flip90 = OrbitCamera( angle_x=45, delta_z=90, duration = self.duration / 2.0 ) flipback90 = OrbitCamera( angle_x=45, angle_z=90, delta_z=90, duration = self.duration / 2.0 ) self.in_scene.visible = False flip = turnongrid + \ flip90 + \ CallFunc(self.hide_all) + \ FlipX3D(duration=0) + \ CallFunc( self.hide_out_show_in ) + \ flipback90 self.do( flip + \ CallFunc(self.finish) + \ StopGrid() ) class ShuffleTransition(TransitionScene): '''Shuffle the outgoing scene, and then reorder the tiles with the incoming scene. ''' def __init__( self, *args, **kwargs ): super(ShuffleTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() aspect = width / float(height) x,y = int(12*aspect), 12 shuffle = ShuffleTiles( grid=(x,y), duration=self.duration/2.0, seed=15 ) self.in_scene.visible = False self.do( shuffle + \ CallFunc(self.hide_out_show_in) + \ Reverse(shuffle) + \ CallFunc(self.finish) + \ StopGrid() ) class ShrinkGrowTransition(TransitionScene): '''Shrink the outgoing scene while grow the incoming scene ''' def __init__( self, *args, **kwargs ): super(ShrinkGrowTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() self.in_scene.scale = 0.001 self.out_scene.scale = 1 self.in_scene.transform_anchor = ( 2*width / 3.0, height / 2.0 ) self.out_scene.transform_anchor = ( width / 3.0, height / 2.0 ) scale_out = ScaleTo( 0.01, duration=self.duration ) scale_in = ScaleTo( 1.0, duration=self.duration ) self.in_scene.do( Accelerate(scale_in,0.5) ) self.out_scene.do( Accelerate(scale_out,0.5) + CallFunc( self.finish) ) class CornerMoveTransition(TransitionScene): '''Moves the bottom-right corner of the incoming scene to the top-left corner ''' def __init__( self, *args, **kwargs ): super(CornerMoveTransition, self ).__init__( *args, **kwargs) self.out_scene.do( MoveCornerUp( duration=self.duration ) + \ CallFunc(self.finish) + \ StopGrid() ) def start(self): # don't call super. overriding order self.add( self.in_scene, z=0 ) self.add( self.out_scene, z=1 ) class EnvelopeTransition(TransitionScene): '''From the outgoing scene: - moves the top-right corner to the center - moves the bottom-left corner to the center From the incoming scene: - performs the reverse action of the outgoing scene ''' def __init__( self, *args, **kwargs ): super(EnvelopeTransition, self ).__init__( *args, **kwargs) self.in_scene.visible = False move = QuadMoveBy( delta0=(320,240), delta1=(-630,0), delta2=(-320,-240), delta3=(630,0), duration=self.duration / 2.0 ) # move = Accelerate( move ) self.do( move + \ CallFunc(self.hide_out_show_in) + \ Reverse(move) + \ CallFunc(self.finish) + \ StopGrid() ) class FadeTRTransition(TransitionScene): '''Fade the tiles of the outgoing scene from the left-bottom corner the to top-right corner. ''' def __init__( self, *args, **kwargs ): super(FadeTRTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() aspect = width / float(height) x,y = int(12*aspect), 12 a = self.get_action(x,y) # a = Accelerate( a) self.out_scene.do( a + \ CallFunc(self.finish) + \ StopGrid() ) def start(self): # don't call super. overriding order self.add( self.in_scene, z=0 ) self.add( self.out_scene, z=1 ) def get_action(self,x,y): return FadeOutTRTiles( grid=(x,y), duration=self.duration ) class FadeBLTransition(FadeTRTransition): '''Fade the tiles of the outgoing scene from the top-right corner to the bottom-left corner. ''' def get_action(self,x,y): return FadeOutBLTiles( grid=(x,y), duration=self.duration ) class FadeUpTransition(FadeTRTransition): '''Fade the tiles of the outgoing scene from the bottom to the top. ''' def get_action(self,x,y): return FadeOutUpTiles( grid=(x,y), duration=self.duration ) class FadeDownTransition(FadeTRTransition): '''Fade the tiles of the outgoing scene from the top to the bottom. ''' def get_action(self,x,y): return FadeOutDownTiles( grid=(x,y), duration=self.duration ) class TurnOffTilesTransition(TransitionScene): '''Turn off the tiles of the outgoing scene in random order ''' def __init__( self, *args, **kwargs ): super(TurnOffTilesTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() aspect = width / float(height) x,y = int(12*aspect), 12 a = TurnOffTiles( grid=(x,y), duration=self.duration ) # a = Accelerate( a) self.out_scene.do( a + \ CallFunc(self.finish) + \ StopGrid() ) def start(self): # don't call super. overriding order self.add( self.in_scene, z=0 ) self.add( self.out_scene, z=1 ) class FadeTransition(TransitionScene): '''Fade out the outgoing scene and then fade in the incoming scene. Optionally supply the color to fade to in-between as an RGB color tuple. ''' def __init__( self, *args, **kwargs ): color = kwargs.pop('color', (0, 0, 0)) + (0,) super(FadeTransition, self ).__init__( *args, **kwargs) self.fadelayer = ColorLayer(*color) self.in_scene.visible = False self.add( self.fadelayer, z=2 ) def on_enter( self ): super( FadeTransition, self).on_enter() self.fadelayer.do( FadeIn( duration=self.duration/2.0) + \ CallFunc( self.hide_out_show_in) + \ FadeOut( duration=self.duration /2.0 ) + \ CallFunc( self.finish) ) def on_exit( self ): super( FadeTransition, self).on_exit() self.remove( self.fadelayer ) class SplitColsTransition(TransitionScene): '''Splits the screen in columns. The odd columns goes upwards while the even columns goes downwards. ''' def __init__( self, *args, **kwargs ): super(SplitColsTransition, self ).__init__( *args, **kwargs) width, height = director.get_window_size() self.in_scene.visible = False flip_a = self.get_action() flip = flip_a + \ CallFunc( self.hide_out_show_in ) + \ Reverse(flip_a) self.do( AccelDeccel(flip) + \ CallFunc(self.finish) + \ StopGrid() ) def get_action( self ): return SplitCols( cols=3, duration=self.duration/2.0) class SplitRowsTransition(SplitColsTransition): '''Splits the screen in rows. The odd rows goes to the left while the even rows goes to the right. ''' def get_action( self ): return SplitRows( rows=3, duration=self.duration/2.0) class ZoomTransition(TransitionScene): '''Zoom and FadeOut the outgoing scene.''' def __init__(self, *args, **kwargs): if 'src' in kwargs or len(args) == 3: raise Exception("ZoomTransition does not accept 'src' parameter.") super(ZoomTransition, self ).__init__( *args, **kwargs) self.out_scene.visit() def start(self): screensprite = self._create_out_screenshot() zoom = ScaleBy(2, self.duration) | FadeOut(self.duration) screensprite.do(zoom) restore = CallFunc(self.finish) self.in_scene.do(Delay(self.duration * 2) + restore) self.add(screensprite, z=1) self.add(self.in_scene, z=0) def finish(self): '''Called when the time is over. It removes both the incoming and the outgoing scenes from the transition scene, and restores the outgoing scene's attributes like: position, visible and scale. ''' self.remove( self.in_scene ) self.restore_out() director.replace( self.in_scene ) def _create_out_screenshot(self): # TODO: try to use `pyglet.image.get_buffer_manager().get_color_buffer()` # instead of create a new BufferManager... note that pyglet uses # a BufferManager singleton that fail when you change the window # size. buffer = pyglet.image.BufferManager() image = buffer.get_color_buffer() width, height = director.window.width, director.window.height actual_width, actual_height = director.get_window_size() out = Sprite(image) out.position = actual_width / 2, actual_height / 2 out.scale = max(actual_width / float(width), actual_height / float(height)) return out
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Pause scene''' __docformat__ = 'restructuredtext' from cocos.director import director from cocos.layer import Layer, ColorLayer from cocos.scene import Scene import pyglet from pyglet.gl import * __pause_scene_generator__ = None def get_pause_scene(): return __pause_scene_generator__() def set_pause_scene_generator(generator): global __pause_scene_generator__ __pause_scene_generator__ = generator def default_pause_scene(): w, h = director.window.width, director.window.height texture = pyglet.image.Texture.create_for_size( GL_TEXTURE_2D, w, h, GL_RGBA) texture.blit_into(pyglet.image.get_buffer_manager().get_color_buffer(), 0,0,0) return PauseScene( texture.get_region(0, 0, w, h), ColorLayer(25,25,25,205), PauseLayer() ) set_pause_scene_generator( default_pause_scene ) class PauseScene(Scene): '''Pause Scene''' def __init__(self, background, *layers): super(PauseScene, self).__init__(*layers) self.bg = background self.width, self.height = director.get_window_size() def draw(self): self.bg.blit(0, 0, width=self.width, height=self.height) super(PauseScene, self).draw() class PauseLayer(Layer): '''Layer that shows the text 'PAUSED' ''' is_event_handler = True #: enable pyglet's events def __init__(self): super(PauseLayer, self).__init__() x,y = director.get_window_size() ft = pyglet.font.load('Arial', 36) self.text = pyglet.font.Text(ft, 'PAUSED', halign=pyglet.font.Text.CENTER) self.text.x = x/2 self.text.y = y/2 def draw(self): self.text.draw() def on_key_press(self, k, m): if k == pyglet.window.key.P and m & pyglet.window.key.MOD_ACCEL: director.pop() return True
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- import pause from transitions import *
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Implementation of TiledGrid3DAction actions ''' __docformat__ = 'restructuredtext' import random from cocos.euclid import * from basegrid_actions import * from cocos.director import director rr = random.randrange __all__ = [ 'FadeOutTRTiles', # actions that don't modify the z coordinate 'FadeOutBLTiles', 'FadeOutUpTiles', 'FadeOutDownTiles', 'ShuffleTiles', 'TurnOffTiles', 'SplitRows', 'SplitCols', 'ShakyTiles3D', # actions that modify the z coordinate 'ShatteredTiles3D', 'WavesTiles3D', 'JumpTiles3D', ] # Don't export this class class Tile(object): def __init__(self, position=(0,0), start_position=(0,0), delta=(0,0) ): super(Tile,self).__init__() self.position = position self.start_position = start_position self.delta = delta def __repr__(self): return "(start_pos: %s pos: %s delta:%s)" % (self.start_position, self.position, self.delta) class ShakyTiles3D( TiledGrid3DAction ): '''Simulates a shaky floor composed of tiles Example:: scene.do( ShakyTiles3D( randrange=6, grid=(4,4), duration=10) ) ''' def init( self, randrange=6, *args, **kw ): ''' :Parameters: `randrange` : int Number that will be used in random.randrange( -randrange, randrange) to do the effect ''' super(ShakyTiles3D,self).init(*args,**kw) self.randrange = randrange def update( self, t ): for i in xrange(0, self.grid.x): for j in xrange(0, self.grid.y): coords = self.get_original_tile(i,j) for k in xrange(0,len(coords),3): x = rr(-self.randrange, self.randrange+1) y = rr(-self.randrange, self.randrange+1) z = rr(-self.randrange, self.randrange+1) coords[k] += x coords[k+1] += y coords[k+2] += z self.set_tile(i,j,coords) class ShatteredTiles3D( TiledGrid3DAction ): '''ShatterTiles shatters the tiles according to a random value. It is similar to shakes (see `ShakyTiles3D`) the tiles just one frame, and then continue with that state for duration time. Example:: scene.do( ShatteredTiles3D( randrange=12 ) ) ''' def init( self, randrange=6, *args, **kw ): ''' :Parameters: `randrange` : int Number that will be used in random.randrange( -randrange, randrange) to do the effect ''' super(ShatteredTiles3D,self).init(*args,**kw) self.randrange = randrange self._once = False def update( self, t ): if not self._once: for i in xrange(0, self.grid.x): for j in xrange(0, self.grid.y): coords = self.get_original_tile(i,j) for k in xrange(0,len(coords),3): x = rr(-self.randrange, self.randrange+1) y = rr(-self.randrange, self.randrange+1) z = rr(-self.randrange, self.randrange+1) coords[k] += x coords[k+1] += y coords[k+2] += z self.set_tile(i,j,coords) self._once = True class ShuffleTiles( TiledGrid3DAction ): '''ShuffleTiles moves the tiles randomly across the screen. To put them back use: Reverse( ShuffleTiles() ) with the same seed parameter. Example:: scene.do( ShuffleTiles( grid=(4,4), seed=1, duration=10) ) ''' def init(self, seed=-1, *args, **kw): ''' :Parameters: `seed` : float Seed for the random in the shuffle. ''' super(ShuffleTiles,self).init(*args, **kw) self.seed = seed def start(self): super(ShuffleTiles,self).start() self.tiles = {} self._once = False if self.seed != -1: random.seed( self.seed ) # random positions self.nr_of_tiles = self.grid.x * self.grid.y self.tiles_order = range(self.nr_of_tiles ) random.shuffle( self.tiles_order ) for i in xrange(self.grid.x): for j in xrange(self.grid.y): self.tiles[(i,j)] = Tile( position = Point2(i,j), start_position = Point2(i,j), delta= self._get_delta(i,j) ) def place_tile(self, i, j): t = self.tiles[(i,j)] coords = self.get_original_tile(i,j) for k in xrange(0,len(coords),3): coords[k] += int( t.position.x * self.target.grid.x_step ) coords[k+1] += int( t.position.y * self.target.grid.y_step ) self.set_tile(i,j,coords) def update(self, t ): for i in xrange(0, self.grid.x): for j in xrange(0, self.grid.y): self.tiles[(i,j)].position = self.tiles[(i,j)].delta * t self.place_tile(i,j) # private method def _get_delta(self, x, y): idx = x * self.grid.y + y i,j = divmod( self.tiles_order[idx], self.grid.y ) return Point2(i,j)-Point2(x,y) class FadeOutTRTiles( TiledGrid3DAction ): '''Fades out each tile following a diagonal Top-Right path until all the tiles are faded out. Example:: scene.do( FadeOutTRTiles( grid=(16,12), duration=10) ) ''' def update( self, t ): # direction right - up for i in xrange(self.grid.x): for j in xrange(self.grid.y): distance = self.test_func(i,j,t) if distance == 0: self.turn_off_tile(i,j) elif distance < 1: self.transform_tile(i,j,distance) else: self.turn_on_tile(i,j) def turn_on_tile(self, x,y): self.set_tile(x,y, self.get_original_tile(x,y) ) def transform_tile(self, x, y, t ): coords = self.get_original_tile(x,y) for c in xrange( len(coords) ): # x if c == 0*3 or c == 3*3: coords[c] = coords[c] + (self.target.grid.x_step / 2.0) * (1-t) elif c == 1*3 or c == 2*3: coords[c] = coords[c] - (self.target.grid.x_step / 2.0) * (1-t) # y if c == 0*3+1 or c == 1*3+1: coords[c] = coords[c] + (self.target.grid.y_step / 2.0) * (1-t) elif c == 2*3+1 or c == 3*3+1: coords[c] = coords[c] - (self.target.grid.y_step / 2.0) * (1-t) self.set_tile(x,y,coords) def turn_off_tile( self,x,y): self.set_tile(x,y,[0,0,0,0,0,0,0,0,0,0,0,0] ) def test_func(self, i,j, t ): x,y = self.grid * t if x+y==0: return 1 return pow( (i+j) / float(x+y), 6 ) class FadeOutBLTiles( FadeOutTRTiles): '''Fades out each tile following an Bottom-Left path until all the tiles are faded out. Example:: scene.do( FadeOutBLTiles( grid=(16,12), duration=5) ) ''' def test_func(self, i,j,t): x,y = self.grid * (1-t) if i+j==0: return 1 return pow( (x+y) / float(i+j), 6) class FadeOutUpTiles( FadeOutTRTiles): '''Fades out each tile following an upwards path until all the tiles are faded out. Example:: scene.do( FadeOutUpTiles( grid=(16,12), duration=5) ) ''' def test_func(self, i,j, t): x,y = self.grid * t if y==0: return 1 return pow( (j) / float(y), 6 ) def transform_tile(self, x, y, t ): coords = self.get_original_tile(x,y) for c in xrange( len(coords) ): # y if c == 0*3+1 or c == 1*3+1: coords[c] = coords[c] + (self.target.grid.y_step / 2.0) * (1-t) elif c == 2*3+1 or c == 3*3+1: coords[c] = coords[c] - (self.target.grid.y_step / 2.0) * (1-t) self.set_tile(x,y,coords) class FadeOutDownTiles( FadeOutUpTiles): '''Fades out each tile following an downwards path until all the tiles are faded out. Example:: scene.do( FadeOutDownTiles( grid=(16,12), duration=5) ) ''' def test_func(self, i,j, t): x,y = self.grid * (1-t) if j==0: return 1 return pow( (y) / float(j), 6 ) class TurnOffTiles( TiledGrid3DAction ): '''TurnOffTiles turns off each in random order Example:: scene.do( TurnOffTiles( grid=(16,12), seed=1, duration=10) ) ''' def init(self, seed=-1, *args, **kw): super(TurnOffTiles,self).init( *args, **kw ) self.seed = seed def start(self): super(TurnOffTiles,self).start() if self.seed != -1: random.seed( self.seed ) self.nr_of_tiles = self.grid.x * self.grid.y self.tiles_order = range(self.nr_of_tiles ) random.shuffle( self.tiles_order ) def update( self, t ): l = int( t * self.nr_of_tiles ) for i in xrange( self.nr_of_tiles): t = self.tiles_order[i] if i < l: self.turn_off_tile(t) else: self.turn_on_tile(t) def get_tile_pos(self, idx): return divmod(idx, self.grid.y) def turn_on_tile(self, t): x,y = self.get_tile_pos(t) self.set_tile(x,y, self.get_original_tile(x,y) ) def turn_off_tile(self,t): x,y = self.get_tile_pos(t) self.set_tile(x,y,[0,0,0,0,0,0,0,0,0,0,0,0] ) class WavesTiles3D( TiledGrid3DAction ): '''Simulates waves using the math.sin() function in the z-axis of each tile Example:: scene.do( WavesTiles3D( waves=5, amplitude=120, grid=(16,16), duration=10) ) ''' def init( self, waves=4, amplitude=120, *args, **kw ): ''' :Parameters: `waves` : int Number of waves (2 * pi) that the action will perform. Default is 4 `amplitude` : int Wave amplitude (height). Default is 20 ''' super(WavesTiles3D, self).init( *args, **kw ) #: Total number of waves to perform self.waves=waves #: amplitude rate. Default: 1.0 #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 self.amplitude=amplitude def update( self, t ): for i in xrange(0, self.grid.x): for j in xrange(0, self.grid.y): coords = self.get_original_tile(i,j) x = coords[0] y = coords[1] z = (math.sin(t*math.pi*self.waves*2 + (y+x) * .01) * self.amplitude * self.amplitude_rate ) for k in xrange( 0,len(coords),3 ): coords[k+2] += z self.set_tile( i,j, coords ) class JumpTiles3D( TiledGrid3DAction ): '''Odd tiles will perform a jump in the z-axis using the sine function, while the even tiles will perform a jump using sine+pi function Example:: scene.do( JumpTiles3D( jumps=5, amplitude=40, grid=(16,16), duration=10) ) ''' def init( self, jumps=4, amplitude=20, *args, **kw ): ''' :Parameters: `jumps` : int Number of jumps(2 * pi) that the action will perform. Default is 4 `amplitude` : int Wave amplitude (height). Default is 20 ''' super(JumpTiles3D, self).init( *args, **kw ) #: Total number of jumps to perform self.jumps=jumps #: amplitude rate. Default: 1.0 #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 self.amplitude=amplitude def update( self, t ): sinz = (math.sin(t*math.pi*self.jumps*2 + (0) * .01) * self.amplitude * self.amplitude_rate ) sinz2= (math.sin(math.pi+t*math.pi*self.jumps*2 + (0) * .01) * self.amplitude * self.amplitude_rate ) for i in xrange(0, self.grid.x): for j in xrange(0, self.grid.y): coords = self.get_original_tile(i,j) for k in xrange( 0,len(coords),3 ): if (i+j) % 2 == 0: coords[k+2] += sinz else: coords[k+2] += sinz2 self.set_tile( i,j, coords ) class SplitRows( TiledGrid3DAction ): '''Split the screen in a number of rows, and move these rows away from the screen. The odds rows are moved to the left, while the even rows are moved to the right. Example:: scene.do( SplitRows( rows=3, duration=2) ) ''' def init( self, rows=9, grid=(-1,-1), *args, **kw ): ''' :Parameters: `rows` : int Number of rows that will have the effect. Default: 9 ''' if grid != (-1,-1): raise Exception("This action doesn't receives the grid argument") grid = (1,rows) self.rows = rows super(SplitRows, self).init( grid, *args, **kw ) def update( self, t ): x,y = director.get_window_size() for j in xrange(0, self.grid.y): coords = self.get_original_tile(0,j) for c in xrange(0, len(coords), 3): direction = 1 if j % 2 == 0: direction = -1 coords[c] += direction * x * t self.set_tile( 0,j, coords ) class SplitCols( TiledGrid3DAction ): '''Split the screen in a number of columns, and move these columns away from the screen. The odds columns are moved to the upwards, while the even columns are moved to the downwards. Example:: scene.do( SplitCols( cols=3, duration=2) ) ''' def init( self, cols=9, grid=(-1,-1), *args, **kw ): ''' :Parameters: `cols` : int Number of columns that will have the effect. Default: 9 ''' if grid != (-1,-1): raise Exception("This action doesn't receives the grid argument") grid = (cols,1) self.cols = cols super(SplitCols, self).init( grid, *args, **kw ) def update( self, t ): x,y = director.get_window_size() for i in xrange(0, self.grid.x): coords = self.get_original_tile(i,0) for c in xrange(0, len(coords), 3): direction = 1 if i % 2 == 0: direction = -1 coords[c+1] += direction * y * t self.set_tile( i,0, coords )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Grid Actions Grid Actions ============ There are 2 kinds of grids: - `Grid3D` : A 3D grid with x,y and z coordinates - `TiledGrid3D` : A 3D grid with x,y and z coordinates, composed with independent tiles Hence, there are 2 kinds of grid actions: - `Grid3DAction` - `TiledGrid3DAction` The `Grid3DAction` can modify any of vertex of the grid in any direction (x,y or z). The `TiledGrid3DAction` can modify any tile of the grid without modifying the adjacent tiles. To understand visually the difference between these 2 kinds of grids, try these examples: - run ``test/test_shakytiles3d.py`` to see a `TiledGrid3DAction` example - run ``test/test_shaky3d.py`` to see the `Grid3DAction` counterpart ''' __docformat__ = 'restructuredtext' from pyglet.gl import * from cocos.grid import Grid3D, TiledGrid3D from cocos.director import director from cocos.euclid import * from base_actions import * __all__ = [ 'GridException', # Grid Exceptions 'GridBaseAction', # Base classes 'Grid3DAction', 'TiledGrid3DAction', 'AccelAmplitude', # Amplitude modifiers 'DeccelAmplitude', 'AccelDeccelAmplitude', 'StopGrid', 'ReuseGrid', ] class GridException( Exception ): pass class GridBaseAction( IntervalAction ): '''GridBaseAction is the base class of all Grid Actions.''' def init( self, grid=(4,4), duration=5): """Initialize the Grid Action :Parameters: `grid` : (int,int) Number of horizontal and vertical quads in the grid `duration` : int Number of seconds that the action will last """ self.duration = duration if not isinstance(grid,Point2): grid = Point2( *grid) self.grid = grid def start( self ): new_grid = self.get_grid() if self.target.grid and self.target.grid.reuse_grid > 0: # Reusing the grid if self.target.grid.active \ and self.grid == self.target.grid.grid \ and type(new_grid) == type(self.target.grid): # since we are reusing the grid, # we must "cheat" the action that the original vertex coords are # the ones that were inhereted. self.target.grid.vertex_points = self.target.grid.vertex_list.vertices[:] self.target.grid.reuse_grid -= 1 self.target.grid.reuse_grid = max(0, self.target.grid.reuse_grid) else: # condition are not met raise GridException("Cannot reuse grid. class grid or grid size did not match: %s vs %s and %s vs %s" % ( str(self.grid), str(self.target.grid.grid), type(new_grid), type(self.target.grid) ) ) else: # Not reusing the grid if self.target.grid and self.target.grid.active: self.target.grid.active = False self.target.grid = new_grid self.target.grid.init( self.grid ) self.target.grid.active = True x,y = director.get_window_size() self.size_x = x // self.grid.x self.size_y = y // self.grid.y def __reversed__(self): return _ReverseTime(self) class Grid3DAction( GridBaseAction ): '''Action that does transformations to a 3D grid ( `Grid3D` )''' def get_grid(self): return Grid3D() def get_vertex( self, x, y): '''Get the current vertex coordinate :Parameters: `x` : int x-vertex `y` : int y-vertex :rtype: (float, float, float) ''' return self.target.grid.get_vertex(x,y) def get_original_vertex( self, x, y): '''Get the original vertex coordinate. The original vertices are the ones weren't modified by the current action. :Parameters: `x` : int x-vertex `y` : int y-vertex :rtype: (float, float, float) ''' return self.target.grid.get_original_vertex(x,y) def set_vertex( self, x, y, v): '''Set a vertex point is a certain value :Parameters: `x` : int x-vertex `y` : int y-vertex `v` : (float, float, float) tuple value for the vertex ''' return self.target.grid.set_vertex(x,y,v) class TiledGrid3DAction( GridBaseAction ): '''Action that does transformations to a grid composed of tiles ( `TiledGrid3D` ). You can transform each tile individually''' def get_grid(self): return TiledGrid3D() def set_tile(self, x, y, coords): '''Set the 4 tile coordinates Coordinates positions:: 3 <-- 2 ^ | 0 --> 1 :Parameters: `x` : int x coodinate of the tile `y` : int y coordinate of the tile `coords` : [ float, float, float, float, float, float, float, float, float, float, float, float ] The 4 coordinates in the format (x0, y0, z0, x1, y1, z1,..., x3, y3, z3) ''' return self.target.grid.set_tile(x,y,coords) def get_original_tile(self, x, y): '''Get the 4-original tile coordinates. Coordinates positions:: 3 <-- 2 ^ | 0 --> 1 :Parameters: `x` : int x coordinate of the tile `y` : int y coordinate of the tile :rtype: [ float, float, float, float, float, float, float, float, float, float, float, float ] :returns: The 4 coordinates with the following order: x0, y0, z0, x1, y1, z1,...,x3, y3, z3 ''' return self.target.grid.get_original_tile(x,y) def get_tile(self, x, y): '''Get the current tile coordinates. Coordinates positions:: 3 <-- 2 ^ | 0 --> 1 :Parameters: `x` : int x coordinate of the tile `y` : int y coordinate of the tile :rtype: [ float, float, float, float, float, float, float, float, float, float, float, float ] :returns: The 4 coordinates with the following order: x0, y0, z0, x1, y1, z1,...,x3, y3, z3 ''' return self.target.grid.get_tile(x,y) class AccelDeccelAmplitude( IntervalAction ): """ Increases and Decreases the amplitude of Wave Example:: # when t=0 and t=1 the amplitude will be 0 # when t=0.5 (half time), the amplitude will be 40 action = AccellDeccelAmplitude( Wave3D( waves=4, amplitude=40, duration=6) ) scene.do( action ) """ def init(self, other, rate=1.0 ): """Init method. :Parameters: `other` : `IntervalAction` The action that will be affected `rate` : float The acceleration rate. 1 is linear (default value) """ if not hasattr(other,'amplitude'): raise GridAction("Invalid Composition: IncAmplitude needs an action with amplitude") self.other = other self.rate = rate self.duration = other.duration def start(self): self.other.target = self.target self.other.start() def update(self, t): f = t*2 if f > 1: f -= 1 f = 1 -f self.other.amplitude_rate = f**self.rate self.other.update( t ) def __reversed__(self): return AccelDeccelAmplitude( Reverse(self.other) ) class AccelAmplitude( IntervalAction ): """ Increases the waves amplitude from 0 to self.amplitude Example:: # when t=0 the amplitude will be 0 # when t=1 the amplitude will be 40 action = AccelAmplitude( Wave3D( waves=4, amplitude=40, duration=6), rate=1.0 ) scene.do( action ) """ def init(self, other, rate=1 ): """Init method. :Parameters: `other` : `IntervalAction` The action that will be affected `rate` : float The acceleration rate. 1 is linear (default value) """ if not hasattr(other,'amplitude'): raise GridAction("Invalid Composition: IncAmplitude needs an action with amplitude") self.other = other self.duration = other.duration self.rate = rate def start(self): self.other.target = self.target self.other.start() def update(self, t): self.other.amplitude_rate = (t ** self.rate) self.other.update( t ) def __reversed__(self): return DeccelAmplitude( Reverse(self.other), rate=self.rate ) class DeccelAmplitude( AccelAmplitude ): """ Decreases the waves amplitude from self.amplitude to 0 Example:: # when t=1 the amplitude will be 0 # when t=0 the amplitude will be 40 action = DeccelAmplitude( Wave3D( waves=4, amplitude=40, duration=6), rate=1.0 ) scene.do( action ) """ def update(self, t): self.other.amplitude_rate = ((1-t) ** self.rate) self.other.update( t ) def __reversed__(self): return AccelAmplitude( Reverse(self.other), rate=self.rate ) class StopGrid( InstantAction ): """StopGrid disables the current grid. Every grid action, after finishing, leaves the screen with a certain grid figure. This figure will be displayed until StopGrid or another Grid action is executed. Example:: scene.do( Waves3D( duration=2) + StopGrid() ) """ def start(self): if self.target.grid and self.target.grid.active: self.target.grid.active = False class ReuseGrid( InstantAction ): """Will reuse the current grid for the next grid action. The next grid action must have these properties: - Be of the same class as the current one ( `Grid3D` or `TiledGrid3D` ) - Have the same size If these condition are met, then the next grid action will receive as the ``original vertex`` or ``original tiles`` the current ones. Example:: scene.do( Waves3D( duration=2) + ReuseGrid() + Lens3D(duration=2) ) """ def init(self, reuse_times=1): ''' :Parameters: `reuse_times` : int Number of times that the current grid will be reused by Grid actions. Default: 1 ''' self.reuse_times = reuse_times def start(self): if self.target.grid and self.target.grid.active: self.target.grid.reuse_grid += self.reuse_times else: raise GridException("ReuseGrid must be used when a grid is still active")
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Interval Action Interval Actions ================ An interval action is an action that takes place within a certain period of time. It has an start time, and a finish time. The finish time is the parameter ``duration`` plus the start time. These `IntervalAction` have some interesting properties, like: - They can run normally (default) - They can run reversed with the `Reverse` action. - They can run with the time altered with the `Accelerate`, `AccelDeccel` and `Speed` actions. For example, you can simulate a Ping Pong effect running the action normally and then running it again in Reverse mode. Example:: ping_pong_action = action + Reverse( action ) Available IntervalActions ========================= * `MoveTo` * `MoveBy` * `JumpTo` * `JumpBy` * `Bezier` * `Blink` * `RotateTo` * `RotateBy` * `ScaleTo` * `ScaleBy` * `FadeOut` * `FadeIn` * `FadeTo` * `Delay` * `RandomDelay` Modifier actions ================ * `Accelerate` * `AccelDeccel` * `Speed` Examples:: move = MoveBy( (200,0), duration=5 ) # Moves 200 pixels to the right in 5 seconds. move = MoveTo( (320,240), duration=5) # Moves to the pixel (320,240) in 5 seconds jump = JumpBy( (320,0), 100, 5, duration=5) # Jumps to the right 320 pixels # doing 5 jumps of 100 pixels # of height in 5 seconds accel_move = Accelerate(move) # accelerates action move ''' __docformat__ = 'restructuredtext' import random import copy import math from base_actions import * from cocos.euclid import * __all__ = [ 'Lerp', # interpolation 'MoveTo','MoveBy', # movement actions 'Jump', 'JumpTo', 'JumpBy', 'Bezier', # complex movement actions 'Rotate',"RotateTo", "RotateBy", # object rotation 'ScaleTo','ScaleBy', # object scale 'Delay','RandomDelay', # Delays 'FadeOut','FadeIn','FadeTo', # Fades in/out action 'Blink', # Blink action 'Accelerate','AccelDeccel','Speed', # Time alter actions ] class Lerp( IntervalAction ): """ Interpolate between values for some specified attribute """ def init(self, attrib, start, end, duration): """Init method. :Parameters: `attrib` : string The name of the attrbiute where the value is stored `start` : float The start value `end` : float The end value `duration` : float Duration time in seconds """ self.attrib = attrib self.duration = duration self.start_p = start self.end_p = end self.delta = end-start def update(self, t): setattr(self.target, self.attrib, self.start_p + self.delta * t ) def __reversed__(self): return Lerp(self.attrib, self.end_p, self.start_p, self.duration) class RotateBy( IntervalAction ): """Rotates a `CocosNode` object clockwise a number of degrees by modiying it's rotation attribute. Example:: # rotates the sprite 180 degrees in 2 seconds action = RotateBy( 180, 2 ) sprite.do( action ) """ def init(self, angle, duration ): """Init method. :Parameters: `angle` : float Degrees that the sprite will be rotated. Positive degrees rotates the sprite clockwise. `duration` : float Duration time in seconds """ self.angle = angle #: Quantity of degrees to rotate self.duration = duration #: Duration in seconds def start( self ): self.start_angle = self.target.rotation def update(self, t): self.target.rotation = (self.start_angle + self.angle * t ) % 360 def __reversed__(self): return RotateBy(-self.angle, self.duration) Rotate = RotateBy class RotateTo( IntervalAction ): """Rotates a `CocosNode` object to a certain angle by modifying it's rotation attribute. The direction will be decided by the shortest angle. Example:: # rotates the sprite to angle 180 in 2 seconds action = RotateTo( 180, 2 ) sprite.do( action ) """ def init(self, angle, duration ): """Init method. :Parameters: `angle` : float Destination angle in degrees. `duration` : float Duration time in seconds """ self.angle = angle%360 #: Destination angle in degrees self.duration = duration #: Duration in seconds def start( self ): ea = self.angle sa = self.start_angle = (self.target.rotation%360) self.angle = ((ea%360) - (sa%360)) if self.angle > 180: self.angle = -360+self.angle if self.angle < -180: self.angle = 360+self.angle def update(self, t): self.target.rotation = (self.start_angle + self.angle * t ) % 360 def __reversed__(self): return RotateTo(-self.angle, self.duration) class Speed( IntervalAction ): """ Changes the speed of an action, making it take longer (speed>1) or less (speed<1) Example:: # rotates the sprite 180 degrees in 1 secondclockwise action = Speed( Rotate( 180, 2 ), 2 ) sprite.do( action ) """ def init(self, other, speed ): """Init method. :Parameters: `other` : IntervalAction The action that will be affected `speed` : float The speed change. 1 is no change. 2 means twice as fast, takes half the time 0.5 means half as fast, takes double the time """ self.other = other self.speed = speed self.duration = other.duration/speed def start(self): self.other.target = self.target self.other.start() def update(self, t): self.other.update( t ) def __reversed__(self): return Speed( Reverse( self.other ), self.speed ) class Accelerate( IntervalAction ): """ Changes the acceleration of an action Example:: # rotates the sprite 180 degrees in 2 seconds clockwise # it starts slow and ends fast action = Accelerate( Rotate( 180, 2 ), 4 ) sprite.do( action ) """ def init(self, other, rate = 2): """Init method. :Parameters: `other` : IntervalAction The action that will be affected `rate` : float The acceleration rate. 1 is linear. the new t is t**rate """ self.other = other self.rate = rate self.duration = other.duration def start(self): self.other.target = self.target self.other.start() def update(self, t): self.other.update( t**self.rate ) def __reversed__(self): return Accelerate(Reverse(self.other), 1.0/self.rate) class AccelDeccel( IntervalAction ): """ Makes an action change the travel speed but retain near normal speed at the beginning and ending. Example:: # rotates the sprite 180 degrees in 2 seconds clockwise # it starts slow, gets fast and ends slow action = AccelDeccel( RotateBy( 180, 2 ) ) sprite.do( action ) """ def init(self, other): """Init method. :Parameters: `other` : IntervalAction The action that will be affected """ self.other = other self.duration = other.duration def start(self): self.other.target = self.target self.other.start() def update(self, t): ft = (t-0.5) * 12 nt = 1./( 1. + math.exp(-ft) ) self.other.update( nt ) def __reversed__(self): return AccelDeccel( Reverse(self.other) ) class MoveTo( IntervalAction ): """Moves a `CocosNode` object to the position x,y. x and y are absolute coordinates by modifying it's position attribute. Example:: # Move the sprite to coords x=50, y=10 in 8 seconds action = MoveTo( (50,10), 8 ) sprite.do( action ) """ def init(self, dst_coords, duration=5): """Init method. :Parameters: `dst_coords` : (x,y) Coordinates where the sprite will be placed at the end of the action `duration` : float Duration time in seconds """ self.end_position = Point2( *dst_coords ) self.duration = duration def start( self ): self.start_position = self.target.position self.delta = self.end_position-self.start_position def update(self,t): self.target.position = self.start_position + self.delta * t class MoveBy( MoveTo ): """Moves a `CocosNode` object x,y pixels by modifying it's position attribute. x and y are relative to the position of the object. Duration is is seconds. Example:: # Move the sprite 50 pixels to the left in 8 seconds action = MoveBy( (-50,0), 8 ) sprite.do( action ) """ def init(self, delta, duration=5): """Init method. :Parameters: `delta` : (x,y) Delta coordinates `duration` : float Duration time in seconds """ self.delta = Point2( *delta ) self.duration = duration def start( self ): self.start_position = self.target.position self.end_position = self.start_position + self.delta def __reversed__(self): return MoveBy(-self.delta, self.duration) class FadeOut( IntervalAction ): """Fades out a `CocosNode` object by modifying it's opacity attribute. Example:: action = FadeOut( 2 ) sprite.do( action ) """ def init( self, duration ): """Init method. :Parameters: `duration` : float Seconds that it will take to fade """ self.duration = duration def update( self, t ): self.target.opacity = 255 * (1-t) def __reversed__(self): return FadeIn( self.duration ) class FadeTo( IntervalAction ): """Fades a `CocosNode` object to a specific alpha value by modifying it's opacity attribute. Example:: action = FadeTo( 128, 2 ) sprite.do( action ) """ def init( self, alpha, duration ): """Init method. :Parameters: `alpha` : float 0-255 value of opacity `duration` : float Seconds that it will take to fade """ self.alpha = alpha self.duration = duration def start(self): self.start_alpha = self.target.opacity def update( self, t ): self.target.opacity = self.start_alpha + ( self.alpha - self.start_alpha ) * t class FadeIn( FadeOut): """Fades in a `CocosNode` object by modifying it's opacity attribute. Example:: action = FadeIn( 2 ) sprite.do( action ) """ def update( self, t ): self.target.opacity = 255 * t def __reversed__(self): return FadeOut( self.duration ) class ScaleTo(IntervalAction): """Scales a `CocosNode` object to a zoom factor by modifying it's scale attribute. Example:: # scales the sprite to 5x in 2 seconds action = ScaleTo( 5, 2 ) sprite.do( action ) """ def init(self, scale, duration=5 ): """Init method. :Parameters: `scale` : float scale factor `duration` : float Duration time in seconds """ self.end_scale = scale self.duration = duration def start( self ): self.start_scale = self.target.scale self.delta = self.end_scale-self.start_scale def update(self, t): self.target.scale = self.start_scale + self.delta * t class ScaleBy(ScaleTo): """Scales a `CocosNode` object a zoom factor by modifying it's scale attribute. Example:: # scales the sprite by 5x in 2 seconds action = ScaleBy( 5, 2 ) sprite.do( action ) """ def start( self ): self.start_scale = self.target.scale self.delta = self.start_scale*self.end_scale - self.start_scale def __reversed__(self): return ScaleBy( 1.0/self.end_scale, self.duration ) class Blink( IntervalAction ): """Blinks a `CocosNode` object by modifying it's visible attribute Example:: # Blinks 10 times in 2 seconds action = Blink( 10, 2 ) sprite.do( action ) """ def init(self, times, duration): """Init method. :Parameters: `times` : integer Number of times to blink `duration` : float Duration time in seconds """ self.times = times self.duration = duration def update(self, t): slice = 1 / float( self.times ) m = t % slice self.target.visible = (m > slice / 2.0) def __reversed__(self): return self class Bezier( IntervalAction ): """Moves a `CocosNode` object through a bezier path by modifying it's position attribute. Example:: action = Bezier( bezier_conf.path1, 5 ) # Moves the sprite using the sprite.do( action ) # bezier path 'bezier_conf.path1' # in 5 seconds """ def init(self, bezier, duration=5, forward=True): """Init method :Parameters: `bezier` : bezier_configuration instance A bezier configuration `duration` : float Duration time in seconds """ self.duration = duration self.bezier = bezier self.forward = forward def start( self ): self.start_position = self.target.position def update(self,t): if self.forward: p = self.bezier.at( t ) else: p = self.bezier.at( 1-t ) self.target.position = ( self.start_position +Point2( *p ) ) def __reversed__(self): return Bezier(self.bezier, self.duration, not self.forward) class Jump(IntervalAction): """Moves a `CocosNode` object simulating a jump movement by modifying it's position attribute. Example:: action = Jump(50,200, 5, 6) # Move the sprite 200 pixels to the right sprite.do( action ) # in 6 seconds, doing 5 jumps # of 50 pixels of height """ def init(self, y=150, x=120, jumps=1, duration=5): """Init method :Parameters: `y` : integer Height of jumps `x` : integer horizontal movement relative to the startin position `jumps` : integer quantity of jumps `duration` : float Duration time in seconds """ import warnings warnings.warn('Deprecated "Jump" action. Consider using JumpBy instead', DeprecationWarning) self.y = y self.x = x self.duration = duration self.jumps = jumps def start( self ): self.start_position = self.target.position def update(self, t): y = int( self.y * abs( math.sin( t * math.pi * self.jumps ) ) ) x = self.x * t self.target.position = self.start_position + Point2(x,y) def __reversed__(self): return Jump(self.y, -self.x, self.jumps, self.duration) class JumpBy(IntervalAction): """Moves a `CocosNode` object simulating a jump movement by modifying it's position attribute. Example:: # Move the sprite 200 pixels to the right and up action = JumpBy((100,100),200, 5, 6) sprite.do( action ) # in 6 seconds, doing 5 jumps # of 200 pixels of height """ def init(self, position=(0,0), height=100, jumps=1, duration=5): """Init method :Parameters: `position` : integer x integer tuple horizontal and vertical movement relative to the starting position `height` : integer Height of jumps `jumps` : integer quantity of jumps `duration` : float Duration time in seconds """ self.position = position self.height = height self.duration = duration self.jumps = jumps def start( self ): self.start_position = self.target.position self.delta = Vector2(*self.position) def update(self, t): y = self.height * abs( math.sin( t * math.pi * self.jumps ) ) y = int(y+self.delta[1] * t) x = self.delta[0] * t self.target.position = self.start_position + Point2(x,y) def __reversed__(self): return JumpBy( (-self.position[0],-self.position[1]), self.height, self.jumps, self.duration) class JumpTo(JumpBy): """Moves a `CocosNode` object to a position simulating a jump movement by modifying it's position attribute. Example:: action = JumpTo(50,200, 5, 6) # Move the sprite 200 pixels to the right sprite.do( action ) # in 6 seconds, doing 5 jumps # of 50 pixels of height """ def start( self ): self.start_position = self.target.position self.delta = Vector2(*self.position)-self.start_position class Delay(IntervalAction): """Delays the action a certain amount of seconds Example:: action = Delay(2.5) sprite.do( action ) """ def init(self, delay): """Init method :Parameters: `delay` : float Seconds of delay """ self.duration = delay def __reversed__(self): return self class RandomDelay(Delay): """Delays the actions between *min* and *max* seconds Example:: action = RandomDelay(2.5, 4.5) # delays the action between 2.5 and 4.5 seconds sprite.do( action ) """ def init(self, low, hi): """Init method :Parameters: `low` : float Minimun seconds of delay `hi` : float Maximun seconds of delay """ self.low = low self.hi = hi def __deepcopy__(self, memo): new = copy.copy(self) new.duration = self.low + (random.random() * (self.hi - self.low)) return new def __mul__(self, other): if not isinstance(other, int): raise TypeError("Can only multiply actions by ints") if other <= 1: return self return RandomDelay(low*other, hi*other)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Foundation for all actions Actions ======= Actions purpose is to modify along the time some trait of an object. The object that the action will modify is the action's target. Usually the target will be an instance of some CocosNode subclass. Example:: MoveTo(position, duration) the target will move smoothly over the segment (target.position, action position parameter), reaching the final position after duration seconds have elapsed. Cocos also provide some powerful operators to combine or modify actions, the more important s being: **sequence operator:** action_1 + action_2 -> action_result where action_result performs by first doing all that action_1 would do and then perform all that action_2 would do Example use:: move_2 = MoveTo((100, 100), 10) + MoveTo((200, 200), 15) When activated, move_2 will move the target first to (100, 100), it will arrive there 10 seconds after departure; then it will move to (200, 200), and will arrive there 10 seconds after having arrived to (100, 100) **spawn operator:** action_1 | action_2 -> action_result where action_result performs by doing what would do action_1 in parallel with what would perform action_2 Example use:: move_rotate = MoveTo((100,100), 10) | RotateBy(360, 5) When activated, move_rotate will move the target from the position at the time of activation to (100, 100); also in the first 5 seconds target will be rotated 360 degrees **loop operator:** action_1 * n -> action_result Where n non negative integer, and action result would repeat n times in a row the same that action_1 would perform. Example use:: rotate_3 = RotateBy(360, 5) * 3 When activated, rotate_3 will rotate target 3 times, spending 5 sec in each turn. Action instance roles +++++++++++++++++++++ Action subclass: a detailed cualitative description for a change An Action instance can play one of the following roles Template Role ------------- The instance knows all the details to perform, except a target has not been set. In this role only __init__ and init should be called. It has no access to the concrete action target. The most usual way to obtain an action in the template mode is by calling the constructor of some Action subclass. Example:: position = (100, 100); duration = 10 move = MoveTo(position, duration) move is playing here the template role. Worker role ----------- Carry on with the changes desired when the action is initiated. You obtain an action in the worker role by calling the method do in a cocosnode instance, like:: worker_action = cocosnode.do(template_action, target=...) The most usual is to call without the target kw-param, thus by default setting target to the same cocosnode that performs the do. The worker action begins to perform at the do call, and will carry on with the desired modifications to target in subsequent frames. If you want the capabilty to stop the changes midway, then you must retain the worker_action returned by the do and then, when you want stop the changes, call:: cocosnode.remove_action(worker_action) ( the cocosnode must be the same as in the do call ) Also, if your code need access to the action that performs the changes, have in mind that you want the worker_action (but this is discouraged, Example:: position = (100, 100); duration = 10 move = MoveTo(position, duration) blue_bird = Bird_CocosNode_subclass(...) blue_move = blue_bird.do(move) Here move plays the template role and blue_move plays the worker role. The target for blue_move has been set for the do method. When the do call omits the target parameter it defaults to the cocosnode where the do is called, so in the example the target for blue_move is blue_bird. In subsequents frames after this call, the blue_bird will move to the position (100, 100), arriving there 10 seconds after the do was executed. From the point of view of a worker role action, the actions life can be mimicked by:: worker_action = deepcopy(template_action) worker_action.target = some_obj worker_action.start() for dt in frame.next(): worker_action.step(dt) if premature_termination() or worker_action.done(): break worker_action.stop() Component role -------------- Such an instance is created and stored into an Action class instance that implements an Action operator (a composite action). Carries on with the changes desired on behalf of the composite action. When the composite action is not instance of IntervalAction, the perceived life can be mimicked as in the worker role. When the composite action is instance of IntervalAction, special rules apply. For examples look at code used in the implementation of any operator, like Sequence_Action or Sequence_IntervalAction. Restrictions and Capabilities for the current design and implementation +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ Worker Independence ------------------- Multiple worker actions can be obtained from a single template action, and they wont interfere between them when applied to different targets. Example:: position = (100, 0); duration = 10 move = MoveBy(position, duration) blue_bird = Sprite("blue_bird.png") blue_bird.position = (0, 100) blue_move = blue_bird.do(move) red_bird = Sprite("red_bird.png") red_bird.position = (0, 200) red_move = blue_bird.do(move) Here we placed two birds at the left screen border, separated vertically by 100. move is the template_action: full details on changes, still no target blue_move, red_move are worker_action 's: obtained by a node.do, have all the details plus the target; they will perform the changes along the time. What we see is both birds moving smooth to right by 100, taking 10 seconds to arrive at final position. Note that even if both worker actions derive for the same template, they don't interfere one with the other. A worker action instance should not be used as a template --------------------------------------------------------- You will not get tracebacks, but the second worker action most surelly will have a corrupt workspace, that will produce unexpected behavior. Posible fights between worker actions over a target member ---------------------------------------------------------- If two actions that are active at the same time try to change the same target's member(s), the resulting change is computationally well defined, but can be somewhat unexpected by the programmer. Example:: guy = Sprite("grossini.png") guy.position = (100, 100) worker1 = guy.do(MoveTo((400, 100), 3)) worker2 = guy.do(MoveBy((0, 300), 3)) layer.add(guy) Here the worker1 action will try to move to (400, 100), while the worker2 action will try to move 300 in the up direction. Both are changing guy.position in each frame. What we see on screen, in the current cocos implementation, is the guy moving up, like if only worker2 were active. And, by physics, the programmer expectation probably guessed more like a combination of both movements. Note that the unexpected comes from two actions trying to control the same target member. If the actions were changing diferent members, like position and rotation, then no unexpected can happen. The fighting can result in a behavior that is a combination of both workers, not one a 'winning' one. It entirely depends on the implementation from each action. It is possible to write actions than in a fight will show additive behavoir, by example:: import cocos.euclid as eu class MoveByAdditive(ac.Action): def init( self, delta_pos, duration ): try: self.delta_pos = eu.Vector2(*delta_pos)/float(duration) except ZeroDivisionError: duration = 0.0 self.delta_pos = eu.Vector2(*delta_pos) self.duration = duration def start(self): if self.duration==0.0: self.target.position += self.delta_pos self._done = True def step(self, dt): old_elapsed = self._elapsed self._elapsed += dt if self._elapsed > self.duration: dt = self.duration - old_elapsed self._done = True self.target.position += dt*self.delta_pos guy = Sprite("grossini.png") guy.position = (100, 100) worker1 = guy.do(MoveByAdditive((300, 0), 3)) worker2 = guy.do(MoveByAdditive((0, 300), 3)) layer.add(guy) Here the guy will mode in diagonal, ending 300 right and 300 up, the two actions have combined. Action's instances in the template role must be (really) deepcopyiable ---------------------------------------------------------------------- Beginers note: if you pass in init only floats, ints, strings, dicts or tuples of the former you can skip this section and revisit later. If the action template is not deepcopyiable, you will get a deepcopy exception, complaining it can't copy something If you cheat deepcopy by overriding __deepcopy__ in your class like:: def __deepcopy__(self): return self you will not get a traceback, but the Worker Independence will broke, the Loop and Repeat operators will broke, and maybe some more. The section name states a precise requeriment, but it is a bit concise. Let see some common situations where you can be in trouble and how to manage them. - you try to pass a CocosNode instance in init, and init stores that in an action member - you try to pass a callback f = some_cocosnode.a_method, with the idea that it shoud be called when some condition is meet, and init stores it in an action member - You want the action access some big decision table, static in the sense it will not change over program execution. Even if is deepcopyable, there's no need to deepcopy. Workarounds: - store the data that you do not want to deepcopy in some member in the cocosnode - use an init2 fuction to pass the params you want to not deepcopy:: worker = node.do(template) worker.init2(another_cocosnode) (see test_action_non_interval.py for an example) Future: Next cocos version probably will provide an easier mechanism to designate some parameters as references. Overview main subclasses ++++++++++++++++++++++++ All action classes in cocos must be subclass of one off the following: - Action - IntervalAction (is itself subclass of Action) - InstantAction (is itself subclass of IntervalAction) InstantAction ------------- The task that must perform happens in only one call, the start method. The duration member has the value zero. Examples:: Place(position) : does target.position <- position CallFunc(f, *args, **kwargs) : performs the call f(*args,**kwargs) IntervalAction -------------- The task that must perform is spanned over a number of frames. The total time needed to complete the task is stored in the member duration. The action will cease to perform when the time elapsed from the start call reachs duration. A proper IntervalAction must adhere to extra rules, look in the details section Examples:: MoveTo(position, duration) RotateBy(angle, duration) Action ------ The most general posible action class. The task that must perform is spanned over a number of frames. The time that the action would perfom is undefined, and member duration has value None. Examples:: RandomWalk(fastness) Performs: - selects a random point in the screen - moves to it with the required fastness - repeat This action will last forever. :: Chase(fastness, chasee) Performs: - at each frame, move the target toward the chasee with the specified fastness. - Declare the action as done when the distance from target to chasee is less than 10. If fastness is greather than the chasee fastness this action will certainly terminate, but we dont know how much time when the action starts. ''' __docformat__ = 'restructuredtext' import copy __all__ = [ 'Action', # Base Class 'IntervalAction', 'InstantAction', # Important Subclasses 'sequence','spawn','loop', 'Repeat',# Generic Operators 'Reverse','_ReverseTime', # Reverse ] class Action(object): '''The most general action''' def __init__(self, *args, **kwargs): """dont override - use init""" self.duration = None # The base action has potentially infinite duration self.init(*args, **kwargs) self.target = None #: `CocosNode` object that is the target of the action self._elapsed = 0.0 self._done = False self.scheduled_to_remove = False # exclusive use by cocosnode.remove_action def init(*args, **kwargs): """ Gets called by __init__ with all the parameteres received, At this time the target for the action is unknown. Typical use is store parameters needed by the action. """ pass def start(self): """ External code sets self.target and then calls this method. Perform here any extra initialization needed. """ pass def stop(self): """ When the action must cease to perform this function is called by external code; after this call no other method should be called. """ self.target = None def step(self, dt): """ Gets called every frame. `dt` is the number of seconds that elapsed since the last call. """ self._elapsed += dt def done(self): """ False while the step method must be called. """ return self._done def __add__(self, action): """sequence operator - concatenates actions action1 + action2 -> action_result where action_result performs as: first do all that action1 would do; then perform all that action2 would do """ return sequence(self, action) def __mul__(self, other): """repeats ntimes the action action * n -> action_result where action result performs as: repeat n times the changes that action would do """ if not isinstance(other, int): raise TypeError("Can only multiply actions by ints") if other <= 1: return self return Loop_Action(self, other) def __or__(self, action): """spawn operator - runs two actions in parallel action1 | action2 -> action_result """ return spawn(self, action) def __reversed__(self): raise Exception("Action %s cannot be reversed"%(self.__class__.__name__)) class IntervalAction( Action ): """ IntervalAction() Interval Actions are the ones that have fixed duration, known when the worker instance is created, and, conceptually, the expected duration must be positive. Degeneratated cases, when a particular instance gets a zero duration, are allowed for convenience. IntervalAction adds the method update to the public interfase, and it expreses the changes to target as a function of the time elapsed, relative to the duration, ie f(time_elapsed/duration). Also, it is guaranted that in normal termination .update(1.0) is called. Degenerate cases, when a particular instance gets a zero duration, also are guaranted to call .update(1.0) Note that when a premature termination happens stop will be called but update(1.0) is not called. Examples: `MoveTo` , `MoveBy` , `RotateBy` are strictly Interval Actions, while `Place`, `Show` and `CallFunc` aren't. While RotateBy(angle, duration) will usually receive a positive duration, it will accept duration = 0, to ease on cases like action = RotateBy( angle, a-b ) """ def step(self, dt): """ Dont customize this method: it will not be called when in the component role for certain composite actions (like Sequence_IntervalAction). In such situation the composite will calculate the suitable t and directly call .update(t) You customize the action stepping by overriding .update """ self._elapsed += dt try: self.update( min(1, self._elapsed/self.duration ) ) except ZeroDivisionError: self.update(1.0) def update(self, t): """Gets called on every frame 't' is the time elapsed normalized to [0, 1] If this action takes 5 seconds to execute, `t` will be equal to 0 at 0 seconds. `t` will be 0.5 at 2.5 seconds and `t` will be 1 at 5sec. This method must not use self._elapsed, which is not guaranted to be updated. """ pass def done(self): """ When in the worker role, this method is reliable. When in the component role, if the composite spares the call to step this method cannot be relied (an then the composite must decide by itself when the action is done). Example of later situation is Sequence_IntervalAction. """ return self._elapsed >= self.duration def __mul__(self, other): if not isinstance(other, int): raise TypeError("Can only multiply actions by ints") if other <= 1: return self return Loop_IntervalAction(self, other) def Reverse( action ): """Reverses the behavior of the action Example:: # rotates the sprite 180 degrees in 2 seconds counter clockwise action = Reverse( RotateBy( 180, 2 ) ) sprite.do( action ) """ return action.__reversed__() class InstantAction( IntervalAction ): """ Instant actions are actions that promises to do nothing when the methods step, update, and stop are called. Any changes that the action must perform on his target will be done in the .start() method The interface must be keept compatible with IntervalAction to allow the basic operators to combine an InstantAction with an IntervalAction and give an IntervalAction as a result. """ def __init__(self,*args, **kwargs): super(IntervalAction, self).__init__(*args, **kwargs) self.duration = 0.0 def step(self, dt): """does nothing - dont override""" pass def start(self): """ Here we must do out stuff """ pass def done(self): return True def update(self, t): """does nothing - dont override """ pass def stop(self): """does nothing - dont override """ pass def __mul__(self, other): if not isinstance(other, int): raise TypeError("Can only multiply actions by ints") if other <= 1: return self return Loop_InstantAction(self, other) def loop(action, times): return action * times class Loop_Action(Action): """Repeats one Action for n times """ def init(self, one, times): self.one = one self.times = times def start(self): self.current_action = copy.deepcopy(self.one) self.current_action.target = self.target self.current_action.start() def step(self, dt): self._elapsed += dt self.current_action.step(dt) if self.current_action.done(): self.current_action.stop() self.times -= 1 if self.times == 0: self._done = True else: self.current_action = copy.deepcopy(self.one) self.current_action.target = self.target self.current_action.start() def stop(self): if not self._done: self.current_action.stop() class Loop_Instant_Action(InstantAction): """Repeats one InstantAction for n times """ def init(one, times): self.one = one self.times = times def start(self): for i in xrange(self.times): cpy = copy.deepcopy(self.one) cpy.start() class Loop_IntervalAction(IntervalAction): """Repeats one IntervalAction for n times """ def init(self, one, times ): """Init method :Parameters: `one` : `Action` Action to be repeated `times` : int Number of times that the action will be repeated """ self.one = one self.times = times if not hasattr(self.one, "duration"): raise Exception("You can only loop actions with finite duration, not repeats or others like that") self.duration = self.one.duration * times self.current = None self.last = None def start(self): self.duration = self.one.duration * self.times self.last = 0 self.current_action = copy.deepcopy(self.one) self.current_action.target = self.target self.current_action.start() def __repr__(self): return "( %s * %i )" %( self.one, self.times ) def update(self, t): current = int(t * float(self.times)) new_t = (t - (current * (1./self.times) ) ) * self.times if current >= self.times: # we are done return # just more dt for the current action elif current == self.last: self.current_action.update(new_t) else: # finish the last action self.current_action.update(1) self.current_action.stop() for i in range(self.last+1, current): # fast forward the jumped actions self.current_action = copy.deepcopy(self.one) self.current_action.target = self.target self.current_action.start() self.current_action.update(1) self.current_action.stop() # set new current action self.current_action = copy.deepcopy(self.one) self.current_action.target = self.target self.last = current # start a new action self.current_action.start() # feed dt self.current_action.update(new_t) def stop(self):#todo: need to support early stop self.current_action.update(1) self.current_action.stop() def __reversed__(self): return Loop_IntervalAction( Reverse(self.one), self.times ) def sequence(action_1, action_2): """Returns an action that runs first action_1 and then action_2 The returned action will be instance of the most narrow class posible in InstantAction, IntervalAction, Action """ if (isinstance(action_1,InstantAction) and isinstance(action_2, InstantAction)): cls = Sequence_InstantAction elif (isinstance(action_1,IntervalAction) and isinstance(action_2, IntervalAction)): cls = Sequence_IntervalAction else: cls = Sequence_Action return cls(action_1, action_2) class Sequence_Action(Action): """implements sequence when the result cannot be expresed as IntervalAction At least one operand must have duration==None """ def init(self, one, two, **kwargs ): self.one = copy.deepcopy(one) self.two = copy.deepcopy(two) self.first = True def start(self): self.one.target = self.target self.two.target = self.target self.current_action = self.one self.current_action.start() def step(self, dt): self._elapsed += dt self.current_action.step(dt) if self.current_action.done(): self._next_action() def _next_action(self): self.current_action.stop() if self.first: self.first = False self.current_action = self.two self.current_action.start() if self.current_action.done(): self._done = True else: self.current_action = None self._done = True def stop(self): if self.current_action: self.current_action.stop() def __reversed__(self): return sequence( Reverse(self.two), Reverse(self.one) ) class Sequence_InstantAction(InstantAction): """implements sequence when the result can be expresed as InstantAction both operands must be InstantActions """ def init(self, one, two, **kwargs ): self.one = copy.deepcopy(one) self.two = copy.deepcopy(two) def start(self): self.one.target = self.target self.two.target = self.target self.one.start() self.two.start() def __reversed__(self): return Sequence_InstantAction( Reverse(self.two), Reverse(self.one) ) class Sequence_IntervalAction(IntervalAction): """implements sequence when the result can be expresed as IntervalAction but not as InstantAction """ def init(self, one, two, **kwargs ): """Init method :Parameters: `one` : `Action` The first action to execute `two` : `Action` The second action to execute """ self.one = copy.deepcopy(one) self.two = copy.deepcopy(two) self.actions = [self.one, self.two] if not hasattr(self.one, "duration") or not hasattr(self.two, "duration"): raise Exception("You can only sequence actions with finite duration, not repeats or others like that") self.duration = float(self.one.duration + self.two.duration) try: self.split = self.one.duration / self.duration except ZeroDivisionError: self.split = 0.0 self.last = None def start(self): self.one.target = self.target self.two.target = self.target self.one.start() self.last = 0 #index in self.actions if self.one.duration==0.0: self.one.update(1.0) self.one.stop() self.two.start() self.last = 1 def __repr__(self): return "( %s + %s )" %( self.one, self.two ) def update(self, t): current = t>=self.split if current!=self.last: self.actions[self.last].update(1.0) self.actions[self.last].stop() self.last = current self.actions[self.last].start() if current==0: try: sub_t = t/self.split except ZeroDivisionError: sub_t = 1.0 else: try: sub_t = (t - self.split) / (1.0 - self.split) except ZeroDivisionError: sub_t = 1.0 self.actions[current].update(sub_t) def stop(self): if self.last: self.two.stop() else: self.one.stop() def __reversed__(self): return Sequence_IntervalAction( Reverse(self.two), Reverse(self.one) ) def spawn(action_1, action_2): """Returns an action that runs action_1 and action_2 in paralel. The returned action will be instance of the most narrow class posible in InstantAction, IntervalAction, Action """ if (isinstance(action_1,InstantAction) and isinstance(action_2, InstantAction)): cls = Spawn_InstantAction elif (isinstance(action_1,IntervalAction) and isinstance(action_2, IntervalAction)): cls = Spawn_IntervalAction else: cls = Spawn_Action return cls(action_1, action_2) class Spawn_Action(Action): """implements spawn when the result cannot be expresed as IntervalAction At least one operand must have duration==None """ def init(self, one, two): one = copy.deepcopy(one) two = copy.deepcopy(two) self.actions = [one, two] def start(self): for action in self.actions: action.target = self.target action.start() def step(self, dt): if len(self.actions)==2: self.actions[0].step(dt) if self.actions[0].done(): self.actions[0].stop() self.actions = self.actions[1:] if self.actions: self.actions[-1].step(dt) if self.actions[-1].done(): self.actions[-1].stop() self.actions = self.actions[:-1] self._done = len(self.actions)==0 def stop(self): for e in self.actions: print 'en el loop, name:', e.name e.stop() def __reversed__(self): return Reverse( self.actions[0] ) | Reverse( self.actions[1] ) class Spawn_IntervalAction(IntervalAction): """implements spawn when the result cannot be expresed as InstantAction """ def init(self, one, two): from cocos.actions.interval_actions import Delay one = copy.deepcopy(one) two = copy.deepcopy(two) self.duration = max(one.duration, two.duration) if one.duration > two.duration: two = two + Delay( one.duration-two.duration ) elif two.duration > one.duration: one = one + Delay( two.duration-one.duration ) self.actions = [one, two] def start(self): for a in self.actions: a.target = self.target a.start() def update(self, t): self.actions[0].update(t) self.actions[1].update(t) self._done = (t >= 1.0) if self._done: self.actions[0].stop() self.actions[1].stop() def __reversed__(self): return Reverse( self.actions[0] ) | Reverse( self.actions[1] ) class Spawn_InstantAction(InstantAction): """implements spawn when the result can be expresed as InstantAction""" def init(self, one, two): one = copy.deepcopy(one) two = copy.deepcopy(two) self.actions = [one, two] def start(self): for action in self.actions: action.target = self.target action.start() class Repeat(Action): """Repeats an action forever. Applied to InstantAction s means once per frame. Example:: action = JumpBy( (200,0), 50,3,5) repeat = Repeat( action ) sprite.do( repeat ) Note: To repeat just a finite amount of time, just do action * times. """ def init(self, action): """Init method. :Parameters: `action` : `Action` instance The action that will be repeated """ self.duration = None self.original = action self.action = copy.deepcopy( action ) def start(self): self.action.target = self.target self.action.start() def step(self, dt): self.action.step(dt) if self.action.done(): self.action.stop() self.action = copy.deepcopy(self.original) self.start() def done(self): return False class _ReverseTime( IntervalAction ): """Executes an action in reverse order, from time=duration to time=0 WARNING: Use this action carefully. This action is not sequenceable. Use it as the default ``__reversed__`` method of your own actions, but using it outside the ``__reversed`` scope is not recommended. The default ``__reversed__`` method for all the `Grid3DAction` actions and `Camera3DAction` actions is ``_ReverseTime()``. """ def init(self, other, *args, **kwargs): super(_ReverseTime, self).init(*args, **kwargs) self.other = other self.duration = self.other.duration def start(self): self.other.target = self.target super(_ReverseTime, self).start() self.other.start() def stop(self): super(_ReverseTime,self).stop() def update(self, t): self.other.update(1-t) def __reversed__(self): return self.other
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Implementation of Grid3DAction actions ''' __docformat__ = 'restructuredtext' import math import random from cocos.director import director from cocos.euclid import * from basegrid_actions import * rr = random.randrange __all__ = [ 'Waves3D', # 3d actions that modifies the z-coordinate 'FlipX3D', 'FlipY3D', 'Lens3D', 'Shaky3D', 'Ripple3D', 'Liquid', # 3d actions that don't modify the z-coordinate 'Waves', 'Twirl', ] class Waves3D( Grid3DAction ): '''Simulates waves using the math.sin() function in the z-axis The x and y coordinates remains unmodified. Example:: scene.do( Waves3D( waves=5, amplitude=40, grid=(16,16), duration=10) ) ''' def init( self, waves=4, amplitude=20, *args, **kw ): ''' :Parameters: `waves` : int Number of waves (2 * pi) that the action will perform. Default is 4 `amplitude` : int Wave amplitude (height). Default is 20 ''' super(Waves3D, self).init( *args, **kw ) #: Total number of waves to perform self.waves=waves #: amplitude rate. Default: 1.0. #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 self.amplitude=amplitude def update( self, t ): for i in xrange(0, self.grid.x+1): for j in xrange(0, self.grid.y+1): x,y,z = self.get_original_vertex(i,j) z += (math.sin(t*math.pi*self.waves*2 + (y+x) * .01) * self.amplitude * self.amplitude_rate ) self.set_vertex( i,j, (x, y, z) ) class FlipX3D( Grid3DAction ): '''FlipX3D flips the screen using the Y-axis as a pivot.''' def init(self, grid=(1,1), *args, **kw): if grid != (1,1): raise GridException("Invalid grid size.") super(FlipX3D,self).init(grid=grid,*args,**kw) def update( self, t ): angle = math.pi * t # 180 degrees mz = math.sin( angle ) angle = angle / 2.0 # x calculates degrees from 0 to 90 mx = math.cos( angle ) x0,y,z = self.get_original_vertex(1,1) x1,y,z = self.get_original_vertex(0,0) if x0 > x1: # Normal Grid a = (0,0) b = (0,1) c = (1,0) d = (1,1) x = x0 else: # Reversed Grid c = (0,0) d = (0,1) a = (1,0) b = (1,1) x = x1 diff_x = x - x * mx diff_z = abs( (x * mz) // 4.0 ) # bottom-left x,y,z = self.get_original_vertex(*a) self.set_vertex(a[0],a[1],(diff_x,y,z+diff_z)) # upper-left x,y,z = self.get_original_vertex(*b) self.set_vertex(b[0],b[1],(diff_x,y,z+diff_z)) # bottom-right x,y,z = self.get_original_vertex(*c) self.set_vertex(c[0],c[1],(x-diff_x,y,z-diff_z)) # upper-right x,y,z = self.get_original_vertex(*d) self.set_vertex(d[0],d[1],(x-diff_x,y,z-diff_z)) class FlipY3D( Grid3DAction ): '''FlipY3D flips the screen using the X-axis as a pivot.''' def init(self, grid=(1,1), *args, **kw): if grid != (1,1): raise GridException("Invalid grid size.") super(FlipY3D,self).init(grid=grid,*args,**kw) def update( self, t ): angle = math.pi * t # 180 degrees mz = math.sin( angle ) angle = angle / 2.0 # x calculates degrees from 0 to 90 my = math.cos( angle ) x,y0,z = self.get_original_vertex(1,1) x,y1,z = self.get_original_vertex(0,0) if y0 > y1: # Normal Grid a = (0,0) b = (0,1) c = (1,0) d = (1,1) y = y0 else: # Reversed Grid b = (0,0) a = (0,1) d = (1,0) c = (1,1) y = y1 diff_y = y - y * my diff_z = abs( (y * mz) // 4.0 ) # bottom-left x,y,z = self.get_original_vertex(*a) self.set_vertex(a[0],a[1],(x,diff_y,z+diff_z)) # upper-left x,y,z = self.get_original_vertex(*b) self.set_vertex(b[0],b[1],(x,y-diff_y,z-diff_z)) # bottom-right x,y,z = self.get_original_vertex(*c) self.set_vertex(c[0],c[1],(x,diff_y,z+diff_z)) # upper-right x,y,z = self.get_original_vertex(*d) self.set_vertex(d[0],d[1],(x,y-diff_y,z-diff_z)) class Lens3D( Grid3DAction ): '''Lens simulates a Lens / Magnifying glass effect. It modifies the z-coordinate while the x and y remains unmodified. Example:: scene.do( Lens3D(center=(320,240), radius=150, grid=(16,16), duration=10) ) ''' def init(self, center=(-1,-1), radius=160, lens_effect=0.7, *args, **kw): ''' :Parameters: `center` : (int,int) Center of the lens. Default: (win_size_width /2, win_size_height /2 ) `radius` : int Radius of the lens. `lens_effect` : float How strong is the lens effect. Default: 0.7. 0 is no effect at all, 1 is a very strong lens effect. ''' super(Lens3D,self).init( *args, **kw) x,y = director.get_window_size() if center==(-1,-1): center=(x//2, y//2) #: position of the center of the len. Type: (int,int). #: This value can be modified by other actions, like `JumpBy` to simulate a jumping lens self.position = Point2( center[0]+1, center[1]+1 ) #: radius of the lens. Type: float self.radius = radius #: lens effect factor. Type: float self.lens_effect = lens_effect self._last_position = (-1000,-1000) # dirty vrbl def update( self, t ): if self.position != self._last_position: for i in xrange(0, self.grid.x+1): for j in xrange(0, self.grid.y+1): x,y,z = self.get_original_vertex(i,j) p = Point2( x,y ) vect = self.position - p r = abs(vect) if r < self.radius: r = self.radius - r pre_log = r/self.radius if pre_log == 0: pre_log = 0.001 l = math.log( pre_log )*self.lens_effect new_r = math.exp( l ) * self.radius vect.normalize() new_vect = vect * new_r z += abs(new_vect) * self.lens_effect # magic vrbl # set all vertex, not only the on the changed # since we want to 'fix' possible moved vertex self.set_vertex( i,j, (x,y,z) ) self._last_position = self.position class Ripple3D( Grid3DAction ): '''Simulates a ripple (radial wave) effect. The amplitude of the wave will decrease when it goes away from the center of the ripple. It modifies the z-coordinate while the x and y remains unmodified. Example:: scene.do( Ripple3D(center=(320,240), radius=240, waves=15, amplitude=60, duration=20, grid=(32,24) ) ) ''' def init(self, center=(-1,-1), radius=240, waves=15, amplitude=60, *args, **kw): ''' :Parameters: `center` : (int,int) Center of the ripple. Default: (win_size_width /2, win_size_height /2 ) `radius` : int Radius of the ripple. Default: 240 `waves` : int Number of waves (2 * pi) that the action will perform. Default: 15 `amplitude` : int Wave amplitude (height). Default is 60 ''' super(Ripple3D,self).init( *args, **kw) x,y = director.get_window_size() if center==(-1,-1): center=(x//2, y//2) #: Center of the ripple. Type: (int,int). #: This value can be modified by other actions, like `JumpBy` to simulate a jumping ripple effect self.position = Point2( center[0]+1, center[1]+1 ) #: radius of the ripple. Type: float self.radius = radius #: number of waves. Type: int self.waves = waves #: amplitude rate. Default: 1.0. #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 self.amplitude=amplitude def update( self, t ): for i in xrange(0, self.grid.x+1): for j in xrange(0, self.grid.y+1): x,y,z = self.get_original_vertex(i,j) p = Point2( x,y ) vect = self.position - p r = abs(vect) if r < self.radius: r = self.radius - r rate = pow( r / self.radius, 2) z += (math.sin( t*math.pi*self.waves*2 + r * 0.1) * self.amplitude * self.amplitude_rate * rate ) self.set_vertex( i,j, (x,y,z) ) class Shaky3D( Grid3DAction): '''Shaky simulates an earthquake by modifying randomly the x, y and z coordinates of each vertex. Example:: scene.do( Shaky3D( randrange=6, grid=(4,4), duration=10) ) ''' def init( self, randrange=6, *args, **kw ): ''' :Parameters: `randrange` : int Number that will be used in random.randrange( -randrange, randrange) to do the effect ''' super(Shaky3D,self).init(*args,**kw) #: random range of the shaky effect self.randrange = randrange def update( self, t ): for i in xrange(0, self.grid.x+1): for j in xrange(0, self.grid.y+1): x,y,z = self.get_original_vertex(i,j) x += rr( -self.randrange, self.randrange+1 ) y += rr( -self.randrange, self.randrange+1 ) z += rr( -self.randrange, self.randrange+1 ) self.set_vertex( i,j, (x,y,z) ) class Liquid( Grid3DAction ): '''Simulates a liquid effect using the math.sin() function modifying the x and y coordinates. The z coordinate remains unmodified. Example:: scene.do( Liquid( waves=5, amplitude=40, grid=(16,16), duration=10) ) ''' def init( self, waves=4, amplitude=20, *args, **kw ): ''' :Parameters: `waves` : int Number of waves (2 * pi) that the action will perform. Default is 4 `amplitude` : int Wave amplitude (height). Default is 20 ''' super(Liquid, self).init( *args, **kw ) #: total number of waves self.waves=waves #: amplitude of the waves self.amplitude=amplitude #: amplitude rate. Default: 1.0. #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 def update( self, t ): for i in xrange(1, self.grid.x): for j in xrange(1, self.grid.y): x,y,z = self.get_original_vertex(i,j) xpos = (x + (math.sin(t*math.pi*self.waves*2 + x * .01) * self.amplitude * self.amplitude_rate)) ypos = (y + (math.sin(t*math.pi*self.waves*2 + y * .01) * self.amplitude * self.amplitude_rate)) self.set_vertex( i,j, (xpos,ypos,z) ) class Waves( Grid3DAction ): '''Simulates waves using the math.sin() function both in the vertical and horizontal axis. The z coordinate is not modified. Example:: scene.do( Waves( waves=4, amplitude=20, hsin=False, vsin=True, grid=(16,16), duration=10) ) ''' def init( self, waves=4, amplitude=20, hsin=True, vsin=True, *args, **kw ): '''Initializes the Waves actions :Parameters: `waves` : int Number of waves (2 * pi) that the action will perform. Default is 4 `amplitude` : int Wave amplitude (height). Default is 20 `hsin` : bool whether or not in will perform horizontal waves. Default is True `vsin` : bool whether or not in will perform vertical waves. Default is True ''' super(Waves, self).init( *args, **kw ) #: whether or not it will do horizontal waves self.hsin = hsin #: whether or not it will do vertical waves self.vsin = vsin #: total number of wave self.waves=waves #: amplitude of the waves self.amplitude=amplitude #: amplitude rate. Default: 1.0 #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 def update( self, t ): for i in xrange(0, self.grid.x+1): for j in xrange(0, self.grid.y+1): x,y,z = self.get_original_vertex(i,j) if self.vsin: xpos = (x + (math.sin(t*math.pi*self.waves*2 + y * .01) * self.amplitude * self.amplitude_rate)) else: xpos = x if self.hsin: ypos = (y + (math.sin(t*math.pi*self.waves*2 + x * .01) * self.amplitude * self.amplitude_rate)) else: ypos = y self.set_vertex( i,j, (xpos,ypos,z) ) class Twirl( Grid3DAction ): '''Simulates a twirl effect modifying the x and y coordinates. The z coordinate is not modified. Example:: scene.do( Twirl( center=(320,240), twirls=5, amplitude=1, grid=(16,12), duration=10) ) ''' def init( self, center=(-1,-1), twirls=4, amplitude=1, *args, **kw ): ''' :Parameters: `twirls` : int Number of twirls (2 * pi) that the action will perform. Default is 4 `amplitude` : flaot Twirl amplitude. Default is 1 `center` : (int,int) Center of the twirl in x,y coordinates. Default: center of the screen ''' super(Twirl, self).init( *args, **kw ) x,y = director.get_window_size() if center==(-1,-1): center=(x//2, y//2) #: position of the center of the Twril. Type: (int,int). #: This value can be modified by other actions, like `JumpBy` to simulate a jumping Twirl self.position = Point2( center[0]+1, center[1]+1 ) #: total number of twirls self.twirls = twirls #: amplitude of the twirls self.amplitude=amplitude #: amplitude rate. Default: 1.0. #: This value is modified by other actions like `AccelAmplitude`. self.amplitude_rate = 1.0 def update( self, t ): cx = self.position.x cy = self.position.y for i in xrange(0, self.grid.x+1): for j in xrange(0, self.grid.y+1): x,y,z = self.get_original_vertex(i,j) r = math.sqrt( (i-self.grid.x/2.0) ** 2 + (j-self.grid.y/2.0) ** 2 ) amplitude = 0.1 * self.amplitude * self.amplitude_rate a = r * math.cos( math.pi/2.0 + t * math.pi * self.twirls * 2 ) * amplitude dx = math.sin(a) * (y-cy) + math.cos(a) * (x-cx) dy = math.cos(a) * (y-cy) - math.sin(a) * (x-cx) self.set_vertex( i,j, (cx+dx, cy+dy,z) )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Camera Actions Actions that moves the OpenGL camera. ''' __docformat__ = 'restructuredtext' from cocos.director import director from cocos.euclid import * from base_actions import * import math __all__ = [ 'CameraException', # Camera Exceptions 'Camera3DAction', 'OrbitCamera', ] class CameraException( Exception ): pass class Camera3DAction( IntervalAction ): def init( self, duration=2): """Initialize the Camera Action :Parameters: `duration` : int Number of seconds that the action will last """ self.duration = duration def start( self ): super(Camera3DAction, self).start() self.camera_eye_orig = self.target.camera.eye self.camera_center_orig = self.target.camera.center self.camera_up_orig = self.target.camera.up_vector # def stop( self ): # super(Camera3DAction, self).stop() # self.target.camera.eye = self.camera_eye_orig # self.target.camera.center = self.camera_center_orig # self.target.camera.up_vector = self.camera_up_orig def __reversed__( self ): return _ReverseTime( self ) class OrbitCamera( Camera3DAction ): '''Orbits the camera around the center of the screen using spherical coordinates ''' def init( self, radius=None, delta_radius=0, angle_z=None, delta_z=0, angle_x=None, delta_x=0, *args, **kw ): '''Initialize the camera with spherical coordinates :Parameters: `radius` : float Radius of the orbit. Default: current radius `delta_radius` : float Delta movement of the radius. Default: 0 `angle_z` : float The zenith angle of the spherical coordinate in degrees. Default: current `delta_z` : float Relative movement of the zenith angle. Default: 0 `angle_x` : float The azimuth angle of the spherical coordinate in degrees. Default: 0 `delta_x` : float Relative movement of the azimuth angle. Default: 0 For more information regarding spherical coordinates, read this: http://en.wikipedia.org/wiki/Spherical_coordinates ''' super( OrbitCamera, self ).init( *args, **kw ) width, height = director.get_window_size() self.radius = radius self.delta_radius = delta_radius self.angle_x = angle_x self.rad_delta_x= math.radians( delta_x ) self.angle_z = angle_z self.rad_delta_z = math.radians( delta_z ) def start( self ): super(OrbitCamera,self).start() radius, zenith, azimuth = self.get_spherical_coords() if self.radius is None: self.radius = radius if self.angle_z is None: self.angle_z= math.degrees(zenith) if self.angle_x is None: self.angle_x= math.degrees(azimuth) self.rad_x = math.radians( self.angle_x ) self.rad_z = math.radians( self.angle_z ) def get_spherical_coords( self ): '''returns the spherical coordinates from a cartesian coordinates using this formula: - http://www.math.montana.edu/frankw/ccp/multiworld/multipleIVP/spherical/body.htm#converting :rtype: ( radius, zenith, azimuth ) ''' eye = self.target.camera.eye - self.target.camera.center radius = math.sqrt( pow(eye.x,2) + pow(eye.y,2) + pow(eye.z,2) ) s = math.sqrt( pow(eye.x,2) + pow(eye.y,2) ) if s == 0: s = 0.000000001 r = radius if r == 0: r = 0.000000001 angle_z = math.acos( eye.z / float(r) ) if eye.x < 0: angle_x = math.pi - math.asin( eye.y / s ) else: angle_x = math.asin( eye.y / s ) radius = radius / self.target.camera.get_z_eye() return radius, angle_z, angle_x def update( self, t ): r = (self.radius + self.delta_radius * t) * self.target.camera.get_z_eye() z_angle = self.rad_z + self.rad_delta_z * t x_angle = self.rad_x + self.rad_delta_x * t # using spherical coordinates p = Point3( math.sin(z_angle) * math.cos(x_angle), math.sin(z_angle) * math.sin(x_angle), math.cos(z_angle) ) p = p * r d = p + self.camera_center_orig self.target.camera.eye = d
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Actions for moving things around based on their velocity and acceleration. The simplest usage: sprite = cocos.sprite.Sprite('ship.png') sprite.velocity = (100, 100) sprite.do(Move()) This will move the sprite (100, 100) pixels per second indefinitely. Typically the sprite would be controlled by the user, so something like:: keys = <standard pyglet keyboard state handler> class MoveShip(Move): def step(self, dt): super(MoveShip, self).step(dt) self.target.dr = (keys[key.RIGHT] - keys[key.LEFT]) * 360 rotation = math.pi * self.target.rotation / 180.0 rotation_x = math.cos(-rotation) rotation_y = math.sin(-rotation) if keys[key.UP]: self.target.acceleration = (200 * rotation_x, 200 * rotation_y) ship.do(MoveShip()) ''' __docformat__ = 'restructuredtext' __all__ = [ 'Move', 'WrappedMove', 'BoundedMove', 'Driver', ] import math from base_actions import Action class Move(Action): """Move the target based on parameters on the target. For movement the parameters are:: target.position = (x, y) target.velocity = (dx, dy) target.acceleration = (ddx, ddy) = (0, 0) target.gravity = 0 And rotation:: target.rotation target.dr target.ddr """ def step(self, dt): x, y = self.target.position dx, dy = self.target.velocity ddx, ddy = getattr(self.target, 'acceleration', (0, 0)) gravity = getattr(self.target, 'gravity', 0) dx += ddx * dt dy += (ddy + gravity) * dt self.target.velocity = (dx, dy) x += dx * dt y += dy * dt self.target.position = (x, y) dr = getattr(self.target, 'dr', 0) ddr = getattr(self.target, 'ddr', 0) if dr or ddr: dr = self.target.dr = dr + ddr * dt if dr: self.target.rotation += dr * dt class WrappedMove(Move): """Move the target but wrap position when it hits certain bounds. Wrap occurs outside of 0 < x < width and 0 < y < height taking into account the dimenstions of the target. """ def init(self, width, height): """Init method. :Parameters: `width` : integer The width to wrap position at. `height` : integer The height to wrap position at. """ self.width, self.height = width, height def step(self, dt): super(WrappedMove, self).step(dt) x, y = self.target.position w, h = self.target.width, self.target.height # XXX assumes center anchor if x > self.width + w/2: x -= self.width + w elif x < 0 - w/2: x += self.width + w if y > self.height + h/2: y -= self.height + h elif y < 0 - h/2: y += self.height + h self.target.position = (x, y) class BoundedMove(Move): """Move the target but limit position when it hits certain bounds. Position is bounded to 0 < x < width and 0 < y < height taking into account the dimenstions of the target. """ def init(self, width, height): """Init method. :Parameters: `width` : integer The width to bound position at. `height` : integer The height to bound position at. """ self.width, self.height = width, height def step(self, dt): super(BoundedMove, self).step(dt) x, y = self.target.position w, h = self.target.width, self.target.height # XXX assumes center anchor if x > self.width - w/2: x = self.width - w/2 elif x < w/2: x = w/2 if y > self.height - h/2: y = self.height - h/2 elif y < h/2: y = h/2 self.target.position = (x, y) class Driver(Action): """Drive a `CocosNode` object around like a car in x, y according to a direction and speed. Example:: # control the movement of the given sprite sprite.do(Driver()) ... sprite.rotation = 45 sprite.speed = 100 ... The sprite MAY have these parameters (beyond the standard position and rotation): `speed` : float Speed to move at in pixels per second in the direction of the target's rotation. `acceleration` : float If specified will automatically be added to speed. Specified in pixels per second per second. `max_forward_speed` : float (default None) Limits to apply to speed when updating with acceleration. `max_reverse_speed` : float (default None) Limits to apply to speed when updating with acceleration. """ def step(self, dt): accel = getattr(self.target, 'acceleration', 0) speed = getattr(self.target, 'speed', 0) max_forward = getattr(self.target, 'max_forward_speed', None) max_reverse = getattr(self.target, 'max_reverse_speed', None) if accel: speed += dt * accel if max_forward is not None and self.target.speed > max_forward: speed = max_forward if max_reverse is not None and self.target.speed < max_reverse: speed = max_reverse r = math.radians(self.target.rotation) s = dt * speed x, y = self.target.position self.target.position = (x + math.sin(r) * s, y + math.cos(r) * s) self.target.speed = speed
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Implementation of QuadMoveBy actions These actions modifies the x and y coordinates of fixed-size grid of (1,1). The z-coordinate is not modified. ''' __docformat__ = 'restructuredtext' import math from cocos.director import director from cocos.euclid import * from basegrid_actions import * __all__ = ['QuadMoveBy', 'MoveCornerUp', 'MoveCornerDown', 'CornerSwap', 'Flip', 'FlipX', 'FlipY', 'SkewHorizontal', 'SkewVertical', ] class QuadMoveBy( Grid3DAction ): '''QuadMoveBy moves each vertex of the grid. The size of the grid is (1,1) Vertex positions:: vertex3 --<-- vertex2 | | v ^ | | vertex0 -->-- vertex1 The vertices will move from the origin (src parameters) a relative distance (delta parameters) in duration time. Example:: scene.do( QuadMoveBy( src0, src1, src2, src3, delta0, delta1, delta2, delta3, duration) ) ''' def init( self, src0=(0,0), src1=(-1,-1), src2=(-1,-1), src3=(-1,-1), delta0=(0,0), delta1=(0,0), delta2=(0,0), delta3=(0,0), grid=(1,1), *args, **kw ): '''Initializes the QuadMoveBy :Parameters: `src0` : (int, int) Initial value for the bottom-left coordinate. Default is (0,0) `src1` : (int, int) Initial value for the bottom-right coordinate. Default is (win_size_x,0) `src2` : (int, int) Initial value for the upper-right coordinate. Default is (win_size_x, win_size_y) `src3` : (int, int) Initial value for the upper-left coordinate. Default is (0, win_size_y) `delta0` : (int, int) The bottom-left relative coordinate. Default is (0,0) `delta1` : (int, int) The bottom-right relative coordinate. Default is (0,0) `delta2` : (int, int) The upper-right relative coordinate. Default is (0,0) `delta3` : (int, int) The upper-left relative coordinate. Default is (0,0) ''' if grid != (1,1): raise GridException("Invalid grid size.") super( QuadMoveBy, self).init( grid, *args, **kw ) x,y = director.get_window_size() if src1 == (-1,-1): src1 = ( x,0 ) if src2 == (-1,-1): src2 = (x,y) if src3 == (-1,-1): src3 = (0,y) self.src0 = Point3( src0[0], src0[1], 0 ) self.src1 = Point3( src1[0], src1[1], 0 ) self.src2 = Point3( src2[0], src2[1], 0 ) self.src3 = Point3( src3[0], src3[1], 0) self.delta0 = Point3( delta0[0], delta0[1], 0) self.delta1 = Point3( delta1[0], delta1[1], 0) self.delta2 = Point3( delta2[0], delta2[1], 0) self.delta3 = Point3( delta3[0], delta3[1], 0) def update( self, t ): new_pos0 = self.src0 + self.delta0 * t new_pos1 = self.src1 + self.delta1 * t new_pos2 = self.src2 + self.delta2 * t new_pos3 = self.src3 + self.delta3 * t self.set_vertex( 0,0, new_pos0 ) self.set_vertex( 1,0, new_pos1 ) self.set_vertex( 1,1, new_pos2 ) self.set_vertex( 0,1, new_pos3 ) class MoveCornerUp( QuadMoveBy ): '''MoveCornerUp moves the bottom-right corner to the upper-left corner in duration time''' def __init__(self, *args, **kw): x,y = director.get_window_size() super(MoveCornerUp, self).__init__( delta1=(-x,y), *args, **kw ) class MoveCornerDown( QuadMoveBy ): '''MoveCornerDown moves the upper-left corner to the bottom-right corner in duration time''' def __init__(self, *args, **kw): x,y = director.get_window_size() super(MoveCornerDown, self).__init__( delta3=(x,-y), *args, **kw ) class CornerSwap( QuadMoveBy ): '''CornerSwap moves the upper-left corner to the bottom-right corner in vice-versa in duration time. The resulting effect is a reflection + rotation. ''' def __init__(self, *args, **kw): x,y = director.get_window_size() super(CornerSwap, self).__init__( delta1=(-x,y), delta3=(x,-y), *args, **kw ) class Flip( QuadMoveBy ): '''Flip moves the upper-left corner to the bottom-left corner and vice-versa, and moves the upper-right corner to the bottom-left corner and vice-versa, flipping the window upside-down, and right-left. ''' def __init__(self, *args, **kw): x,y = director.get_window_size() super(Flip, self).__init__( delta0=(x,y), delta1=(-x,y), delta2=(-x,-y), delta3=(x,-y), *args, **kw ) class FlipX( QuadMoveBy ): '''FlipX flips the screen horizontally, moving the left corners to the right, and vice-versa. ''' def __init__(self, *args, **kw): x,y = director.get_window_size() super(FlipX, self).__init__( delta0=(x,0), delta1=(-x,0), delta2=(-x,0), delta3=(x,0), *args, **kw ) class FlipY( QuadMoveBy ): '''FlipY flips the screen vertically, moving the upper corners to the bottom, and vice-versa. ''' def __init__(self, *args, **kw): x,y = director.get_window_size() super(FlipY, self).__init__( delta0=(0,y), delta1=(0,y), delta2=(0,-y), delta3=(0,-y), *args, **kw ) class SkewHorizontal( QuadMoveBy ): '''SkewHorizontal skews the screen horizontally. default skew: x/3''' def __init__(self, delta=None, *args, **kw): x,y = director.get_window_size() if delta==None: delta=x//3 super(SkewHorizontal, self).__init__( delta1=(-delta,0), delta3=(delta,0), *args, **kw ) class SkewVertical( QuadMoveBy ): '''SkewVertical skews the screen vertically. default skew: y/3''' def __init__(self, delta=None, *args, **kw): x,y = director.get_window_size() if delta==None: delta=y//3 super(SkewVertical, self).__init__( delta0=(0,delta), delta2=(0,-delta), *args, **kw )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- from base_actions import * from interval_actions import * from instant_actions import * from basegrid_actions import * from quadmoveby_actions import * from tiledgrid_actions import * from grid3d_actions import * from camera_actions import * from move_actions import *
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Instant Actions Instant Actions =============== Instant actions are immediate actions. They don't have a duration like the Interval Actions. ''' __docformat__ = 'restructuredtext' import copy from base_actions import * __all__ = [ 'Place', # placement action 'CallFunc','CallFuncS', # Calls a function 'Hide','Show','ToggleVisibility', # Visibility actions ] class Place( InstantAction ): """Place the `CocosNode` object in the position x,y. Example:: action = Place( (320,240) ) sprite.do( action ) """ def init(self, position): """Init method. :Parameters: `position` : (x,y) Coordinates where the sprite will be placed """ self.position = position def start(self): self.target.position = self.position class Hide( InstantAction ): """Hides the `CocosNode` object. To show it again call the `Show` () action Example:: action = Hide() sprite.do( action ) """ def start(self): self.target.visible = False def __reversed__(self): return Show() class Show( InstantAction ): """Shows the `CocosNode` object. To hide it call the `Hide` () action Example:: action = Show() sprite.do( action ) """ def start(self): self.target.visible = True def __reversed__(self): return Hide() class ToggleVisibility( InstantAction ): """Toggles the visible attribute of a `CocosNode` object Example:: action = ToggleVisibility() sprite.do( action ) """ def start(self): self.target.visible = not self.target.visible def __reversed__(self): return self class CallFunc(InstantAction): """An action that will call a function. Example:: def my_func(): print "hello baby" action = CallFunc( my_func ) sprite.do( action ) """ def init(self, func, *args, **kwargs): self.func = func self.args = args self.kwargs = kwargs def start(self): self.func(*self.args, **self.kwargs) def __deepcopy__(self, memo): return copy.copy( self ) def __reversed__(self): return self class CallFuncS(CallFunc): """An action that will call a funtion with the target as the first argument Example:: def my_func( sprite ): print "hello baby" action = CallFuncS( my_func ) sprite.do( action ) """ def start(self): self.func( self.target, *self.args, **self.kwargs)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Pre-defined Particle Systems''' __all__ = ['Fireworks', 'Spiral', 'Meteor', 'Sun', 'Fire', 'Galaxy', 'Flower', 'Explosion', 'Smoke'] from particle import ParticleSystem, Color from euclid import Point2 class Fireworks( ParticleSystem ): # total particles total_particles = 3000 # duration duration = -1 # gravity gravity = Point2(0,-90) # angle angle = 90 angle_var = 20 # radial radial_accel = 0 radial_accel_var = 0 # speed of particles speed = 180 speed_var = 50 # emitter variable position pos_var = Point2(0,0) # life of particles life = 3.5 life_var = 1 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.5,0.5,0.5,1.0) start_color_var = Color(0.5, 0.5, 0.5, 1.0) end_color = Color(0.1,0.1,0.1,0.2) end_color_var = Color(0.1,0.1,0.1,0.2) # size, in pixels size = 8.0 size_var = 2.0 # blend additive blend_additive = False # color modulate color_modulate = True class Explosion( ParticleSystem ): # total particle total_particles = 700 # duration duration = 0.1 # gravity gravity = Point2(0,-90) # angle angle = 90.0 angle_var = 360.0 # radial radial_accel = 0 radial_accel_var = 0 # speed of particles speed = 70.0 speed_var = 40.0 # emitter variable position pos_var = Point2(0,0) # life of particles life = 5.0 life_var = 2.0 # emits per frame emission_rate = total_particles / duration # color of particles start_color = Color(0.7, 0.2, 0.1, 1.0) start_color_var = Color(0.5, 0.5, 0.5, 0.0) end_color = Color(0.5, 0.5, 0.5, 0.0) end_color_var = Color(0.5, 0.5, 0.5, 0.0) # size, in pixels size = 15.0 size_var = 10.0 # blend additive blend_additive = False # color modulate color_modulate = True class Fire( ParticleSystem ): # total particles total_particles = 250 # duration duration = -1 # gravity gravity = Point2(0,0) # angle angle = 90.0 angle_var = 10.0 # radial radial_accel = 0 radial_accel_var = 0 # speed of particles speed = 60.0 speed_var = 20.0 # emitter variable position pos_var = Point2(40, 20) # life of particles life = 3.0 life_var = 0.25 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.76, 0.25, 0.12, 1.0) start_color_var = Color(0.0, 0.0, 0.0, 0.0) end_color = Color(0.0, 0.0, 0.0, 1.0) end_color_var = Color(0.0, 0.0, 0.0, 0.0) # size, in pixels size = 100.0 size_var = 10.0 # blend additive blend_additive = True # color modulate color_modulate = True class Flower( ParticleSystem ): # total particles total_particles = 500 # duration duration = -1 # gravity gravity = Point2( 0, 0) # angle angle = 90.0 angle_var = 360.0 # speed of particles speed = 80.0 speed_var = 10.0 # radial radial_accel = -60 radial_accel_var = 0 # tangential tangential_accel = 15.0 tangential_accel_var = 0.0 # emitter variable position pos_var = Point2(0,0) # life of particles life = 4.0 life_var = 1.0 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.5, 0.5, 0.5, 1.0) start_color_var = Color(0.5, 0.5, 0.5, 0.0) end_color = Color(0.0, 0.0, 0.0, 1.0) end_color_var = Color(0.0, 0.0, 0.0, 0.0) # size, in pixels size = 30.0 size_var = 0.0 # blend additive blend_additive = True # color modulate color_modulate = True class Sun( ParticleSystem ): # total particles total_particles = 350 # duration duration = -1 # gravity gravity = Point2(0,0) # angle angle = 90.0 angle_var = 360.0 # speed of particles speed = 20.0 speed_var = 5.0 # radial radial_accel = 0 radial_accel_var = 0 # tangential tangential_accel = 0.0 tangential_accel_var = 0.0 # emitter variable position pos_var = Point2(0, 0) # life of particles life = 1.0 life_var = 0.5 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.75, 0.25, 0.12, 1.0) start_color_var = Color(0.0, 0.0, 0.0, 0.0) end_color = Color(0.0, 0.0, 0.0, 0.0) end_color_var = Color(0.0, 0.0, 0.0, 0.0) # size, in pixels size = 40.0 size_var = 00.0 # blend additive blend_additive = True # color modulate color_modulate = True class Spiral( ParticleSystem ): # total paticles total_particles = 500 # duration duration = -1 # gravity gravity = Point2(0,0) # angle angle = 90.0 angle_var = 0.0 # speed of particles speed = 150.0 speed_var = 0.0 # radial radial_accel = -380 radial_accel_var = 0 # tangential tangential_accel = 45.0 tangential_accel_var = 0.0 # emitter variable position pos_var = Point2(0,0) # life of particles life = 12.0 life_var = 0.0 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.5, 0.5, 0.5, 1.0) start_color_var = Color(0.5, 0.5, 0.5, 0.0) end_color = Color(0.5, 0.5, 0.5, 1.0) end_color_var = Color(0.5, 0.5, 0.5, 0.0) # size, in pixels size = 20.0 size_var = 10.0 # blend additive blend_additive = True # color modulate color_modulate = True class Meteor( ParticleSystem ): # total particles total_particles = 150 # duration duration = -1 # gravity gravity = Point2(-200,100) # angle angle = 90.0 angle_var = 360.0 # speed of particles speed = 15.0 speed_var = 5.0 # radial radial_accel = 0 radial_accel_var = 0 # tangential tangential_accel = 0.0 tangential_accel_var = 0.0 # emitter variable position pos_var = Point2(0,0) # life of particles life = 2.0 life_var = 1.0 # size, in pixels size = 60.0 size_var = 10.0 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.2, 0.7, 0.7, 1.0) start_color_var = Color(0.0, 0.0, 0.0, 0.2) end_color = Color(0.0, 0.0, 0.0, 1.0) end_color_var = Color(0.0, 0.0, 0.0, 0.0) # blend additive blend_additive = True # color modulate color_modulate = True class Galaxy( ParticleSystem ): # total particles total_particles = 200 # duration duration = -1 # gravity gravity = Point2(0,0) # angle angle = 90.0 angle_var = 360.0 # speed of particles speed = 60.0 speed_var = 10.0 # radial radial_accel = -80.0 radial_accel_var = 0 # tangential tangential_accel = 80.0 tangential_accel_var = 0.0 # emitter variable position pos_var = Point2(0,0) # life of particles life = 4.0 life_var = 1.0 # size, in pixels size = 37.0 size_var = 10.0 # emits per frame emission_rate = total_particles / life # color of particles start_color = Color(0.12, 0.25, 0.76, 1.0) start_color_var = Color(0.0, 0.0, 0.0, 0.0) end_color = Color(0.0, 0.0, 0.0, 0.0) end_color_var = Color(0.0, 0.0, 0.0, 0.0) # blend additive blend_additive = True # color modulate color_modulate = True class Smoke( ParticleSystem ): # total particles total_particles = 80 # duration duration = -1 # gravity gravity = Point2(0,0) # angle angle = 90.0 angle_var = 10.0 # speed of particles speed = 25.0 speed_var = 10.0 # radial radial_accel = 5 radial_accel_var = 0 # tangential tangential_accel = 0.0 tangential_accel_var = 0.0 # emitter variable position pos_var = Point2(0.1,0) # life of particles life = 4.0 life_var = 1.0 # size, in pixels size = 40.0 size_var = 10.0 # emits per frame emission_rate = total_particles / life start_color = Color(0.5,0.5,0.5,0.1) start_color_var = Color(0,0,0,0.1) end_color = Color(0.5,0.5,0.5,0.1) end_color_var = Color(0,0,0,0.1) # blend additive blend_additive = True # color modulate color_modulate = False
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Particle system engine''' __docformat__ = 'restructuredtext' import random import pyglet from pyglet.gl import * import math import copy import numpy import ctypes from cocosnode import CocosNode from euclid import Point2 class ExceptionNoEmptyParticle(Exception): """particle system have no room for another particle""" pass rand = lambda: random.random() * 2 - 1 # PointerToNumpy by Gary Herron # from pyglet's user list def PointerToNumpy(a, ptype=ctypes.c_float): a = numpy.ascontiguousarray(a) # Probably a NO-OP, but perhaps not return a.ctypes.data_as(ctypes.POINTER(ptype)) # Ugly and undocumented! class Color( object ): def __init__( self, r,g,b,a ): self.r = r self.g = g self.b = b self.a = a def to_array(self): return self.r, self.g, self.b, self.a class ParticleSystem( CocosNode ): # type of particle POSITION_FREE, POSITION_GROUPED = range(2) #: is the particle system active ? active = True #: duration in seconds of the system. -1 is infinity duration = 0 #: time elapsed since the start of the system (in seconds) elapsed = 0 #: Gravity of the particles gravity = Point2(0.0, 0.0) #: position is from "superclass" CocosNode #: Position variance pos_var = Point2(0.0, 0.0) #: The angle (direction) of the particles measured in degrees angle = 0.0 #: Angle variance measured in degrees; angle_var = 0.0 #: The speed the particles will have. speed = 0.0 #: The speed variance speed_var = 0.0 #: Tangential acceleration tangential_accel = 0.0 #: Tangential acceleration variance tangential_accel_var = 0.0 #: Radial acceleration radial_accel = 0.0 #: Radial acceleration variance radial_accel_var = 0.0 #: Size of the particles size = 0.0 #: Size variance size_var = 0.0 #: How many seconds will the particle live life = 0 #: Life variance life_var = 0 #: Start color of the particles start_color = Color(0.0,0.0,0.0,0.0) #: Start color variance start_color_var = Color(0.0,0.0,0.0,0.0) #: End color of the particles end_color = Color(0.0,0.0,0.0,0.0) #: End color variance end_color_var = Color(0.0,0.0,0.0,0.0) #: Maximum particles total_particles = 0 #:texture of the particles texture = pyglet.resource.image('fire.png').texture #:blend additive blend_additive = False #:color modulate color_modulate = True # position type position_type = POSITION_GROUPED def __init__(self): super(ParticleSystem,self).__init__() # particles # position x 2 self.particle_pos = numpy.zeros( (self.total_particles, 2), numpy.float32 ) # direction x 2 self.particle_dir = numpy.zeros( (self.total_particles, 2), numpy.float32 ) # rad accel x 1 self.particle_rad = numpy.zeros( (self.total_particles, 1), numpy.float32 ) # tan accel x 1 self.particle_tan = numpy.zeros( (self.total_particles, 1), numpy.float32 ) # gravity x 2 self.particle_grav = numpy.zeros( (self.total_particles, 2), numpy.float32 ) # colors x 4 self.particle_color = numpy.zeros( (self.total_particles, 4), numpy.float32 ) # delta colors x 4 self.particle_delta_color = numpy.zeros( (self.total_particles, 4), numpy.float32 ) # life x 1 self.particle_life = numpy.zeros( (self.total_particles, 1), numpy.float32 ) self.particle_life.fill(-1.0) # size x 1 self.particle_size = numpy.zeros( (self.total_particles, 1), numpy.float32 ) # start position self.start_pos = numpy.zeros( (self.total_particles, 2), numpy.float32 ) #: How many particles can be emitted per second self.emit_counter = 0 #: Count of particles self.particle_count = 0 #: auto remove when particle finishes self.auto_remove_on_finish = False self.schedule( self.step ) def on_enter( self ): super( ParticleSystem, self).on_enter() #self.add_particle() def draw( self ): glPushMatrix() self.transform() glPointSize( self.size ) glEnable(GL_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, self.texture.id ) glEnable(GL_POINT_SPRITE) glTexEnvi( GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE ) glEnableClientState(GL_VERTEX_ARRAY) vertex_ptr = PointerToNumpy( self.particle_pos ) glVertexPointer(2,GL_FLOAT,0,vertex_ptr); glEnableClientState(GL_COLOR_ARRAY) color_ptr = PointerToNumpy( self.particle_color) glColorPointer(4,GL_FLOAT,0,color_ptr); glPushAttrib(GL_COLOR_BUFFER_BIT) glEnable(GL_BLEND) if self.blend_additive: glBlendFunc(GL_SRC_ALPHA, GL_ONE); else: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); # mode = GLint() # glTexEnviv( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode ) # # if self.color_modulate: # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ) # else: # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ) glDrawArrays(GL_POINTS, 0, self.total_particles); # un -blend glPopAttrib() # # restore env mode # glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode) # disable states glDisableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glDisable(GL_POINT_SPRITE); glDisable(GL_TEXTURE_2D); glPopMatrix() def step( self, delta ): # update particle count self.particle_count = numpy.sum( self.particle_life >= 0 ) if self.active: rate = 1.0 / self.emission_rate self.emit_counter += delta # if random.random() < 0.01: # delta += 0.5 while self.particle_count < self.total_particles and self.emit_counter > rate: self.add_particle() self.emit_counter -= rate self.elapsed += delta if self.duration != -1 and self.duration < self.elapsed: self.stop_system() self.update_particles( delta ) if (not self.active and self.particle_count == 0 and self.auto_remove_on_finish == True): self.unschedule( self.step ) self.parent.remove( self ) def add_particle( self ): """ Code calling add_particle must be either: be sure there is room for the particle or be prepared to catch the exception ExceptionNoEmptyParticle It is acceptable to try: ... except...: pass """ self.init_particle() self.particle_count += 1 def stop_system( self ): self.active = False self.elapsed= self.duration self.emit_counter = 0 def reset_system( self ): self.elapsed= self.duration self.emit_counter = 0 def update_particles( self, delta ): # radial: posx + posy norm = numpy.sqrt( self.particle_pos[:,0] ** 2 + self.particle_pos[:,1] ** 2 ) # XXX prevent div by 0 norm = numpy.select( [norm==0], [0.0000001], default=norm ) posx = self.particle_pos[:,0] / norm posy = self.particle_pos[:,1] / norm radial = numpy.array( [posx, posy] ) tangential = numpy.array( [-posy, posx] ) # update dir radial = numpy.swapaxes(radial,0,1) radial *= self.particle_rad tangential = numpy.swapaxes(tangential,0,1) tangential *= self.particle_tan self.particle_dir += (tangential + radial + self.particle_grav) * delta # update pos with updated dir self.particle_pos += self.particle_dir * delta # life self.particle_life -= delta # position: free or grouped if self.position_type == self.POSITION_FREE: tuple = numpy.array( [self.x, self.y] ) tmp = tuple - self.start_pos self.particle_pos -= tmp # color self.particle_color += self.particle_delta_color * delta # if life < 0, set alpha in 0 self.particle_color[:,3] = numpy.select( [self.particle_life[:,0] < 0], [0], default=self.particle_color[:,3] ) # print self.particles[0] # print self.pas[0,0:4] def init_particle( self ): # position # p=self.particles[idx] a = self.particle_life < 0 idxs = a.nonzero() idx = -1 if len(idxs[0]) > 0: idx = idxs[0][0] else: raise ExceptionNoEmptyParticle() # position self.particle_pos[idx][0] = self.pos_var.x * rand() self.particle_pos[idx][1] = self.pos_var.y * rand() # start position self.start_pos[idx][0] = self.x self.start_pos[idx][1] = self.y a = math.radians( self.angle + self.angle_var * rand() ) v = Point2( math.cos( a ), math.sin( a ) ) s = self.speed + self.speed_var * rand() dir = v * s # direction self.particle_dir[idx][0] = dir.x self.particle_dir[idx][1] = dir.y # radial accel self.particle_rad[idx] = self.radial_accel + self.radial_accel_var * rand() # tangential accel self.particle_tan[idx] = self.tangential_accel + self.tangential_accel_var * rand() # life life = self.particle_life[idx] = self.life + self.life_var * rand() # Color # start sr = self.start_color.r + self.start_color_var.r * rand() sg = self.start_color.g + self.start_color_var.g * rand() sb = self.start_color.b + self.start_color_var.b * rand() sa = self.start_color.a + self.start_color_var.a * rand() self.particle_color[idx][0] = sr self.particle_color[idx][1] = sg self.particle_color[idx][2] = sb self.particle_color[idx][3] = sa # end er = self.end_color.r + self.end_color_var.r * rand() eg = self.end_color.g + self.end_color_var.g * rand() eb = self.end_color.b + self.end_color_var.b * rand() ea = self.end_color.a + self.end_color_var.a * rand() delta_color_r = (er - sr) / life delta_color_g = (eg - sg) / life delta_color_b = (eb - sb) / life delta_color_a = (ea - sa) / life self.particle_delta_color[idx][0] = delta_color_r self.particle_delta_color[idx][1] = delta_color_g self.particle_delta_color[idx][2] = delta_color_b self.particle_delta_color[idx][3] = delta_color_a # size self.particle_size[idx] = self.size + self.size_var * rand() # gravity self.particle_grav[idx][0] = self.gravity.x self.particle_grav[idx][1] = self.gravity.y
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """ CocosNode: the basic element of cocos2d """ __docformat__ = 'restructuredtext' import bisect, copy import pyglet from pyglet.gl import * from director import director from camera import Camera import euclid import math import weakref __all__ = ['CocosNode'] class CocosNode(object): """ Cocosnode is the main element. Anything thats gets drawn or contains things that get drawn is a cocosnode. The most popular cocosnodes are scenes, layers and sprites. The main features of a cocosnode are: - They can contain other cocos nodes (add, get, remove, etc) - They can schedule periodic callback (schedule, schedule_interval, etc) - They can execute actions (do, pause, stop, etc) Some cocosnodes provide extra functionality for them or their children. Subclassing a cocosnode usually means (one/all) of: - overriding __init__ to initialize resources and schedule calbacks - create callbacks to handle the advancement of time - overriding draw to render the node """ def __init__(self): # composition stuff #: list of children. each item is (int, child-reference) where int is the z-order self.children = [] #: dictionary that maps children names with children references self.children_names = {} self._parent = None # drawing stuff #: x-position of the object relative to its parent's children_anchor_x value. #: Default: 0 self._x = 0 #: y-position of the object relative to its parent's children_anchor_y value. #: Default: 0 self._y = 0 #: a float, alters the scale of this node and its children. #: Default: 1.0 self._scale = 1.0 #: a float, in degrees, alters the rotation of this node and its children. #: Default: 0.0 self._rotation = 0.0 #: eye, center and up vector for the `Camera`. #: gluLookAt() is used with these values. #: Default: FOV 60, center of the screen. #: IMPORTANT: The camera can perform exactly the same #: transformation as ``scale``, ``rotation`` and the #: ``x``, ``y`` attributes (with the exception that the #: camera can modify also the z-coordinate) #: In fact, they all transform the same matrix, so #: use either the camera or the other attributes, but not both #: since the camera will be overridden by the transformations done #: by the other attributes. #: You can change the camera manually or by using the `Camera3DAction` #: action. self.camera = Camera() #: offset from (x,0) from where rotation and scale will be applied. #: Default: 0 self.transform_anchor_x = 0 #: offset from (0,y) from where rotation and scale will be applied. #: Default: 0 self.transform_anchor_y = 0 #: whether of not the object is visible. #: Default: True self.visible = True #: the grid object for the grid actions. #: This can be a `Grid3D` or a `TiledGrid3D` object depending #: on the action. self.grid = None # actions stuff #: list of `Action` objects that are running self.actions = [] #: list of `Action` objects to be removed self.to_remove = [] #: whether or not the next frame will be skipped self.skip_frame = False # schedule stuff self.scheduled = False # deprecated, soon to be removed self.scheduled_calls = [] #: list of scheduled callbacks self.scheduled_interval_calls = [] #: list of scheduled interval callbacks self.is_running = False #: whether of not the object is running # matrix stuff self.is_transform_dirty = False self.transform_matrix = euclid.Matrix3().identity() self.is_inverse_transform_dirty = False self.inverse_transform_matrix = euclid.Matrix3().identity() def make_property(attr): def set_attr(): def inner(self, value): setattr(self, "transform_"+attr,value) return inner def get_attr(): def inner(self): return getattr(self,"transform_"+attr) return inner return property( get_attr(), set_attr(), doc="""a property to get fast access to [transform_|children_] :type: (int,int) """+attr ) #: Anchor point of the object. #: Children will be added at this point #: and transformations like scaling and rotation will use this point #: as the center anchor = make_property("anchor") #: Anchor x value for transformations and adding children anchor_x = make_property("anchor_x") #: Anchor y value for transformations and adding children anchor_y = make_property("anchor_y") def make_property(attr): def set_attr(): def inner(self, value): setattr(self, attr+"_x",value[0]) setattr(self, attr+"_y",value[1]) return inner def get_attr(self): return getattr(self,attr+"_x"), getattr(self,attr+"_y") return property( get_attr, set_attr(), doc='''a property to get fast access to "+attr+"_[x|y] :type: (int,int) ''') #: Transformation anchor point. #: Transformations like scaling and rotation #: will use this point as it's center transform_anchor = make_property("transform_anchor") del make_property def schedule_interval(self, callback, interval, *args, **kwargs): """ Schedule a function to be called every `interval` seconds. Specifying an interval of 0 prevents the function from being called again (see `schedule` to call a function as often as possible). The callback function prototype is the same as for `schedule`. :Parameters: `callback` : function The function to call when the timer lapses. `interval` : float The number of seconds to wait between each call. This function is a wrapper to pyglet.clock.schedule_interval. It has the additional benefit that all calllbacks are paused and resumed when the node leaves or enters a scene. You should not have to schedule things using pyglet by yourself. """ if self.is_running: pyglet.clock.schedule_interval(callback, interval, *args, **kwargs) self.scheduled_interval_calls.append( (callback, interval, args, kwargs) ) def schedule(self, callback, *args, **kwargs): """ Schedule a function to be called every frame. The function should have a prototype that includes ``dt`` as the first argument, which gives the elapsed time, in seconds, since the last clock tick. Any additional arguments given to this function are passed on to the callback:: def callback(dt, *args, **kwargs): pass :Parameters: `callback` : function The function to call each frame. This function is a wrapper to pyglet.clock.schedule. It has the additional benefit that all calllbacks are paused and resumed when the node leaves or enters a scene. You should not have to schedule things using pyglet by yourself. """ if self.is_running: pyglet.clock.schedule(callback, *args, **kwargs) self.scheduled_calls.append( (callback, args, kwargs) ) def unschedule(self, callback): """ Remove a function from the schedule. If the function appears in the schedule more than once, all occurances are removed. If the function was not scheduled, no error is raised. :Parameters: `callback` : function The function to remove from the schedule. This function is a wrapper to pyglet.clock.unschedule. It has the additional benefit that all calllbacks are paused and resumed when the node leaves or enters a scene. You should not unschedule things using pyglet that where scheduled by node.schedule/node.schedule_interface. """ total_len = len(self.scheduled_calls + self.scheduled_interval_calls) self.scheduled_calls = [ c for c in self.scheduled_calls if c[0] != callback ] self.scheduled_interval_calls = [ c for c in self.scheduled_interval_calls if c[0] != callback ] if self.is_running: pyglet.clock.unschedule( callback ) def resume_scheduler(self): """ Time will continue/start passing for this node and callbacks will be called, worker actions will be called """ for c, i, a, k in self.scheduled_interval_calls: pyglet.clock.schedule_interval(c, i, *a, **k) for c, a, k in self.scheduled_calls: pyglet.clock.schedule(c, *a, **k) def pause_scheduler(self): """ Time will stop passing for this node: scheduled callbacks will not be called, worker actions will not be called """ for f in set( [ x[0] for x in self.scheduled_interval_calls ] + [ x[0] for x in self.scheduled_calls ] ): pyglet.clock.unschedule(f) for arg in self.scheduled_calls: pyglet.clock.unschedule(arg[0]) def _get_parent(self): if self._parent is None: return None else: return self._parent() def _set_parent(self, parent): if parent is None: self._parent = None else: self._parent = weakref.ref(parent) parent = property(_get_parent, _set_parent, doc='''The parent of this object. :type: object ''') def get_ancestor(self, klass): """ Walks the nodes tree upwards until it finds a node of the class `klass` or returns None :rtype: `CocosNode` or None """ if isinstance(self, klass): return self parent = self.parent if parent: return parent.get_ancestor( klass ) # # Transform properties # def _get_x(self): return self._x def _set_x(self, x): self._x = x self.is_transform_dirty = True self.is_inverse_transform_dirty = True x = property(_get_x, lambda self,x:self._set_x(x), doc="The x coordinate of the object") def _get_y(self): return self._y def _set_y(self, y): self._y = y self.is_transform_dirty = True self.is_inverse_transform_dirty = True y = property(_get_y, lambda self,y:self._set_y(y), doc="The y coordinate of the object") def _get_position(self): return (self._x, self._y) def _set_position(self, (x,y)): self.x, self.y = x,y self.is_transform_dirty = True self.is_inverse_transform_dirty = True position = property(_get_position, lambda self,p:self._set_position(p), doc='''The (x, y) coordinates of the object. :type: (int, int) ''') def _get_scale( self ): return self._scale def _set_scale( self, s ): self._scale = s self.is_transform_dirty = True self.is_inverse_transform_dirty = True scale = property( _get_scale, lambda self, scale: self._set_scale(scale)) def _get_rotation( self ): return self._rotation def _set_rotation( self, a ): self._rotation = a self.is_transform_dirty = True self.is_inverse_transform_dirty = True rotation = property( _get_rotation, lambda self, angle: self._set_rotation(angle)) def add(self, child, z=0, name=None ): """Adds a child to the container :Parameters: `child` : CocosNode object to be added `z` : float the z index of self `name` : str Name of the child :rtype: `CocosNode` instance :return: self """ # child must be a subclass of supported_classes #if not isinstance( child, self.supported_classes ): # raise TypeError("%s is not instance of: %s" % (type(child), self.supported_classes) ) if name: if name in self.children_names: raise Exception("Name already exists: %s" % name ) self.children_names[ name ] = child child.parent = self elem = z, child bisect.insort( self.children, elem ) if self.is_running: child.on_enter() return self def kill(self): '''Remove this object from its parent, and thus most likely from everything. ''' self.parent.remove(self) def remove( self, obj ): """Removes a child from the container given its name or object If the node was added with name, it is better to remove by name, else the name will be unavailable for further adds ( and will raise Exception if add with this same name is attempted) :Parameters: `obj` : string or object name of the reference to be removed or object to be removed """ if isinstance(obj, str): if obj in self.children_names: child = self.children_names.pop( obj ) self._remove( child ) else: raise Exception("Child not found: %s" % obj ) else: self._remove(obj) def _remove( self, child ): l_old = len(self.children) self.children = [ (z,c) for (z,c) in self.children if c != child ] if l_old == len(self.children): raise Exception("Child not found: %s" % str(child) ) if self.is_running: child.on_exit() def get_children(self): """Return a list with the node's childs :rtype: list of CocosNode :return: childs of this node """ return [ c for (z, c) in self.children ] def __contains__(self, child): return child in self.get_children() def get( self, name ): """Gets a child from the container given its name :Parameters: `name` : string name of the reference to be get :rtype: CocosNode :return: the child named 'name'. Will raise Exception if not present Warning: if a node is added with name, then removed not by name, the name cannot be recycled: attempting to add other node with this name will produce an Exception. """ if name in self.children_names: return self.children_names[ name ] else: raise Exception("Child not found: %s" % name ) def on_enter( self ): """ Called every time just before the node enters the stage. Schedulled calls and worker actions continues to perform Good point to do .push_handlers if you have custom ones Rule: a handler pushed there is near certain to require a .pop_handlers in the .on_exit method (else it will be called even after removed from the active scene, or, if going on stage again will be called multiple times for each event ocurrence) """ self.is_running = True # start actions self.resume() # resume scheduler self.resume_scheduler() # propagate for c in self.get_children(): c.on_enter() def on_exit( self ): """ Called every time just before the node leaves the stage Schedulled calls and worker actions are suspended, that is, will not be called until an on_enter event happens. Most of the time you will want to .pop_handlers for all explicit .push_handlers found in on_enter Consider to release here openGL resources created by this node, like compiled vertex lists """ self.is_running = False # pause actions self.pause() # pause callbacks self.pause_scheduler() # propagate for c in self.get_children(): c.on_exit() def transform( self ): """ Apply ModelView transformations you will most likely want to wrap calls to this function with glPushMatrix/glPopMatrix """ x,y = director.get_window_size() if not(self.grid and self.grid.active): # only apply the camera if the grid is not active # otherwise, the camera will be applied inside the grid self.camera.locate() glTranslatef( self.position[0], self.position[1], 0 ) glTranslatef( self.transform_anchor_x, self.transform_anchor_y, 0 ) if self.rotation != 0.0: glRotatef( -self._rotation, 0, 0, 1) if self.scale != 1.0: glScalef( self._scale, self._scale, 1) if self.transform_anchor != (0,0): glTranslatef( - self.transform_anchor_x, - self.transform_anchor_y, 0 ) def walk(self, callback, collect=None): """ Executes callback on all the subtree starting at self. returns a list of all return values that are not none :Parameters: `callback` : function callable, takes a cocosnode as argument `collect` : list list of visited nodes :rtype: list :return: the list of not-none return values """ if collect is None: collect = [] r = callback(self) if r is not None: collect.append( r ) for node in self.get_children(): node.walk(callback, collect) return collect def visit(self): ''' This function *visits* it's children in a recursive way. It will first *visit* the children that that have a z-order value less than 0. Then it will call the `draw` method to draw itself. And finally it will *visit* the rest of the children (the ones with a z-value bigger or equal than 0) Before *visiting* any children it will call the `transform` method to apply any possible transformation. ''' if not self.visible: return position = 0 if self.grid and self.grid.active: self.grid.before_draw() # we visit all nodes that should be drawn before ourselves if self.children and self.children[0][0] < 0: glPushMatrix() self.transform() for z,c in self.children: if z >= 0: break position += 1 c.visit() glPopMatrix() # we draw ourselves self.draw() # we visit all the remaining nodes, that are over ourselves if position < len(self.children): glPushMatrix() self.transform() for z,c in self.children[position:]: c.visit() glPopMatrix() if self.grid and self.grid.active: self.grid.after_draw( self.camera ) def draw(self, *args, **kwargs): """ This is the function you will have to override if you want your subclassed to draw something on screen. You *must* respect the position, scale, rotation and anchor attributes. If you want OpenGL to do the scaling for you, you can:: def draw(self): glPushMatrix() self.transform() # ... draw .. glPopMatrix() """ pass def do( self, action, target=None ): '''Executes an *action*. When the action finished, it will be removed from the node's actions container. :Parameters: `action` : an `Action` instance Action that will be executed. :rtype: `Action` instance :return: A clone of *action* to remove an action you must use the .do return value to call .remove_action ''' a = copy.deepcopy( action ) if target is None: a.target = self else: a.target = target a.start() self.actions.append( a ) if not self.scheduled: if self.is_running: self.scheduled = True pyglet.clock.schedule( self._step ) return a def remove_action(self, action): """Removes an action from the node actions container, potentially calling action.stop() If action was running, action.stop is called Mandatory interfase to remove actions in the node actions container. When skipping this there is the posibility to double call the action.stop :Parameters: `action` : Action Action to be removed Must be the return value for a .do(...) call """ assert action in self.actions if not action.scheduled_to_remove: action.scheduled_to_remove = True action.stop() action.target = None self.to_remove.append( action ) def pause(self): """ Suspends the execution of actions. """ if not self.scheduled: return self.scheduled = False pyglet.clock.unschedule( self._step ) def resume(self): """ Resumes the execution of actions. """ if self.scheduled: return self.scheduled = True pyglet.clock.schedule( self._step ) self.skip_frame = True def stop(self): """ Removes all actions from the running action list For each action running the stop method will be called, and the action will be retired from the actions container. """ for action in self.actions: self.remove_action(action) def are_actions_running(self): """ Determine whether any actions are running. """ return bool(set(self.actions) - set(self.to_remove)) def _step(self, dt): """pumps all the actions in the node actions container The actions scheduled to be removed are removed Then an action.step() is called for each action in the node actions container, and if the action doenst need any more step calls will be schedulled to remove. When schedulled to remove, the stop method for the action is called. :Parameters: `dt` : delta_time The time that elapsed since that last time this functions was called. """ for x in self.to_remove: if x in self.actions: self.actions.remove( x ) self.to_remove = [] if self.skip_frame: self.skip_frame = False return if len( self.actions ) == 0: self.scheduled = False pyglet.clock.unschedule( self._step ) for action in self.actions: if not action.scheduled_to_remove: action.step(dt) if action.done(): self.remove_action( action ) # world to local / local to world methods def get_local_transform( self ): '''returns an euclid.Matrix3 with the local transformation matrix :rtype: euclid.Matrix3 ''' if self.is_transform_dirty: matrix = euclid.Matrix3().identity() matrix.translate(self._x, self._y) matrix.translate( self.transform_anchor_x, self.transform_anchor_y ) matrix.rotate( math.radians(-self.rotation) ) matrix.scale(self._scale, self._scale) matrix.translate( -self.transform_anchor_x, -self.transform_anchor_y ) self.is_transform_dirty = False self.transform_matrix = matrix return self.transform_matrix def get_world_transform( self ): '''returns an euclid.Matrix3 with the world transformation matrix :rtype: euclid.Matrix3 ''' matrix = self.get_local_transform() p = self.parent while p != None: matrix = p.get_local_transform() * matrix p = p.parent return matrix def point_to_world( self, p ): '''returns an euclid.Vector2 converted to world space :rtype: euclid.Vector2 ''' v = euclid.Point2( p[0], p[1] ) matrix = self.get_world_transform() return matrix * v def get_local_inverse( self ): '''returns an euclid.Matrix3 with the local inverse transformation matrix :rtype: euclid.Matrix3 ''' if self.is_inverse_transform_dirty: matrix = self.get_local_transform().inverse() self.inverse_transform_matrix = matrix self.is_inverse_transform_dirty = False return self.inverse_transform_matrix def get_world_inverse( self ): '''returns an euclid.Matrix3 with the world inverse transformation matrix :rtype: euclid.Matrix3 ''' matrix = self.get_local_inverse() p = self.parent while p != None: matrix = matrix * p.get_local_inverse() p = p.parent return matrix def point_to_local( self, p ): '''returns an euclid.Vector2 converted to local space :rtype: euclid.Vector2 ''' v = euclid.Point2( p[0], p[1] ) matrix = self.get_world_inverse() return matrix * v
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- from pyglet.gl import * from pyglet import window, image import shader __all__ = ['wired'] test_v = ''' varying vec3 position; void main() { gl_Position = ftransform(); position = gl_Position.xyz; } ''' test_f = ''' uniform vec4 color; void main() { gl_FragColor = color; } ''' def load_shader(): s = shader.ShaderProgram() # s.setShader(shader.VertexShader('test_v', test_v)) s.setShader(shader.FragmentShader('test_f', test_f)) return s wired = load_shader()
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- # Ideas borrowed from: # Artificial Ineptitude : http://www.pyweek.org/e/0AI/ # """Here are a bunch of utilities to use with cocos. utils ===== This module provides classes or functions that were useful to us while doing games. """ __docformat__ = 'restructuredtext' from cocos.layer import * from cocos.scene import Scene from cocos.director import director class SequenceScene(Scene): """SequenceScene is used when you want to load more than one scene to the director. Some easy example would be: I want to run a Intro scene before the menu game. So I do this: director.run( SequenceScene(intro(), menuGame()) ) """ def __init__(self, *scenes): super(SequenceScene, self).__init__() self.scenes = scenes self.p = 0 def on_enter(self): if self.p >= len(self.scenes): director.pop() else: director.push( self.scenes[ self.p ] ) self.p += 1
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- from cocos import actions from cocos import audio class PlayAction(actions.InstantAction): def init(self, sound): self.sound = sound def start(self): if audio._working: self.sound.play() def __deepcopy__(self, memo): # A shallow copy should be enough because sound effects are immutable # Also, we don't need to use the memo, because there can not be a cycle return PlayAction(self.sound)
Python
## pygame - Python Game Library ## Copyright (C) 2000-2003 Pete Shinners ## ## This library is free software; you can redistribute it and/or ## modify it under the terms of the GNU Library General Public ## License as published by the Free Software Foundation; either ## version 2 of the License, or (at your option) any later version. ## ## This library 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 ## Library General Public License for more details. ## ## You should have received a copy of the GNU Library General Public ## License along with this library; if not, write to the Free ## Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ## ## Pete Shinners ## pete@shinners.org """Simply the current installed pygame version. The version information is stored in the regular pygame module as 'pygame.ver'. Keeping the version information also available in a separate module allows you to test the pygame version without importing the main pygame module. The python version information should always compare greater than any previous releases. (hmm, until we get to versions > 10) """ ver = '1.8.0pre' vernum = 1,8,0
Python
#!/usr/bin/env python '''Pygame module for controlling streamed audio The music module is closely tied to pygame.mixer. Use the music module to control the playback of music in the sound mixer. The difference between the music playback and regular Sound playback is that the music is streamed, and never actually loaded all at once. The mixer system only supports a single music stream at once. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: music.py 875 2006-07-23 05:04:59Z aholkner $' from cocos.audio.SDL import * from cocos.audio.SDL.mixer import * import base import mixer _current_music = None _queue_music = None _frequency = 0 _format = 0 _channels = 0 _pos = 0 _pos_time = -1 _endmusic_event = SDL_NOEVENT def _mixmusic_callback(data, stream): global _pos, _pos_time if not Mix_PausedMusic(): _pos += len(stream) _pos_time = SDL_GetTicks() def _endmusic_callback(): global _current_music, _queue_music, _pos, _pos_time if _endmusic_event: _free_loaded(True, False) _current_music = _queue_music _queue_music = None Mix_HookMusicFinished(_endmusic_callback) _pos = 0 Mix_PlayMusic(_current_music, 0) else: _pos_time = -1 Mix_SetPostMix(None, None) def _free_loaded(current=True, queue=True): global _current_music, _queue_music if current and _current_music: Mix_FreeMusic(_current_music) _current_music = None if queue and _queue_music: Mix_FreeMusic(_queue_music) _current_music = None def load(filename): '''Load a music file for playback. This will load a music file and prepare it for playback. If a music stream is already playing it will be stopped. This does not start the music playing. Music can only be loaded from filenames, not python file objects like the other pygame loading functions. :Parameters: `filename` : str Filename of music to load. ''' global _current_music mixer._mixer_init_check() _free_loaded() _current_music = Mix_LoadMUS(filename) def play(loops=0, start=0.0): '''Start the playback of the music stream. This will play the loaded music stream. If the music is already playing it will be restarted. The `loops` argument controls the number of repeats a music will play. play(5) will cause the music to played once, then repeated five times, for a total of six. If `loops` is -1 then the music will repeat until stopped. The `start` argument controls where in the music the song starts playing. The starting position is dependent on the format of music playing. MP3 and OGG use the position as time (in seconds). MOD music it is the pattern order number. Passing a value to `start` will raise a NotImplementedError if it cannot set the start position :Parameters: `loops` : int Number of times to repeat music after initial play through. `start` : float Starting time within music track to play from, in seconds. ''' global _frequency, _format, _channels mixer._mixer_init_check() if not _current_music: raise base.error, 'music not loaded' Mix_HookMusicFinished(_endmusic_callback) Mix_SetPostMix(_mixmusic_callback, None) ready, _frequency, _format, _channels = Mix_QuerySpec() if Mix_Linked_Version().is_since((1, 2, 3)): volume = Mix_VolumeMusic(-1) Mix_FadeInMusicPos(_current_music, loops, 0, start) Mix_VolumeMusic(volume) else: if start: raise NotImplementedError, \ 'music start position requires SDL_Mixer 1.2.3 or later' Mix_PlayMusic(_current_music, loops) def rewind(): '''Restart music. Resets playback of the current music to the beginning. ''' mixer._mixer_init_check() Mix_RewindMusic() def stop(): '''Stop the music playback. Stops the current music if it is playing. Any queued music will be unqueued. ''' mixer._mixer_init_check() Mix_HaltMusic() _free_loaded(False, True) def pause(): '''Temporarily stop music playback. Temporarily stop playback of the music stream. It can be resumed with the `unpause` function. ''' mixer._mixer_init_check() Mix_PauseMusic() def unpause(): '''Resume paused music. This will resume the playback of a music stream after it has been paused. ''' mixer._mixer_init_check() Mix_UnpauseMusic() def fadeout(time): '''Stop music playback after fading out. This will stop the music playback after it has been faded out over the specified time (measured in milliseconds). Any queued music will be unqueued. Note, that this function blocks until the music has faded out. :Parameters: `time` : int Time to fade out over, in milliseconds. ''' mixer._mixer_init_check() Mix_FadeOutMusic(time) _free_loaded(False, True) def set_volume(volume): '''Set the music volume. Set the volume of the music playback. The value argument is between 0.0 and 1.0. When new music is loaded the volume is reset. :Parameters: `volume` : float Volume of music playback, in range [0.0, 1.0]. ''' mixer._mixer_init_check() Mix_VolumeMusic(int(volume * 128)) def get_volume(): '''Get the music volume. Returns the current volume for the mixer. The value will be between 0.0 and 1.0. :rtype: float ''' mixer._mixer_init_check() return Mix_VolumeMusic(-1) / 128.0 def get_busy(): '''Check if the music stream is playing. Returns True when the music stream is actively playing. When the music is idle this returns False. :rtype: bool ''' mixer._mixer_init_check() return Mix_PlayingMusic() def get_pos(): '''Get the amount of time music has been playing. This gets the number of milliseconds that the music has been playing for. The returned time only represents how long the music has been playing; it does not take into account any starting position offsets. Returns -1 if the position is unknown. :rtype: int ''' mixer._mixer_init_check() if _pos_time < 0: return -1 ticks = 1000 * _pos / _channels / _frequency / ((_format & 0xff) >> 3) if not Mix_PausedMusic(): ticks += SDL_GetTicks() - _pos_time return int(ticks) def queue(filename): '''Queue a music file to follow the current one. This will load a music file and queue it. A queued music file will begin as soon as the current music naturally ends. If the current music is ever stopped or changed, the queued song will be lost. The following example will play music by Bach six times, then play music by Mozart once:: pygame.mixer.music.load('bach.ogg') pygame.mixer.music.play(5) # Plays six times, not five pygame.mixer.music.queue('mozart.ogg') :Parameters: `filename` : str Filename of music file to queue. ''' global _queue_music mixer._mixer_init_check() music = Mix_LoadMUS(filename) _free_loaded(False, True) _queue_music = music def set_endevent(eventtype=None): '''Have the music send an event when playback stops. This causes Pygame to signal (by means of the event queue) when the music is done playing. The argument determines the type of event that will be queued. The event will be queued every time the music finishes, not just the first time. To stop the event from being queued, call this method with no argument. :Parameters: `eventtype` : int Type of event to post. For example, ``SDL_USEREVENT + n`` ''' global _endmusic_event if eventtype is None: eventtype = SDL_NOEVENT _endmusic_event = eventtype def get_endevent(): '''Get the event a channel sends when playback stops. Returns the event type to be sent every time the music finishes playback. If there is no endevent the function returns pygame.NOEVENT. :rtype: int ''' return _endmusic_event
Python
#!/usr/bin/env python '''Pygame module for loading and playing sounds. This module contains classes for loading Sound objects and controlling playback. The mixer module is optional and depends on SDL_mixer. Your program should test that pygame.mixer is available and intialized before using it. The mixer module has a limited number of channels for playback of sounds. Usually programs tell pygame to start playing audio and it selects an available channel automatically. The default is 8 simultaneous channels, but complex programs can get more precise control over the number of channels and their use. All sound playback is mixed in background threads. When you begin to play a Sound object, it will return immediately while the sound continues to play. A single Sound object can also be actively played back multiple times. The mixer also has a special streaming channel. This is for music playback and is accessed through the pygame.mixer.music module. The mixer module must be initialized like other pygame modules, but it has some extra conditions. The pygame.mixer.init() function takes several optional arguments to control the playback rate and sample size. Pygame will default to reasonable values, but pygame cannot perform Sound resampling, so the mixer should be initialized to match the values of your audio resources. NOTE: there is currently a bug on some windows machines which makes sound play back 'scratchy'. There is not enough cpu in the sound thread to feed the buffer to the sound api. To get around this you can increase the buffer size. However this means that there is more of a delay between the time you ask to play the sound and when it gets played. Try calling this before the pygame.init or pygame.mixer.init calls. pygame.mixer.pre_init(44100,-16,2, 1024 * 3) ''' __docformat__ = 'restructuredtext' __version__ = '$Id: mixer.py 928 2006-08-19 03:13:40Z aholkner $' from cocos.audio.SDL import * from cocos.audio.SDL.mixer import * from cocos.audio.SDL.rwops import * from cocos.audio.pygame import base try: from cocos.audio.pygame import music _have_music = True except ImportError: _have_music = False _request_frequency = MIX_DEFAULT_FREQUENCY _request_size = MIX_DEFAULT_FORMAT _request_stereo = MIX_DEFAULT_CHANNELS _request_buffer = 1024 _channels = {} import Queue event_queue = Queue.Queue(256) def __PYGAMEinit__(frequency=None, size=None, stereo=None, buffer=None): if frequency is None: frequency = _request_frequency if size is None: size = _request_size if stereo is None: stereo = _request_stereo if buffer is None: buffer = _request_buffer stereo = min(2, stereo) if size == 8: size = AUDIO_U8 elif size == -8: size = AUDIO_S8 elif size == 16: size ==AUDIO_U16SYS elif size == -16: size = AUDIO_S16SYS # Make buffer power of 2 i = 256 while i < buffer: i <<= 1 buffer = i global _endsound_callback if not SDL_WasInit(SDL_INIT_AUDIO): base.register_quit(_autoquit) SDL_InitSubSystem(SDL_INIT_AUDIO) Mix_OpenAudio(frequency, size, stereo, buffer) if Mix_Linked_Version().is_since((1,2,3)): Mix_ChannelFinished(_endsound_callback) Mix_VolumeMusic(127) return 1 def _autoquit(): global _channels if SDL_WasInit(SDL_INIT_AUDIO): Mix_HaltMusic() _channels = {} if _have_music: music._free_loaded() Mix_CloseAudio() SDL_QuitSubSystem(SDL_INIT_AUDIO) def _endsound_callback(channel): channel = _channels.get(channel, None) if not channel: return if channel._endevent != SDL_NOEVENT: event_queue.put(channel) if channel._queue: channel._sound = channel._queue channel._queue = None channelnum = \ Mix_PlayChannelTimed(channel._id, channel._sound._chunk, 0, -1) if channelnum != -1: Mix_GroupChannel(channelnum, id(channel._sound)) else: channel._sound = None def init(frequency=None, size=None, stereo=None, buffer=None): '''Initialize the mixer module. Initialize the mixer module for Sound loading and playback. The default arguments can be overridden to provide specific audio mixing. The size argument represents how many bits are used for each audio sample. If the value is negative then signed sample values will be used. Positive values mean unsigned audio samples will be used. If the stereo argument is false the mixer will use mono sound. The buffer argument controls the number of internal samples used in the sound mixer. The default value should work for most cases. It can be lowered to reduce latency, but sound dropout may occur. It can be raised to larger values to ensure playback never skips, but it will impose latency on sound playback. The buffer size must be a power of two. Some platforms require the pygame.mixer module to be initialized after the display modules have initialized. The top level pygame.init() takes care of this automatically, but cannot pass any arguments to the mixer init. To solve this, mixer has a function pygame.mixer.pre_init() to set the proper defaults before the toplevel init is used. It is safe to call this more than once, but after the mixer is initialized you cannot change the playback arguments without first calling pygame.mixer.quit(). :Parameters: `frequency` : int Sample rate, in Hertz; defaults to 22050 `size` : int Bits per sample per channel; defaults to -16. Positive values for unsigned values, negative for signed. `stereo` : int Number of output channels: 1 for mono, 2 for stereo; defaults to 2. `buffer` : int Byte size of each output channel's buffer; a power of two; defaults to 1024. ''' __PYGAMEinit__(frequency, size, stereo, buffer) def pre_init(frequency=0, size=0, stereo=0, buffer=0): '''Preset the mixer init arguments. Any nonzero arguments change the default values used when the real pygame.mixer.init() is called. The best way to set custom mixer playback values is to call pygame.mixer.pre_init() before calling the top level pygame.init(). :Parameters: `frequency` : int Sample rate, in Hertz `size` : int Bits per sample per channel. Positive values for unsigned values, negative for signed. `stereo` : bool Number of mixdown channels: False for 1, True for 2. `buffer` : int Bytes for mixdown buffer size; a power of two. ''' global _request_frequency global _request_size global _request_stereo global _request_buffer if frequency: _request_frequency = frequency if size: _request_size = size if stereo: _request_stereo = stereo if buffer: _request_buffer = buffer def quit(): '''Uninitialize the mixer. This will uninitialize pygame.mixer. All playback will stop and any loaded Sound objects may not be compatable with the mixer if it is reinitialized later. ''' _autoquit() def get_init(): '''Determine if the mixer is initialized. If the mixer is initialized, this returns the playback arguments it is using. If the mixer has not been initialized this returns None The value of `size` follows the same conventions as in `init`. :rtype: (int, int, bool) or None :return: (frequency, size, stereo) ''' if not SDL_WasInit(SDL_INIT_AUDIO): return opened, frequency, format, channels = Mix_QuerySpec() if format & ~0xff: format = -(format & 0xff) return frequency, format, channels > 1 def _mixer_init_check(): if not SDL_WasInit(SDL_INIT_AUDIO): raise base.error, 'mixer system not initialized' def stop(): '''Stop playback of all sound channels. This will stop all playback of all active mixer channels. ''' _mixer_init_check() Mix_HaltChannel(-1) def pause(): '''Temporarily stop playback of all sound channels. This will temporarily stop all playback on the active mixer channels. The playback can later be resumed with pygame.mixer.unpause() ''' _mixer_init_check() Mix_Pause(-1) def unpause(): '''Resume paused playback of sound channels. This will resume all active sound channels after they have been paused. ''' _mixer_init_check() Mix_Resume(-1) def fadeout(time): '''Fade out the volume on all sounds before stopping. This will fade out the volume on all active channels over the time argument in milliseconds. After the sound is muted the playback will stop. :Parameters: `time` : int Time to fade out, in milliseconds. ''' _mixer_init_check() Mix_FadOutChannel(-1, time) def set_num_channels(channels): '''Set the total number of playback channels. Sets the number of available channels for the mixer. The default value is 8. The value can be increased or decreased. If the value is decreased, sounds playing on the truncated channels are stopped. :Parameters: `channels` : int Number of channels ''' _mixer_init_check() Mix_AllocateChannels(channels) for i in _channels.keys()[:]: if i >= channels: del channels[i] def get_num_channels(): '''Get the total number of playback channels. Returns the number of currently active playback channels. :rtype: int ''' _mixer_init_check() return Mix_GroupCount(-1) def set_reserved(channels): '''Reserve channels from being automatically used. The mixer can reserve any number of channels that will not be automatically selected for playback by Sounds. If sounds are currently playing on the reserved channels they will not be stopped. This allows the application to reserve a specific number of channels for important sounds that must not be dropped or have a guaranteed channel to play on. :Parameters: `channels` : int Number of channels to reserve. ''' _mixer_init_check() Mix_ReserveChannels(channels) def find_channel(force=False): '''Find an unused channel. This will find and return an inactive Channel object. If there are no inactive Channels this function will return None. If there are no inactive channels and the force argument is True, this will find the Channel with the longest running Sound and return it. If the mixer has reserved channels from pygame.mixer.set_reserved() then those channels will not be returned here. :Parameters: `force` : bool If True, a playing channel will be returned if no free ones are available. :rtype: `Channel` ''' _mixer_init_check() chan = Mix_GroupAvailable(-1) if chan == -1: if not force: return chan = Mix_GroupOldest(-1) return Channel(chan) def get_busy(): '''Test if any sound is being mixed. Returns True if the mixer is busy mixing any channels. If the mixer is idle then this return False. :rtype: bool ''' if not SDL_WasInit(SDL_INIT_AUDIO): return False return bool(Mix_Playing(-1)) class Sound(object): '''The Sound object represents actual sound sample data. Methods that change the state of the Sound object will the all instances of the Sound playback. ''' __slots__ = ['_chunk'] def __init__(self, file, _chunk=None): '''Create a new Sound object from a file. Load a new sound buffer from a filename or from a python file object. Limited resampling will be performed to help the sample match the initialize arguments for the mixer. The Sound can be loaded from an OGG audio file or from an uncompressed WAV. :Parameters: `file` : str or file-like object The filename or file to load. `_chunk` : None Internal use only. ''' if _chunk: self._chunk = _chunk return _mixer_init_check() if hasattr(file, 'read'): rw = SDL_RWFromObject(file) # differ from Pygame, no freesrc here. self._chunk = Mix_LoadWAV_RW(rw, 0) else: self._chunk = Mix_LoadWAV(file) def __del__(self): if self._chunk: Mix_FreeChunk(self._chunk) def play(self, loops=0, maxtime=-1): '''Begin sound playback. Begin playback of the Sound (i.e., on the computer's speakers) on an available Channel. This will forcibly select a Channel, so playback may cut off a currently playing sound if necessary. The loops argument controls how many times the sample will be repeated after being played the first time. A value of 5 means that the sound will be played once, then repeated five times, and so is played a total of six times. The default value (zero) means the Sound is not repeated, and so is only played once. If loops is set to -1 the Sound will loop indefinitely (though you can still call stop() to stop it). The maxtime argument can be used to stop playback after a given number of milliseconds. :Parameters: `loops` : int Number of times to repeat the sound after the first play. `maxtime` : int Maximum number of milliseconds to play for. :rtype: `Channel` :return: The Channel object for the channel that was selected. ''' channelnum = Mix_PlayChannelTimed(-1, self._chunk, loops, maxtime) if channelnum == -1: return Mix_Volume(channelnum, 128) Mix_GroupChannel(channelnum, id(self)) channel = Channel(channelnum) channel._queue = None channel._sound = self return channel def stop(self): '''Stop sound playback. This will stop the playback of this Sound on any active Channels. ''' _mixer_init_check() Mix_HaltGroup(id(self)) def fadeout(self, time): '''Stop sound playback after fading out. This will stop playback of the sound after fading it out over the time argument in milliseconds. The Sound will fade and stop on all actively playing channels. :Parameters: `time` : int Time to fade out, in milliseconds. ''' _mixer_init_check() Mix_FadeOutGroup(id(self), time) def set_volume(self, volume): '''Set the playback volume for this Sound. This will set the playback volume (loudness) for this Sound. This will immediately affect the Sound if it is playing. It will also affect any future playback of this Sound. The argument is a value from 0.0 to 1.0. :Parameters: `volume` : float Volume of playback, in range [0.0, 1.0] ''' _mixer_init_check() Mix_VolumeChunk(self._chunk, int(volume * 128)) def get_volume(self): '''Get the playback volume. Return a value from 0.0 to 1.0 representing the volume for this Sound. :rtype: float ''' _mixer_init_check() return Mix_VolumeChunk(self._chunk, -1) / 128.0 def get_num_channels(self): '''Count how many times this Sound is playing. Return the number of active channels this sound is playing on. :rtype: int ''' _mixer_init_check() return Mix_GroupCount(id(self)) def get_length(self): '''Get the length of the Sound. Return the length of this Sound in seconds. :rtype: float ''' _mixer_init_check() opened, freq, format, channels = Mix_QuerySpec() if format == AUDIO_S8 or format == AUDIO_U8: mixerbytes = 1 else: mixerbytes = 2 numsamples = self._chunk.alen / mixerbytes / channels return numsamples / float(freq) class Channel(object): '''The Channel object can be used to get fine control over the playback of Sounds. A channel can only playback a single Sound at time. Using channels is entirely optional since pygame can manage them by default. ''' __slots__ = ['_id', '_sound', '_queue', '_endevent'] def __new__(cls, id): _mixer_init_check() if id < 0 or id >= Mix_GroupCount(-1): raise IndexError, 'invalid channel index' if id in _channels: return _channels[id] inst = super(Channel, cls).__new__(cls) return inst def __init__(self, id): '''Create a Channel object for controlling playback. Create a Channel object for one of the current channels. The id must be a value from 0 to the value of pygame.mixer.get_num_channels(). :Parameters: `id` : int ID of existing channel to create object for. ''' self._id = id if id not in _channels: self._sound = None self._queue = None self._endevent = SDL_NOEVENT _channels[id] = self def play(self, sound, loops=0, time=-1): '''Play a Sound on a specific Channel. This will begin playback of a Sound on a specific Channel. If the Channel is currently playing any other Sound it will be stopped. The loops argument has the same meaning as in Sound.play(): it is the number of times to repeat the sound after the first time. If it is 3, the sound will be played 4 times (the first time, then three more). If loops is -1 then the playback will repeat indefinitely. As in Sound.play(), the time argument can be used to stop playback of the Sound after a given number of milliseconds. :Parameters: `sound` : `Sound` Sound data to play. `loops` : int Number of times to repeat the sound after the first play. `time` : int Maximum number of milliseconds to play for. ''' channelnum = Mix_PlayChannelTimed(self._id, sound._chunk, loops, time) if channelnum != -1: Mix_GroupChannel(channelnum, id(sound)) self._sound = sound self._queue = None def stop(self): '''Stop playback on a Channel. Stop sound playback on a channel. After playback is stopped the channel becomes available for new Sounds to play on it. ''' _mixer_init_check() Mix_HaltChannel(self._id) def pause(self): '''Temporarily stop playback of a channel. Temporarily stop the playback of sound on a channel. It can be resumed at a later time with Channel.unpause() ''' _mixer_init_check() Mix_Pause(self._id) def unpause(self): '''Resume pause playback of a channel. Resume the playback on a paused channel. ''' _mixer_init_check() Mix_Resume(self._id) def fadeout(self, time): '''Stop playback after fading channel out. Stop playback of a channel after fading out the sound over the given time argument in milliseconds. :Parameters: `time` : int Time to fade out, in milliseconds. ''' _mixer_init_check() Mix_FadeOutChannel(self._id, time) def set_volume(self, left, right=None): '''Set the volume of a playing channel. Set the volume (loudness) of a playing sound. When a channel starts to play its volume value is reset. This only affects the current sound. Each argument is between 0.0 and 1.0. If one argument is passed, it will be the volume of both speakers. If two arguments are passed and the mixer is in stereo mode, the first argument will be the volume of the left speaker and the second will be the volume of the right speaker. (If the second argument is None, the first argument will be the volume of both speakers.) If the channel is playing a Sound on which set_volume() has also been called, both calls are taken into account. For example:: sound = pygame.mixer.Sound("s.wav") channel = s.play() # Sound plays at full volume by default sound.set_volume(0.9) # Now plays at 90% of full volume. sound.set_volume(0.6) # Now plays at 60% (previous value replaced) channel.set_volume(0.5) # Now plays at 30% (0.6 * 0.5). :Parameters: `left` : float Volume of left (or mono) channel, in range [0.0, 1.0] `right` : float Volume of right channel, in range [0.0, 1.0] ''' _mixer_init_check() if Mix_Linked_Version().is_since((1,2,1)): if right is None: Mix_SetPanning(self._id, 255, 255) else: Mix_SetPanning(self._id, int(left * 255), int(right * 255)) left = 1.0 else: if right is not None: left = (left + right) / 2 Mix_Volume(self._id, int(left * 128)) def get_volume(self): '''Get the volume of the playing channel. Return the volume of the channel for the current playing sound. This does not take into account stereo separation used by Channel.set_volume. The Sound object also has its own volume which is mixed with the channel. :rtype: float ''' _mixer_init_check() return Mix_Volume(self._id, -1) / 128.0 def get_busy(self): '''Determine if the channel is active. Returns true if the channel is activily mixing sound. If the channel is idle this returns False. :rtype: bool ''' _mixer_init_check() return Mix_Playing(self._id) def get_sound(self): '''Get the currently playing Sound. Return the actual Sound object currently playing on this channel. If the channel is idle None is returned. :rtype: `Sound` ''' return self._sound def queue(self, sound): '''Queue a Sound object to follow the current. When a Sound is queued on a Channel, it will begin playing immediately after the current Sound is finished. Each channel can only have a single Sound queued at a time. The queued Sound will only play if the current playback finished automatically. It is cleared on any other call to Channel.stop() or Channel.play(). If there is no sound actively playing on the Channel then the Sound will begin playing immediately. :Parameters: `sound` : `Sound` Sound data to queue. ''' if not self._sound: channelnum = Mix_PlayChannelTimed(self._id, sound._chunk, 0, -1) if channelnum != -1: Mix_GroupChannel(channelnum, id(sound)) self._sound = sound else: self._queue = sound def get_queue(self): '''Return any Sound that is queued. If a Sound is already queued on this channel it will be returned. Once the queued sound begins playback it will no longer be on the queue. :rtype: `Sound` ''' return self._queue def set_endevent(self, id=None): '''Have the channel send an event when playback stops. When an endevent is set for a channel, it will send an event to the pygame queue every time a sound finishes playing on that channel (not just the first time). Use pygame.event.get() to retrieve the endevent once it's sent. Note that if you called Sound.play(n) or Channel.play(sound,n), the end event is sent only once: after the sound has been played "n+1" times (see the documentation of Sound.play). If Channel.stop() or Channel.play() is called while the sound was still playing, the event will be posted immediately. The `id` argument will be the event id sent to the queue. This can be any valid event type, but a good choice would be a value between pygame.locals.USEREVENT and pygame.locals.NUMEVENTS. If no type argument is given then the Channel will stop sending endevents. :Parameters: `id` : int Event ID to send. ''' if id is None: id = SDL_NOEVENT self._endevent = id def get_endevent(self): '''Get the event a channel sends when playback stops. Returns the event type to be sent every time the Channel finishes playback of a Sound. If there is no endevent the function returns pygame.NOEVENT. :rtype: int ''' return self._endevent
Python
#!/usr/bin/env python '''Pygame core routines Contains the core routines that are used by the rest of the pygame modules. Its routines are merged directly into the pygame namespace. This mainly includes the auto-initialization `init` and `quit` routines. There is a small module named `locals` that also gets merged into this namespace. This contains all the constants needed by pygame. Object constructors also get placed into this namespace, you can call functions like `Rect` and `Surface` to create objects of that type. As a convenience, you can import the members of pygame.locals directly into your module's namespace with:: from pygame.locals import * Most of the pygame examples do this if you'd like to take a look. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: base.py 911 2006-08-09 08:56:31Z aholkner $' import atexit import sys from cocos.audio import SDL _quitfunctions = [] class error(RuntimeError): pass def init(): '''Autoinitialize all imported pygame modules. Initialize all imported pygame modules. Includes pygame modules that are not part of the base modules (like font and image). It does not raise exceptions, but instead silently counts which modules have failed to init. The return argument contains a count of the number of modules initialized, and the number of modules that failed to initialize. You can always initialize the modules you want by hand. The modules that need it have an `init` and `quit` routine built in, which you can call directly. They also have a `get_init` routine which you can use to doublecheck the initialization. Note that the manual `init` routines will raise an exception on error. Be aware that most platforms require the display module to be initialized before others. This `init` will handle that for you, but if you initialize by hand, be aware of this constraint. As with the manual `init` routines. It is safe to call this `init` as often as you like. :rtype: int, int :return: (count_passed, count_failed) ''' success = 0 fail = 0 SDL.SDL_Init(SDL.SDL_INIT_EVENTTHREAD | \ SDL.SDL_INIT_TIMER | \ SDL.SDL_INIT_NOPARACHUTE) if _video_autoinit(): success += 1 else: fail += 1 for mod in sys.modules.values(): if hasattr(mod, '__PYGAMEinit__') and callable(mod.__PYGAMEinit__): try: mod.__PYGAMEinit__() success += 1 except: fail += 1 return success, fail def register_quit(func): '''Routine to call when pygame quits. The given callback routine will be called when pygame is quitting. Quit callbacks are served on a 'last in, first out' basis. ''' _quitfunctions.append(func) def _video_autoquit(): if SDL.SDL_WasInit(SDL.SDL_INIT_VIDEO): SDL.SDL_QuitSubSystem(SDL.SDL_INIT_VIDEO) def _video_autoinit(): if not SDL.SDL_WasInit(SDL.SDL_INIT_VIDEO): SDL.SDL_InitSubSystem(SDL.SDL_INIT_VIDEO) SDL.SDL_EnableUNICODE(1) return 1 def _atexit_quit(): while _quitfunctions: func = _quitfunctions.pop() func() _video_autoquit() SDL.SDL_Quit() def get_sdl_version(): '''Get the version of the linked SDL runtime. :rtype: int, int, int :return: major, minor, patch ''' v = SDL.SDL_Linked_Version() return v.major, v.minor, v.patch def quit(): '''Uninitialize all pygame modules. Uninitialize all pygame modules that have been initialized. Even if you initialized the module by hand, this `quit` will uninitialize it for you. All the pygame modules are uninitialized automatically when your program exits, so you will usually not need this routine. If you program plans to keep running after it is done with pygame, then would be a good time to make this call. ''' _atexit_quit() def get_error(): '''Get current error message. SDL maintains an internal current error message. This message is usually given to you when an SDL related exception occurs, but sometimes you may want to call this directly yourself. :rtype: str ''' return SDL.SDL_GetError() def _rgba_from_obj(obj): if not type(obj) in (tuple, list): return None if len(obj) == 1: return _rgba_from_obj(obj[0]) elif len(obj) == 3: return (int(obj[0]), int(obj[1]), int(obj[2]), 255) elif len(obj) == 4: return obj else: return None atexit.register(_atexit_quit)
Python
## pygame - Python Game Library ## Copyright (C) 2000-2001 Pete Shinners ## ## This library is free software; you can redistribute it and/or ## modify it under the terms of the GNU Library General Public ## License as published by the Free Software Foundation; either ## version 2 of the License, or (at your option) any later version. ## ## This library 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 ## Library General Public License for more details. ## ## You should have received a copy of the GNU Library General Public ## License along with this library; if not, write to the Free ## Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ## ## Pete Shinners ## pete@shinners.org '''Top-level Pygame module. Pygame is a set of Python modules designed for writing games. It is written on top of the excellent SDL library. This allows you to create fully featured games and multimedia programs in the Python language. The package is highly portable, with games running on Windows, MacOS, OS X, BeOS, FreeBSD, IRIX, and Linux. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: __init__.py 899 2006-08-04 16:52:18Z aholkner $' import os import sys class MissingModule: def __init__(self, name, info='', urgent=0): self.name = name self.info = str(info) self.urgent = urgent if urgent: self.warn() def __getattr__(self, var): if not self.urgent: self.warn() self.urgent = 1 MissingPygameModule = "%s module not available" % self.name raise NotImplementedError, MissingPygameModule def __nonzero__(self): return 0 def warn(self): if self.urgent: type = 'import' else: type = 'use' message = '%s %s: %s' % (type, self.name, self.info) try: import warnings if self.urgent: level = 4 else: level = 3 warnings.warn(message, RuntimeWarning, level) except ImportError: print message #we need to import like this, each at a time. the cleanest way to import #our modules is with the import command (not the __import__ function) #first, the "required" modules #from pygame.array import * from cocos.audio.pygame.base import * from cocos.audio.pygame.version import * __version__ = ver #next, the "standard" modules #we still allow them to be missing for stripped down pygame distributions try: import cocos.audio.pygame.mixer except (ImportError,IOError), msg:mixer=MissingModule("mixer", msg, 0) #there's also a couple "internal" modules not needed #by users, but putting them here helps "dependency finder" #programs get everything they need (like py2exe) try: import cocos.audio.pygame.mixer_music; del cocos.audio.pygame.mixer_music except (ImportError,IOError):pass #cleanup namespace del os, sys, #TODO rwobject, surflock, MissingModule, copy_reg
Python
#!/usr/bin/env python '''Time management routines. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import dll SDL_GetTicks = dll.function('SDL_GetTicks', '''Get the number of milliseconds since the SDL library initialization. Note that this value wraps if the program runs for more than ~49 days. :rtype: int ''', args=[], arg_types=[], return_type=c_uint) SDL_Delay = dll.function('SDL_Delay', '''Wait a specified number of milliseconds before returning. :Parameters: `ms` : int delay in milliseconds ''', args=['ms'], arg_types=[c_uint], return_type=None) _SDL_TimerCallback = CFUNCTYPE(c_int, c_uint) _SDL_SetTimer = dll.private_function('SDL_SetTimer', arg_types=[c_uint, _SDL_TimerCallback], return_type=c_int) _timercallback_ref = None # Keep global to avoid possible GC def SDL_SetTimer(interval, callback): '''Set a callback to run after the specified number of milliseconds has elapsed. The callback function is passed the current timer interval and returns the next timer interval. If the returned value is the same as the one passed in, the periodic alarm continues, otherwise a new alarm is scheduled. If the callback returns 0, the periodic alarm is cancelled. To cancel a currently running timer, call ``SDL_SetTimer(0, None)``. The timer callback function may run in a different thread than your main code, and so shouldn't call any functions from within itself. The maximum resolution of this timer is 10 ms, which means that if you request a 16 ms timer, your callback will run approximately 20 ms later on an unloaded system. If you wanted to set a flag signaling a frame update at 30 frames per second (every 33 ms), you might set a timer for 30 ms:: SDL_SetTimer((33/10)*10, flag_update) If you use this function, you need to pass `SDL_INIT_TIMER` to `SDL_Init`. Under UNIX, you should not use raise or use SIGALRM and this function in the same program, as it is implemented using ``setitimer``. You also should not use this function in multi-threaded applications as signals to multi-threaded apps have undefined behavior in some implementations. :Parameters: `interval` : int Interval before callback, in milliseconds. `callback` : function Callback function should accept one argument, the number of milliseconds elapsed, and return the next timer interval, in milliseconds. ''' # Note SDL_SetTimer actually returns 1 on success, not 0 as documented # in SDL_timer.h. global _timercallback_ref if callback: _timercallback_ref = _SDL_TimerCallback(callback) else: _timercallback_ref = _SDL_TimerCallback() # XXX if this fails the global ref is incorrect and old one will # possibly be collected early. if _SDL_SetTimer(interval, _timercallback_ref) == -1: raise SDL.error.SDL_Exception, SDL.error.SDL_GetError() # For the new timer functions, the void *param passed to the callback # is ignored; using an local function instead. The SDL_TimerID type # is not defined, we use c_void_p instead. _SDL_NewTimerCallback = CFUNCTYPE(c_uint, c_int, c_void_p) _SDL_AddTimer = dll.private_function('SDL_AddTimer', arg_types=[c_uint, _SDL_NewTimerCallback, c_void_p], return_type=c_void_p) _timer_refs = {} # Keep global to manage GC def SDL_AddTimer(interval, callback, param): '''Add a new timer to the pool of timers already running. :Parameters: `interval` : int The interval before calling the callback, in milliseconds. `callback` : function The callback function. It is passed the current timer interval, in millseconds, and returns the next timer interval, in milliseconds. If the returned value is the same as the one passed in, the periodic alarm continues, otherwise a new alarm is scheduled. If the callback returns 0, the periodic alarm is cancelled. An example callback function is:: def timer_callback(interval, param): print 'timer called after %d ms.' % interval return 1000 # call again in 1 second `param` : any A value passed to the callback function. :rtype: int :return: the timer ID ''' def _callback(interval, _ignored_param): return callback(interval, param) func = _SDL_NewTimerCallback(_callback) result = _SDL_AddTimer(interval, func, None) if not result: raise SDL.error.SDL_Exception, SDL.error.SDL_GetError() _timer_refs[result] = func return result _SDL_RemoveTimer = dll.private_function('SDL_RemoveTimer', args=['t'], arg_types=[c_void_p], return_type=c_int, error_return=0) def SDL_RemoveTimer(t): '''Remove one of the multiple timers knowing its ID. :Parameters: `t` : int The timer ID, as returned by `SDL_AddTimer`. ''' global _timer_refs _SDL_RemoveTimer(t) del _timer_refs[t]
Python
#!/usr/bin/env python '''An abstract sound format decoding API. The latest version of SDL_sound can be found at: http://icculus.org/SDL_sound/ The basic gist of SDL_sound is that you use an SDL_RWops to get sound data into this library, and SDL_sound will take that data, in one of several popular formats, and decode it into raw waveform data in the format of your choice. This gives you a nice abstraction for getting sound into your game or application; just feed it to SDL_sound, and it will handle decoding and converting, so you can just pass it to your SDL audio callback (or whatever). Since it gets data from an SDL_RWops, you can get the initial sound data from any number of sources: file, memory buffer, network connection, etc. As the name implies, this library depends on SDL: Simple Directmedia Layer, which is a powerful, free, and cross-platform multimedia library. It can be found at http://www.libsdl.org/ Support is in place or planned for the following sound formats: - .WAV (Microsoft WAVfile RIFF data, internal.) - .VOC (Creative Labs' Voice format, internal.) - .MP3 (MPEG-1 Layer 3 support, via the SMPEG and mpglib libraries.) - .MID (MIDI music converted to Waveform data, internal.) - .MOD (MOD files, via MikMod and ModPlug.) - .OGG (Ogg files, via Ogg Vorbis libraries.) - .SPX (Speex files, via libspeex.) - .SHN (Shorten files, internal.) - .RAW (Raw sound data in any format, internal.) - .AU (Sun's Audio format, internal.) - .AIFF (Audio Interchange format, internal.) - .FLAC (Lossless audio compression, via libFLAC.) ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import cocos.audio.SDL.array import cocos.audio.SDL.dll import cocos.audio.SDL.rwops import cocos.audio.SDL.version SDL = cocos.audio.SDL _dll = SDL.dll.SDL_DLL('SDL_sound', None, '1.2') class Sound_Version(Structure): '''Version structure. :Ivariables: `major` : int Major version number `minor` : int Minor version number `patch` : int Patch revision number ''' _fields_ = [('major', c_int), ('minor', c_int), ('patch', c_int)] def __repr__(self): return '%d.%d.%d' % (self.major, self.minor, self.patch) _Sound_GetLinkedVersion = _dll.private_function('Sound_GetLinkedVersion', arg_types=[POINTER(Sound_Version)], return_type=None) def Sound_GetLinkedVersion(): '''Get the version of the dynamically linked SDL_sound library :rtype: `Sound_Version` ''' version = Sound_Version() _Sound_GetLinkedVersion(byref(version)) return version # Fill in non-standard linked version now, so "since" declarations can work _dll._version = SDL.dll._version_parts(Sound_GetLinkedVersion()) class Sound_AudioInfo(Structure): '''Information about an existing sample's format. :Ivariables: `format` : int Equivalent to `SDL_AudioSpec.format` `channels` : int Number of sound channels. 1 == mono, 2 == stereo. `rate` : int Sample rate, in samples per second. :see: `Sound_SampleNew` :see: `Sound_SampleNewFromFile` ''' _fields_ = [('format', c_ushort), ('channels', c_ubyte), ('rate', c_uint)] class Sound_DecoderInfo(Structure): '''Information about a sound decoder. Each decoder sets up one of these structures, which can be retrieved via the `Sound_AvailableDecoders` function. Fields in this structure are read-only. :Ivariables: `extensions` : list of str List of file extensions `description` : str Human-readable description of the decoder `author` : str Author and email address `url` : str URL specific to this decoder ''' _fields_ = [('_extensions', POINTER(c_char_p)), ('description', c_char_p), ('author', c_char_p), ('url', c_char_p)] def __getattr__(self, name): if name == 'extensions': extensions = [] ext_p = self._extensions i = 0 while ext_p[i]: extensions.append(ext_p[i]) i += 1 return extensions raise AttributeError, name class Sound_Sample(Structure): '''Represents sound data in the process of being decoded. The `Sound_Sample` structure is the heart of SDL_sound. This holds information about a source of sound data as it is beind decoded. All fields in this structure are read-only. :Ivariables: `decoder` : `Sound_DecoderInfo` Decoder used for this sample `desired` : `Sound_AudioInfo` Desired audio format for conversion `actual` : `Sound_AudioInfo` Actual audio format of the sample `buffer` : `SDL_array` Buffer of decoded data, as bytes `buffer_size` : int Current size of the buffer, in bytes `flags` : int Bitwise combination of SOUND_SAMPLEFLAG_CANSEEK, SOUND_SAMPLEFLAG_EOF, SOUND_SAMPLEFLAG_ERROR, SOUND_SAMPLEFLAG_EGAIN ''' _fields_ = [('opaque', c_void_p), ('_decoder', POINTER(Sound_DecoderInfo)), ('desired', Sound_AudioInfo), ('actual', Sound_AudioInfo), ('_buffer', POINTER(c_ubyte)), ('buffer_size', c_uint), ('flags', c_int)] def __getattr__(self, name): if name == 'decoder': return self._decoder.contents elif name == 'buffer': return SDL.array.SDL_array(self._buffer, self.buffer_size, c_ubyte) raise AttributeError, name Sound_Init = _dll.function('Sound_Init', '''Initialize SDL_sound. This must be called before any other SDL_sound function (except perhaps `Sound_GetLinkedVersion`). You should call `SDL_Init` before calling this. `Sound_Init` will attempt to call ``SDL_Init(SDL_INIT_AUDIO)``, just in case. This is a safe behaviour, but it may not configure SDL to your liking by itself. ''', args=[], arg_types=[], return_type=c_int, error_return=0) Sound_Quit = _dll.function('Sound_Quit', '''Shutdown SDL_sound. This closes any SDL_RWops that were being used as sound sources, and frees any resources in use by SDL_sound. All Sound_Sample structures existing will become invalid. Once successfully deinitialized, `Sound_Init` can be called again to restart the subsystem. All default API states are restored at this point. You should call this before `SDL_Quit`. This will not call `SDL_Quit` for you. ''', args=[], arg_types=[], return_type=c_int, error_return=0) _Sound_AvailableDecoders = _dll.private_function('Sound_AvailableDecoders', arg_types=[], return_type=POINTER(POINTER(Sound_DecoderInfo))) def Sound_AvailableDecoders(): '''Get a list of sound formats supported by this version of SDL_sound. This is for informational purposes only. Note that the extension listed is merely convention: if we list "MP3", you can open an MPEG-1 Layer 3 audio file with an extension of "XYZ", if you like. The file extensions are informational, and only required as a hint to choosing the correct decoder, since the sound data may not be coming from a file at all, thanks to the abstraction that an SDL_RWops provides. :rtype: list of `Sound_DecoderInfo` ''' decoders = [] decoder_p = _Sound_AvailableDecoders() i = 0 while decoder_p[i]: decoders.append(decoder_p[i].contents) i += 1 return decoders Sound_GetError = _dll.function('Sound_GetError', '''Get the last SDL_sound error message. This will be None if there's been no error since the last call to this function. Each thread has a unique error state associated with it, but each time a new error message is set, it will overwrite the previous one associated with that thread. It is safe to call this function at any time, even before `Sound_Init`. :rtype: str ''', args=[], arg_types=[], return_type=c_char_p) Sound_ClearError = _dll.function('Sound_ClearError', '''Clear the current error message. The next call to `Sound_GetError` after `Sound_ClearError` will return None. ''', args=[], arg_types=[], return_type=None) Sound_NewSample = _dll.function('Sound_NewSample', '''Start decoding a new sound sample. The data is read via an SDL_RWops structure, so it may be coming from memory, disk, network stream, etc. The `ext` parameter is merely a hint to determining the correct decoder; if you specify, for example, "mp3" for an extension, and one of the decoders lists that as a handled extension, then that decoder is given first shot at trying to claim the data for decoding. If none of the extensions match (or the extension is None), then every decoder examines the data to determine if it can handle it, until one accepts it. In such a case your SDL_RWops will need to be capable of rewinding to the start of the stream. If no decoders can handle the data, an exception is raised. Optionally, a desired audio format can be specified. If the incoming data is in a different format, SDL_sound will convert it to the desired format on the fly. Note that this can be an expensive operation, so it may be wise to convert data before you need to play it back, if possible, or make sure your data is initially in the format that you need it in. If you don't want to convert the data, you can specify None for a desired format. The incoming format of the data, preconversion, can be found in the `Sound_Sample` structure. Note that the raw sound data "decoder" needs you to specify both the extension "RAW" and a "desired" format, or it will refuse to handle the data. This is to prevent it from catching all formats unsupported by the other decoders. Finally, specify an initial buffer size; this is the number of bytes that will be allocated to store each read from the sound buffer. The more you can safely allocate, the more decoding can be done in one block, but the more resources you have to use up, and the longer each decoding call will take. Note that different data formats require more or less space to store. This buffer can be resized via `Sound_SetBufferSize`. The buffer size specified must be a multiple of the size of a single sample point. So, if you want 16-bit, stereo samples, then your sample point size is (2 channels 16 bits), or 32 bits per sample, which is four bytes. In such a case, you could specify 128 or 132 bytes for a buffer, but not 129, 130, or 131 (although in reality, you'll want to specify a MUCH larger buffer). When you are done with this `Sound_Sample` instance, you can dispose of it via `Sound_FreeSample`. You do not have to keep a reference to `rw` around. If this function suceeds, it stores `rw` internally (and disposes of it during the call to `Sound_FreeSample`). If this function fails, it will dispose of the SDL_RWops for you. :Parameters: `rw` : `SDL_RWops` SDL_RWops with sound data `ext` : str File extension normally associated with a data format. Can usually be None. `desired` : `Sound_AudioInfo` Format to convert sound data into. Can usually be None if you don't need conversion. `bufferSize` : int Size, in bytes, to allocate for the decoding buffer :rtype: `Sound_Sample` ''', args=['rw', 'ext', 'desired', 'bufferSize'], arg_types=[POINTER(SDL.rwops.SDL_RWops), c_char_p, POINTER(Sound_AudioInfo), c_uint], return_type=POINTER(Sound_Sample), dereference_return=True, require_return=True) _Sound_NewSampleFromMem = _dll.private_function('Sound_NewSampleFromMem', arg_types=[POINTER(c_ubyte), c_uint, c_char_p, POINTER(Sound_AudioInfo), c_uint], return_type=POINTER(Sound_Sample), dereference_return=True, require_return=True, since=(9,9,9)) # Appears in header only def Sound_NewSampleFromMem(data, ext, desired, bufferSize): '''Start decoding a new sound sample from a buffer. This is identical to `Sound_NewSample`, but it creates an `SDL_RWops` for you from the buffer. :Parameters: `data` : `SDL_array` or sequence Buffer holding encoded byte sound data `ext` : str File extension normally associated with a data format. Can usually be None. `desired` : `Sound_AudioInfo` Format to convert sound data into. Can usually be None if you don't need conversion. `bufferSize` : int Size, in bytes, to allocate for the decoding buffer :rtype: `Sound_Sample` :since: Not yet released in SDL_sound ''' ref, data = SDL.array.to_ctypes(data, len(data), c_ubyte) return _Sound_NewSampleFromMem(data, len(data), ext, desired, bufferSize) Sound_NewSampleFromFile = _dll.function('Sound_NewSampleFromFile', '''Start decoding a new sound sample from a file on disk. This is identical to `Sound_NewSample`, but it creates an `SDL_RWops for you from the file located at `filename`. ''', args=['filename', 'desired', 'bufferSize'], arg_types=[c_char_p, POINTER(Sound_AudioInfo), c_uint], return_type=POINTER(Sound_Sample), dereference_return=True, require_return=True) Sound_FreeSample = _dll.function('Sound_FreeSample', '''Dispose of a `Sound_Sample`. This will also close/dispose of the `SDL_RWops` that was used at creation time. The `Sound_Sample` structure is invalid after this call. :Parameters: `sample` : `Sound_Sample` The sound sample to delete. ''', args=['sample'], arg_types=[POINTER(Sound_Sample)], return_type=None) Sound_GetDuration = _dll.function('Sound_GetDuration', '''Retrieve the total play time of a sample, in milliseconds. Report total time length of sample, in milliseconds. This is a fast call. Duration is calculated during `Sound_NewSample`, so this is just an accessor into otherwise opaque data. Note that not all formats can determine a total time, some can't be exact without fully decoding the data, and thus will estimate the duration. Many decoders will require the ability to seek in the data stream to calculate this, so even if we can tell you how long an .ogg file will be, the same data set may fail if it's, say, streamed over an HTTP connection. :Parameters: `sample` : `Sound_Sample` Sample from which to retrieve duration information. :rtype: int :return: Sample length in milliseconds, or -1 if duration can't be determined. :since: Not yet released in SDL_sound ''', args=['sample'], arg_types=[POINTER(Sound_Sample)], return_type=c_int, since=(9,9,9)) Sound_SetBufferSize = _dll.function('Sound_SetBufferSize', '''Change the current buffer size for a sample. If the buffer size could be changed, then the ``sample.buffer`` and ``sample.buffer_size`` fields will reflect that. If they could not be changed, then your original sample state is preserved. If the buffer is shrinking, the data at the end of buffer is truncated. If the buffer is growing, the contents of the new space at the end is undefined until you decode more into it or initialize it yourself. The buffer size specified must be a multiple of the size of a single sample point. So, if you want 16-bit, stereo samples, then your sample point size is (2 channels 16 bits), or 32 bits per sample, which is four bytes. In such a case, you could specify 128 or 132 bytes for a buffer, but not 129, 130, or 131 (although in reality, you'll want to specify a MUCH larger buffer). :Parameters: `sample` : `Sound_Sample` Sample to modify `new_size` : int The desired size, in bytes of the new buffer ''', args=['sample', 'new_size'], arg_types=[POINTER(Sound_Sample), c_uint], return_type=c_int, error_return=0) Sound_Decode = _dll.function('Sound_Decode', '''Decode more of the sound data in a `Sound_Sample`. It will decode at most sample->buffer_size bytes into ``sample.buffer`` in the desired format, and return the number of decoded bytes. If ``sample.buffer_size`` bytes could not be decoded, then refer to ``sample.flags`` to determine if this was an end-of-stream or error condition. :Parameters: `sample` : `Sound_Sample` Do more decoding to this sample :rtype: int :return: number of bytes decoded into ``sample.buffer`` ''', args=['sample'], arg_types=[POINTER(Sound_Sample)], return_type=c_uint) Sound_DecodeAll = _dll.function('Sound_DecodeAll', '''Decode the remainder of the sound data in a `Sound_Sample`. This will dynamically allocate memory for the entire remaining sample. ``sample.buffer_size`` and ``sample.buffer`` will be updated to reflect the new buffer. Refer to ``sample.flags`` to determine if the decoding finished due to an End-of-stream or error condition. Be aware that sound data can take a large amount of memory, and that this function may block for quite awhile while processing. Also note that a streaming source (for example, from a SDL_RWops that is getting fed from an Internet radio feed that doesn't end) may fill all available memory before giving up...be sure to use this on finite sound sources only. When decoding the sample in its entirety, the work is done one buffer at a time. That is, sound is decoded in ``sample.buffer_size`` blocks, and appended to a continually-growing buffer until the decoding completes. That means that this function will need enough RAM to hold approximately ``sample.buffer_size`` bytes plus the complete decoded sample at most. The larger your buffer size, the less overhead this function needs, but beware the possibility of paging to disk. Best to make this user-configurable if the sample isn't specific and small. :Parameters: `sample` : `Sound_Sample` Do all decoding for this sample. :rtype: int :return: number of bytes decoded into ``sample.buffer`` ''', args=['sample'], arg_types=[POINTER(Sound_Sample)], return_type=c_uint) Sound_Rewind = _dll.function('Sound_Rewind', '''Rewind a sample to the start. Restart a sample at the start of its waveform data, as if newly created with `Sound_NewSample`. If successful, the next call to `Sound_Decode` will give audio data from the earliest point in the stream. Beware that this function will fail if the SDL_RWops that feeds the decoder can not be rewound via it's seek method, but this can theoretically be avoided by wrapping it in some sort of buffering SDL_RWops. This function will raise an exception if the RWops is not seekable, or SDL_sound is not initialized. If this function fails, the state of the sample is undefined, but it is still safe to call `Sound_FreeSample` to dispose of it. :Parameters: `sample` : `Sound_Sample` The sample to rewind ''', args=['sample'], arg_types=[POINTER(Sound_Sample)], return_type=c_int, error_return=0) Sound_Seek = _dll.function('Sound_Seek', '''Seek to a different point in a sample. Reposition a sample's stream. If successful, the next call to `Sound_Decode` or `Sound_DecodeAll` will give audio data from the offset you specified. The offset is specified in milliseconds from the start of the sample. Beware that this function can fail for several reasons. If the SDL_RWops that feeds the decoder can not seek, this call will almost certainly fail, but this can theoretically be avoided by wrapping it in some sort of buffering SDL_RWops. Some decoders can never seek, others can only seek with certain files. The decoders will set a flag in the sample at creation time to help you determine this. You should check ``sample.flags & SOUND_SAMPLEFLAG_CANSEEK`` before attempting. `Sound_Seek` reports failure immediately if this flag isn't set. This function can still fail for other reasons if the flag is set. This function can be emulated in the application with `Sound_Rewind` and predecoding a specific amount of the sample, but this can be extremely inefficient. `Sound_Seek()` accelerates the seek on a with decoder-specific code. If this function fails, the sample should continue to function as if this call was never made. If there was an unrecoverable error, ``sample.flags & SOUND_SAMPLEFLAG_ERROR`` will be set, which your regular decoding loop can pick up. On success, ERROR, EOF, and EAGAIN are cleared from sample->flags. :Parameters: `sample` : `Sound_Sample` The sample to seek `ms` : int The new position, in milliseconds, from the start of sample ''', args=['sample', 'ms'], arg_types=[POINTER(Sound_Sample), c_uint], return_type=c_int, error_return=0)
Python
#!/usr/bin/env python '''Functions related to the SDL shared library version. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import dll class SDL_version(Structure): '''Version structure. :Ivariables: `major` : int Major version number `minor` : int Minor version number `patch` : int Patch revision number ''' _fields_ = [('major', c_ubyte), ('minor', c_ubyte), ('patch', c_ubyte)] def __repr__(self): return '%d.%d.%d' % \ (self.major, self.minor, self.patch) def is_since(self, required): if hasattr(required, 'major'): return self.major >= required.major and \ self.minor >= required.minor and \ self.patch >= required.patch else: return self.major >= required[0] and \ self.minor >= required[1] and \ self.patch >= required[2] def SDL_VERSIONNUM(major, minor, patch): '''Turn the version numbers into a numeric value. For example:: >>> SDL_VERSIONNUM(1, 2, 3) 1203 :Parameters: - `major`: int - `minor`: int - `patch`: int :rtype: int ''' return x * 1000 + y * 100 + z SDL_Linked_Version = dll.function('SDL_Linked_Version', '''Get the version of the dynamically linked SDL library. :rtype: `SDL_version` ''', args=[], arg_types=[], return_type=POINTER(SDL_version), dereference_return=True, require_return=True) def SDL_VERSION_ATLEAST(major, minor, patch): '''Determine if the SDL library is at least the given version. :Parameters: - `major`: int - `minor`: int - `patch`: int :rtype: bool ''' v = SDL_Linked_Version() return SDL_VERSIONNUM(v.major, v.minor, v.patch) >= \ SDL_VERSIONNUM(major, minor, patch) # SDL_VERSION and SDL_COMPILEDVERSION not implemented as there is no # sensible mapping to compiled version numbers.
Python
#!/usr/bin/env python '''Darwin (OS X) support. Appropriated from pygame.macosx ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' import os import sys # SDL-ctypes on OS X requires PyObjC from Foundation import * from AppKit import * import objc import MacOS import cocos.audio.SDL.dll import cocos.audio.SDL.events SDL = cocos.audio.SDL __all__ = ['init'] # Need to do this if not running with a nib def setupAppleMenu(app): appleMenuController = NSAppleMenuController.alloc().init() appleMenuController.retain() appleMenu = NSMenu.alloc().initWithTitle_('') appleMenuItem = NSMenuItem.alloc().initWithTitle_action_keyEquivalent_('', None, '') appleMenuItem.setSubmenu_(appleMenu) app.mainMenu().addItem_(appleMenuItem) appleMenuController.controlMenu_(appleMenu) app.mainMenu().removeItem_(appleMenuItem) # Need to do this if not running with a nib def setupWindowMenu(app): windowMenu = NSMenu.alloc().initWithTitle_('Window') windowMenu.retain() menuItem = NSMenuItem.alloc().initWithTitle_action_keyEquivalent_('Minimize', 'performMiniaturize:', 'm') windowMenu.addItem_(menuItem) windowMenuItem = NSMenuItem.alloc().initWithTitle_action_keyEquivalent_('Window', None, '') windowMenuItem.setSubmenu_(windowMenu) app.mainMenu().addItem_(windowMenuItem) app.setWindowsMenu_(windowMenu) # Used to cleanly terminate class SDLAppDelegate(NSObject): def applicationShouldTerminate_(self, app): event = SDL.events.SDL_Event() event.type = SDL_QUIT SDL.events.SDL_PushEvent(event) return NSTerminateLater def windowUpdateNotification_(self, notification): win = notification.object() if not SDL.dll.version_compatible((1, 2, 8)) and isinstance(win, objc.lookUpClass('SDL_QuartzWindow')): # Seems to be a retain count bug in SDL.. workaround! win.retain() NSNotificationCenter.defaultCenter().removeObserver_name_object_( self, NSWindowDidUpdateNotification, None) self.release() def setIcon(app, icon_data): data = NSData.dataWithBytes_length_(icon_data, len(icon_data)) if data is None: return img = NSImage.alloc().initWithData_(data) if img is None: return app.setApplicationIconImage_(img) def install(): app = NSApplication.sharedApplication() appDelegate = SDLAppDelegate.alloc().init() app.setDelegate_(appDelegate) appDelegate.retain() NSNotificationCenter.defaultCenter().addObserver_selector_name_object_( appDelegate, 'windowUpdateNotification:', NSWindowDidUpdateNotification, None) if not app.mainMenu(): mainMenu = NSMenu.alloc().init() app.setMainMenu_(mainMenu) setupAppleMenu(app) setupWindowMenu(app) app.finishLaunching() app.updateWindows() app.activateIgnoringOtherApps_(True) def S(*args): return ''.join(args) OSErr = objc._C_SHT OUTPSN = 'o^{ProcessSerialNumber=LL}' INPSN = 'n^{ProcessSerialNumber=LL}' FUNCTIONS=[ # These two are public API ( u'GetCurrentProcess', S(OSErr, OUTPSN) ), ( u'SetFrontProcess', S(OSErr, INPSN) ), # This is undocumented SPI ( u'CPSSetProcessName', S(OSErr, INPSN, objc._C_CHARPTR) ), ( u'CPSEnableForegroundOperation', S(OSErr, INPSN) ), ] def WMEnable(name=None): if name is None: name = os.path.splitext(os.path.basename(sys.argv[0]))[0] if isinstance(name, unicode): name = name.encode('utf-8') if not hasattr(objc, 'loadBundleFunctions'): return False bndl = NSBundle.bundleWithPath_(objc.pathForFramework('/System/Library/Frameworks/ApplicationServices.framework')) if bndl is None: print >>sys.stderr, 'ApplicationServices missing' return False d = {} app = NSApplication.sharedApplication() objc.loadBundleFunctions(bndl, d, FUNCTIONS) for (fn, sig) in FUNCTIONS: if fn not in d: print >>sys.stderr, 'Missing', fn return False err, psn = d['GetCurrentProcess']() if err: print >>sys.stderr, 'GetCurrentProcess', (err, psn) return False err = d['CPSSetProcessName'](psn, name) if err: print >>sys.stderr, 'CPSSetProcessName', (err, psn) return False err = d['CPSEnableForegroundOperation'](psn) if err: print >>sys.stderr, 'CPSEnableForegroundOperation', (err, psn) return False err = d['SetFrontProcess'](psn) if err: print >>sys.stderr, 'SetFrontProcess', (err, psn) return False return True def init(): if not (MacOS.WMAvailable() or WMEnable()): raise ImportError, "Can not access the window manager. Use py2app or execute with the pythonw script." if not NSApp(): # running outside of a bundle install() # running inside a bundle, change dir if (os.getcwd() == '/') and len(sys.argv) > 1: os.chdir(os.path.dirname(sys.argv[0])) return True
Python
#!/usr/bin/env python '''Constants and enums for all SDL submodules. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' import sys # enum SDLKey { # The keyboard syms have been cleverly chosen to map to ASCII SDLK_UNKNOWN = 0 SDLK_FIRST = 0 SDLK_BACKSPACE = 8 SDLK_TAB = 9 SDLK_CLEAR = 12 SDLK_RETURN = 13 SDLK_PAUSE = 19 SDLK_ESCAPE = 27 SDLK_SPACE = 32 SDLK_EXCLAIM = 33 SDLK_QUOTEDBL = 34 SDLK_HASH = 35 SDLK_DOLLAR = 36 SDLK_AMPERSAND = 38 SDLK_QUOTE = 39 SDLK_LEFTPAREN = 40 SDLK_RIGHTPAREN = 41 SDLK_ASTERISK = 42 SDLK_PLUS = 43 SDLK_COMMA = 44 SDLK_MINUS = 45 SDLK_PERIOD = 46 SDLK_SLASH = 47 SDLK_0 = 48 SDLK_1 = 49 SDLK_2 = 50 SDLK_3 = 51 SDLK_4 = 52 SDLK_5 = 53 SDLK_6 = 54 SDLK_7 = 55 SDLK_8 = 56 SDLK_9 = 57 SDLK_COLON = 58 SDLK_SEMICOLON = 59 SDLK_LESS = 60 SDLK_EQUALS = 61 SDLK_GREATER = 62 SDLK_QUESTION = 63 SDLK_AT = 64 # Skip uppercase letters SDLK_LEFTBRACKET = 91 SDLK_BACKSLASH = 92 SDLK_RIGHTBRACKET = 93 SDLK_CARET = 94 SDLK_UNDERSCORE = 95 SDLK_BACKQUOTE = 96 SDLK_a = 97 SDLK_b = 98 SDLK_c = 99 SDLK_d = 100 SDLK_e = 101 SDLK_f = 102 SDLK_g = 103 SDLK_h = 104 SDLK_i = 105 SDLK_j = 106 SDLK_k = 107 SDLK_l = 108 SDLK_m = 109 SDLK_n = 110 SDLK_o = 111 SDLK_p = 112 SDLK_q = 113 SDLK_r = 114 SDLK_s = 115 SDLK_t = 116 SDLK_u = 117 SDLK_v = 118 SDLK_w = 119 SDLK_x = 120 SDLK_y = 121 SDLK_z = 122 SDLK_DELETE = 127 # End of ASCII mapped keysyms # International keyboard syms SDLK_WORLD_0 = 160 # 0xA0 SDLK_WORLD_1 = 161 SDLK_WORLD_2 = 162 SDLK_WORLD_3 = 163 SDLK_WORLD_4 = 164 SDLK_WORLD_5 = 165 SDLK_WORLD_6 = 166 SDLK_WORLD_7 = 167 SDLK_WORLD_8 = 168 SDLK_WORLD_9 = 169 SDLK_WORLD_10 = 170 SDLK_WORLD_11 = 171 SDLK_WORLD_12 = 172 SDLK_WORLD_13 = 173 SDLK_WORLD_14 = 174 SDLK_WORLD_15 = 175 SDLK_WORLD_16 = 176 SDLK_WORLD_17 = 177 SDLK_WORLD_18 = 178 SDLK_WORLD_19 = 179 SDLK_WORLD_20 = 180 SDLK_WORLD_21 = 181 SDLK_WORLD_22 = 182 SDLK_WORLD_23 = 183 SDLK_WORLD_24 = 184 SDLK_WORLD_25 = 185 SDLK_WORLD_26 = 186 SDLK_WORLD_27 = 187 SDLK_WORLD_28 = 188 SDLK_WORLD_29 = 189 SDLK_WORLD_30 = 190 SDLK_WORLD_31 = 191 SDLK_WORLD_32 = 192 SDLK_WORLD_33 = 193 SDLK_WORLD_34 = 194 SDLK_WORLD_35 = 195 SDLK_WORLD_36 = 196 SDLK_WORLD_37 = 197 SDLK_WORLD_38 = 198 SDLK_WORLD_39 = 199 SDLK_WORLD_40 = 200 SDLK_WORLD_41 = 201 SDLK_WORLD_42 = 202 SDLK_WORLD_43 = 203 SDLK_WORLD_44 = 204 SDLK_WORLD_45 = 205 SDLK_WORLD_46 = 206 SDLK_WORLD_47 = 207 SDLK_WORLD_48 = 208 SDLK_WORLD_49 = 209 SDLK_WORLD_50 = 210 SDLK_WORLD_51 = 211 SDLK_WORLD_52 = 212 SDLK_WORLD_53 = 213 SDLK_WORLD_54 = 214 SDLK_WORLD_55 = 215 SDLK_WORLD_56 = 216 SDLK_WORLD_57 = 217 SDLK_WORLD_58 = 218 SDLK_WORLD_59 = 219 SDLK_WORLD_60 = 220 SDLK_WORLD_61 = 221 SDLK_WORLD_62 = 222 SDLK_WORLD_63 = 223 SDLK_WORLD_64 = 224 SDLK_WORLD_65 = 225 SDLK_WORLD_66 = 226 SDLK_WORLD_67 = 227 SDLK_WORLD_68 = 228 SDLK_WORLD_69 = 229 SDLK_WORLD_70 = 230 SDLK_WORLD_71 = 231 SDLK_WORLD_72 = 232 SDLK_WORLD_73 = 233 SDLK_WORLD_74 = 234 SDLK_WORLD_75 = 235 SDLK_WORLD_76 = 236 SDLK_WORLD_77 = 237 SDLK_WORLD_78 = 238 SDLK_WORLD_79 = 239 SDLK_WORLD_80 = 240 SDLK_WORLD_81 = 241 SDLK_WORLD_82 = 242 SDLK_WORLD_83 = 243 SDLK_WORLD_84 = 244 SDLK_WORLD_85 = 245 SDLK_WORLD_86 = 246 SDLK_WORLD_87 = 247 SDLK_WORLD_88 = 248 SDLK_WORLD_89 = 249 SDLK_WORLD_90 = 250 SDLK_WORLD_91 = 251 SDLK_WORLD_92 = 252 SDLK_WORLD_93 = 253 SDLK_WORLD_94 = 254 SDLK_WORLD_95 = 255 # 0xFF # Numeric keypad SDLK_KP0 = 256 SDLK_KP1 = 257 SDLK_KP2 = 258 SDLK_KP3 = 259 SDLK_KP4 = 260 SDLK_KP5 = 261 SDLK_KP6 = 262 SDLK_KP7 = 263 SDLK_KP8 = 264 SDLK_KP9 = 265 SDLK_KP_PERIOD = 266 SDLK_KP_DIVIDE = 267 SDLK_KP_MULTIPLY = 268 SDLK_KP_MINUS = 269 SDLK_KP_PLUS = 270 SDLK_KP_ENTER = 271 SDLK_KP_EQUALS = 272 # Arrows + Home/End pad SDLK_UP = 273 SDLK_DOWN = 274 SDLK_RIGHT = 275 SDLK_LEFT = 276 SDLK_INSERT = 277 SDLK_HOME = 278 SDLK_END = 279 SDLK_PAGEUP = 280 SDLK_PAGEDOWN = 281 # Function keys SDLK_F1 = 282 SDLK_F2 = 283 SDLK_F3 = 284 SDLK_F4 = 285 SDLK_F5 = 286 SDLK_F6 = 287 SDLK_F7 = 288 SDLK_F8 = 289 SDLK_F9 = 290 SDLK_F10 = 291 SDLK_F11 = 292 SDLK_F12 = 293 SDLK_F13 = 294 SDLK_F14 = 295 SDLK_F15 = 296 # Key state modifier keys SDLK_NUMLOCK = 300 SDLK_CAPSLOCK = 301 SDLK_SCROLLOCK = 302 SDLK_RSHIFT = 303 SDLK_LSHIFT = 304 SDLK_RCTRL = 305 SDLK_LCTRL = 306 SDLK_RALT = 307 SDLK_LALT = 308 SDLK_RMETA = 309 SDLK_LMETA = 310 SDLK_LSUPER = 311 # Left "Windows" key SDLK_RSUPER = 312 # Right "Windows" key SDLK_MODE = 313 # "Alt Gr" key SDLK_COMPOSE = 314 # Multi-key compose key # Miscellaneous function keys SDLK_HELP = 315 SDLK_PRINT = 316 SDLK_SYSREQ = 317 SDLK_BREAK = 318 SDLK_MENU = 319 SDLK_POWER = 320 # Power Macintosh power key SDLK_EURO = 321 # Some european keyboards SDLK_UNDO = 322 # Atari keyboard has Undo SDLK_LAST = 323 # Keep me updated please. # end of enum SDLKey # enum SDLMod KMOD_NONE = 0x0000 KMOD_LSHIFT = 0x0001 KMOD_RSHIFT = 0x0002 KMOD_LCTRL = 0x0040 KMOD_RCTRL = 0x0080 KMOD_LALT = 0x0100 KMOD_RALT = 0x0200 KMOD_LMETA = 0x0400 KMOD_RMETA = 0x0800 KMOD_NUM = 0x1000 KMOD_CAPS = 0x2000 KMOD_MODE = 0x4000 KMOD_RESERVED = 0x8000 # end of enum SDLMod KMOD_CTRL = KMOD_LCTRL | KMOD_RCTRL KMOD_SHIFT = KMOD_LSHIFT | KMOD_RSHIFT KMOD_ALT = KMOD_LALT | KMOD_RALT KMOD_META = KMOD_LMETA | KMOD_RMETA #BEGIN GENERATED CONSTANTS; see support/make_constants.py #Constants from SDL_mouse.h: SDL_BUTTON_LEFT = 0x00000001 SDL_BUTTON_MIDDLE = 0x00000002 SDL_BUTTON_RIGHT = 0x00000003 SDL_BUTTON_WHEELUP = 0x00000004 SDL_BUTTON_WHEELDOWN = 0x00000005 #Constants from SDL_version.h: SDL_MAJOR_VERSION = 0x00000001 SDL_MINOR_VERSION = 0x00000002 SDL_PATCHLEVEL = 0x0000000a #Constants from SDL.h: SDL_INIT_TIMER = 0x00000001 SDL_INIT_AUDIO = 0x00000010 SDL_INIT_VIDEO = 0x00000020 SDL_INIT_CDROM = 0x00000100 SDL_INIT_JOYSTICK = 0x00000200 SDL_INIT_NOPARACHUTE = 0x00100000 SDL_INIT_EVENTTHREAD = 0x01000000 SDL_INIT_EVERYTHING = 0x0000ffff #Constants from SDL_mutex.h: SDL_MUTEX_TIMEDOUT = 0x00000001 #Constants from SDL_video.h: SDL_ALPHA_OPAQUE = 0x000000ff SDL_ALPHA_TRANSPARENT = 0x00000000 SDL_SWSURFACE = 0x00000000 SDL_HWSURFACE = 0x00000001 SDL_ASYNCBLIT = 0x00000004 SDL_ANYFORMAT = 0x10000000 SDL_HWPALETTE = 0x20000000 SDL_DOUBLEBUF = 0x40000000 SDL_FULLSCREEN = 0x80000000 SDL_OPENGL = 0x00000002 SDL_OPENGLBLIT = 0x0000000a SDL_RESIZABLE = 0x00000010 SDL_NOFRAME = 0x00000020 SDL_HWACCEL = 0x00000100 SDL_SRCCOLORKEY = 0x00001000 SDL_RLEACCELOK = 0x00002000 SDL_RLEACCEL = 0x00004000 SDL_SRCALPHA = 0x00010000 SDL_PREALLOC = 0x01000000 SDL_YV12_OVERLAY = 0x32315659 SDL_IYUV_OVERLAY = 0x56555949 SDL_YUY2_OVERLAY = 0x32595559 SDL_UYVY_OVERLAY = 0x59565955 SDL_YVYU_OVERLAY = 0x55595659 SDL_LOGPAL = 0x00000001 SDL_PHYSPAL = 0x00000002 #Constants from SDL_name.h: NeedFunctionPrototypes = 0x00000001 #Constants from SDL_endian.h: SDL_LIL_ENDIAN = 0x000004d2 SDL_BIG_ENDIAN = 0x000010e1 #Constants from SDL_audio.h: AUDIO_U8 = 0x00000008 AUDIO_S8 = 0x00008008 AUDIO_U16LSB = 0x00000010 AUDIO_S16LSB = 0x00008010 AUDIO_U16MSB = 0x00001010 AUDIO_S16MSB = 0x00009010 SDL_MIX_MAXVOLUME = 0x00000080 #Constants from begin_code.h: NULL = 0x00000000 #Constants from SDL_cdrom.h: SDL_MAX_TRACKS = 0x00000063 SDL_AUDIO_TRACK = 0x00000000 SDL_DATA_TRACK = 0x00000004 CD_FPS = 0x0000004b #Constants from SDL_events.h: SDL_RELEASED = 0x00000000 SDL_PRESSED = 0x00000001 SDL_ALLEVENTS = 0xffffffff SDL_IGNORE = 0x00000000 SDL_DISABLE = 0x00000000 SDL_ENABLE = 0x00000001 #Constants from SDL_active.h: SDL_APPMOUSEFOCUS = 0x00000001 SDL_APPINPUTFOCUS = 0x00000002 SDL_APPACTIVE = 0x00000004 #Constants from SDL_joystick.h: SDL_HAT_CENTERED = 0x00000000 SDL_HAT_UP = 0x00000001 SDL_HAT_RIGHT = 0x00000002 SDL_HAT_DOWN = 0x00000004 SDL_HAT_LEFT = 0x00000008 #Constants from SDL_keyboard.h: SDL_ALL_HOTKEYS = 0xffffffff SDL_DEFAULT_REPEAT_DELAY = 0x000001f4 SDL_DEFAULT_REPEAT_INTERVAL = 0x0000001e #Constants from SDL_rwops.h: RW_SEEK_SET = 0x00000000 RW_SEEK_CUR = 0x00000001 RW_SEEK_END = 0x00000002 #Constants from SDL_timer.h: SDL_TIMESLICE = 0x0000000a TIMER_RESOLUTION = 0x0000000a #END GENERATED CONSTANTS # From SDL_audio.h (inserted manually) # enum SDL_audiostatus (SDL_AUDIO_STOPPED, SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED) = range(3) if sys.byteorder == 'little': AUDIO_U16SYS = AUDIO_U16LSB AUDIO_S16SYS = AUDIO_S16LSB else: AUDIO_U16SYS = AUDIO_U16MSB AUDIO_S16SYS = AUDIO_S16MSB AUDIO_U16 = AUDIO_U16LSB AUDIO_S16 = AUDIO_S16LSB # From SDL_cdrom.h (inserted manually) # enum CDstatus (CD_TRAYEMPTY, CD_STOPPED, CD_PLAYING, CD_PAUSED) = range(4) CD_ERROR = -1 # From SDL_events.h (inserted manually) # enum SDL_EventType (SDL_NOEVENT, SDL_ACTIVEEVENT, SDL_KEYDOWN, SDL_KEYUP, SDL_MOUSEMOTION, SDL_MOUSEBUTTONDOWN, SDL_MOUSEBUTTONUP, SDL_JOYAXISMOTION, SDL_JOYBALLMOTION, SDL_JOYHATMOTION, SDL_JOYBUTTONDOWN, SDL_JOYBUTTONUP, SDL_QUIT, SDL_SYSWMEVENT, SDL_EVENT_RESERVEDA, SDL_EVENT_RESERVEDB, SDL_VIDEORESIZE, SDL_VIDEOEXPOSE, SDL_EVENT_RESERVED2, SDL_EVENT_RESERVED3, SDL_EVENT_RESERVED4, SDL_EVENT_RESERVED5, SDL_EVENT_RESERVED6, SDL_EVENT_RESERVED7) = range(24) SDL_USEREVENT = 24 SDL_NUMEVENTS = 32 def SDL_EVENTMASK(x): '''Used for predefining event masks.''' return 1 << x # enum SDL_EventMask SDL_ACTIVEEVENTMASK = SDL_EVENTMASK(SDL_ACTIVEEVENT) SDL_KEYDOWNMASK = SDL_EVENTMASK(SDL_KEYDOWN) SDL_KEYUPMASK = SDL_EVENTMASK(SDL_KEYUP) SDL_KEYEVENTMASK = SDL_KEYUPMASK | \ SDL_KEYDOWNMASK SDL_MOUSEMOTIONMASK = SDL_EVENTMASK(SDL_MOUSEMOTION) SDL_MOUSEBUTTONDOWNMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONDOWN) SDL_MOUSEBUTTONUPMASK = SDL_EVENTMASK(SDL_MOUSEBUTTONUP) SDL_MOUSEEVENTMASK = SDL_MOUSEMOTIONMASK | \ SDL_MOUSEBUTTONDOWNMASK | \ SDL_MOUSEBUTTONUPMASK SDL_JOYAXISMOTIONMASK = SDL_EVENTMASK(SDL_JOYAXISMOTION) SDL_JOYBALLMOTIONMASK = SDL_EVENTMASK(SDL_JOYBALLMOTION) SDL_JOYHATMOTIONMASK = SDL_EVENTMASK(SDL_JOYHATMOTION) SDL_JOYBUTTONDOWNMASK = SDL_EVENTMASK(SDL_JOYBUTTONDOWN) SDL_JOYBUTTONUPMASK = SDL_EVENTMASK(SDL_JOYBUTTONUP) SDL_JOYEVENTMASK = SDL_JOYAXISMOTIONMASK | \ SDL_JOYBALLMOTIONMASK | \ SDL_JOYHATMOTIONMASK | \ SDL_JOYBUTTONDOWNMASK | \ SDL_JOYBUTTONUPMASK SDL_QUITMASK = SDL_EVENTMASK(SDL_QUIT) SDL_SYSWMEVENTMASK = SDL_EVENTMASK(SDL_SYSWMEVENT) SDL_VIDEORESIZEMASK = SDL_EVENTMASK(SDL_VIDEORESIZE) SDL_VIDEOEXPOSEMASK = SDL_EVENTMASK(SDL_VIDEOEXPOSE) # enum SDL_eventaction (SDL_ADDEVENT, SDL_PEEKEVENT, SDL_GETEVENT) = range(3) #From SDL_joystick.h (inserted manually) SDL_HAT_RIGHTUP = SDL_HAT_RIGHT | SDL_HAT_UP SDL_HAT_RIGHTDOWN = SDL_HAT_RIGHT | SDL_HAT_DOWN SDL_HAT_LEFTUP = SDL_HAT_LEFT | SDL_HAT_UP SDL_HAT_LEFTDOWN = SDL_HAT_LEFT | SDL_HAT_DOWN # From SDL_video.h (inserted manually) # enum SDL_GLattr (SDL_GL_RED_SIZE, SDL_GL_GREEN_SIZE, SDL_GL_BLUE_SIZE, SDL_GL_ALPHA_SIZE, SDL_GL_BUFFER_SIZE, SDL_GL_DOUBLEBUFFER, SDL_GL_DEPTH_SIZE, SDL_GL_STENCIL_SIZE, SDL_GL_ACCUM_RED_SIZE, SDL_GL_ACCUM_GREEN_SIZE, SDL_GL_ACCUM_BLUE_SIZE, SDL_GL_ACCUM_ALPHA_SIZE, SDL_GL_STEREO, SDL_GL_MULTISAMPLEBUFFERS, SDL_GL_MULTISAMPLESAMPLES, SDL_GL_ACCELERATED_VISUAL, SDL_GL_SWAP_CONTROL) = range(17) # enum SDL_GrabMode (SDL_GRAB_QUERY, SDL_GRAB_OFF, SDL_GRAB_ON) = range(-1,2) # From SDL_ttf.h (inserted manually) TTF_STYLE_NORMAL = 0x00 TTF_STYLE_BOLD = 0x01 TTF_STYLE_ITALIC = 0x02 TTF_STYLE_UNDERLINE = 0x04 # From SDL_mixer.h (inserted manually) MIX_CHANNELS = 8 MIX_DEFAULT_FREQUENCY = 22050 MIX_MAX_VOLUME = 128 MIX_CHANNEL_POST = -2 MIX_EFFECTSMAXSPEED = 'MIX_EFFECTSMAXSPEED' MIX_DEFAULT_CHANNELS = 2 if sys.byteorder == 'little': MIX_DEFAULT_FORMAT = AUDIO_S16LSB else: MIX_DEFAULT_FORMAT = AUDIO_S16MSB # enum Mix_Fading (MIX_NO_FADING, MIX_FADING_OUT, MIX_FADING_IN) = range(3) # enum Mix_MusicType (MUS_NONE, MUS_CMD, MUS_WAV, MUS_MOD, MUS_MID, MUS_OGG, MUS_MP3) = range(7) # From SDL_sound.h (inserted manually): # enum Sound_SampleFlags SOUND_SAMPLEFLAG_NONE = 0 SOUND_SAMPLEFLAG_CANSEEK = 1 SOUND_SAMPLEFLAG_EOF = 1 << 29 SOUND_SAMPLEFLAG_ERROR = 1 << 30 SOUND_SAMPLEFLAG_EGAIN = 1 << 31
Python
#!/usr/bin/env python ''' ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * from ctypes.util import find_library import sys # Private version checking declared before SDL.version can be # imported. class _SDL_version(Structure): _fields_ = [('major', c_ubyte), ('minor', c_ubyte), ('patch', c_ubyte)] def __repr__(self): return '%d.%d.%d' % \ (self.major, self.minor, self.patch) def _version_parts(v): '''Return a tuple (major, minor, patch) for `v`, which can be an _SDL_version, string or tuple.''' if hasattr(v, 'major') and hasattr(v, 'minor') and hasattr(v, 'patch'): return v.major, v.minor, v.patch elif type(v) == tuple: return v elif type(v) == str: return tuple([int(i) for i in v.split('.')]) else: raise TypeError def _version_string(v): return '%d.%d.%d' % _version_parts(v) def _platform_library_name(library): if sys.platform[:5] == 'linux': return 'lib%s.so' % library elif sys.platform == 'darwin': return '%s.framework' % library elif sys.platform == 'win32': return '%s.dll' % library return library class SDL_DLL: def __init__(self, library_name, version_function_name, version=None): self.library_name = library_name if sys.platform=='win32': try: self._load_library_win() except WindowsError: raise ImportError, ('Dynamic library "%s" was not found' % library_name) else: self._load_library_nix(version) # Get the version of the DLL we're using if version_function_name: try: version_function = getattr(self._dll, version_function_name) version_function.restype = POINTER(_SDL_version) self._version = _version_parts(version_function().contents) except AttributeError: self._version = (0, 0, 0) else: self._version = (0, 0, 0) def _load_library_win(self): ''' loads library from the dir cocos.sdl_lib_path Normally it is the path to the pygame package. If set to None will look first in the current working directory, then in system32; that can be handy when using py2exe ''' import os import cocos # we must change cwd because some .dll s will directly load other dlls old_cwd = os.getcwd() if cocos.sdl_lib_path is not None: os.chdir(cocos.sdl_lib_path) try: self._dll = getattr(cdll, self.library_name) finally: os.chdir(old_cwd) def _load_library_nix(self, version): library = find_library(self.library_name) if library is None and version is not None: # try to lookup with version. this is useful in linux, sometimes # there is'nt a libSDL.so but a libSDL-1.2.so library = find_library("%s-%s" % (self.library_name, version)) if not library: raise ImportError, 'Dynamic library "%s" was not found' % \ _platform_library_name(self.library_name) self._dll = getattr(cdll, library) def version_compatible(self, v): '''Returns True iff `v` is equal to or later than the loaded library version.''' v = _version_parts(v) for i in range(3): if self._version[i] < v[i]: return False return True def assert_version_compatible(self, name, since): '''Raises an exception if `since` is later than the loaded library.''' if not version_compatible(since): import cocos.audio.SDL.error raise cocos.audio.SDL.error.SDL_NotImplementedError, \ '%s requires SDL version %s; currently using version %s' % \ (name, _version_string(since), _version_string(self._version)) def private_function(self, name, **kwargs): '''Construct a wrapper function for ctypes with internal documentation and no argument names.''' kwargs['doc'] = 'Private wrapper for %s' % name kwargs['args'] = [] return self.function(name, **kwargs) def function(self, name, doc, args=[], arg_types=[], return_type=None, dereference_return=False, require_return=False, success_return=None, error_return=None, since=None): '''Construct a wrapper function for ctypes. :Parameters: `name` The name of the function as it appears in the shared library. `doc` Docstring to associate with the wrapper function. `args` List of strings giving the argument names. `arg_types` List of ctypes classes giving the argument types. `return_type` The ctypes class giving the wrapped function's native return type. `dereference_return` If True, the return value is assumed to be a pointer and will be dereferenced via ``.contents`` before being returned to the user application. `require_return` Used in conjunction with `dereference_return`; if True, an exception will be raised if the result is NULL; if False None will be returned when the result is NULL. `success_return` If not None, the expected result of the wrapped function. If the return value does not equal success_return, an exception will be raised. `error_return` If not None, the error result of the wrapped function. If the return value equals error_return, an exception will be raised. Cannot be used in conjunction with `success_return`. `since` Tuple (major, minor, patch) or string 'x.y.z' of the first version of SDL in which this function appears. If the loaded version predates it, a placeholder function that raises `SDL_NotImplementedError` will be returned instead. Set to None if the function is in all versions of SDL. ''' # Check for version compatibility first if since and not self.version_compatible(since): def _f(*args, **kwargs): import cocos.audio.SDL.error raise cocos.audio.SDL.error.SDL_NotImplementedError, \ '%s requires %s %s; currently using version %s' % \ (name, self.library_name, _version_string(since), _version_string(self._version)) if args: _f._args = args _f.__doc__ = doc try: _f.func_name = name except TypeError: # read-only in Python 2.3 pass return _f # Ok, get function from ctypes func = getattr(self._dll, name) func.argtypes = arg_types func.restype = return_type if dereference_return: if require_return: # Construct a function which dereferences the pointer result, # or raises an exception if NULL is returned. def _f(*args, **kwargs): result = func(*args, **kwargs) if result: return result.contents import cocos.audio.SDL.error raise cocos.audio.SDL.error.SDL_Exception, cocos.audio.SDL.error.SDL_GetError() else: # Construct a function which dereferences the pointer result, # or returns None if NULL is returned. def _f(*args, **kwargs): result = func(*args, **kwargs) if result: return result.contents return None elif success_return is not None: # Construct a function which returns None, but raises an exception # if the C function returns a failure code. def _f(*args, **kwargs): result = func(*args, **kwargs) if result != success_return: import cocos.audio.SDL.error raise cocos.audio.SDL.error.SDL_Exception, cocos.audio.SDL.error.SDL_GetError() return result elif error_return is not None: # Construct a function which returns None, but raises an exception # if the C function returns a failure code. def _f(*args, **kwargs): result = func(*args, **kwargs) if result == error_return: import cocos.audio.SDL.error raise cocos.audio.SDL.error.SDL_Exception, cocus.audio.SDL.error.SDL_GetError() return result elif require_return: # Construct a function which returns the usual result, or returns # None if NULL is returned. def _f(*args, **kwargs): result = func(*args, **kwargs) if not result: import cocos.audio.SDL.error raise cocos.audio.SDL.error.SDL_Exception, cocos.audio.SDL.error.SDL_GetError() return result else: # Construct a function which returns the C function's return # value. def _f(*args, **kwargs): return func(*args, **kwargs) if args: _f._args = args _f.__doc__ = doc try: _f.func_name = name except TypeError: # read-only in Python 2.3 pass return _f # Shortcuts to the SDL core library _dll = SDL_DLL('SDL', 'SDL_Linked_Version', '1.2') version_compatible = _dll.version_compatible assert_version_compatible = _dll.assert_version_compatible private_function = _dll.private_function function = _dll.function
Python
#!/usr/bin/env python '''A simple multi-channel audio mixer. It supports 8 channels of 16 bit stereo audio, plus a single channel of music, mixed by MidMod MOD, Timidity MIDI or SMPEG MP3 libraries. The mixer can currently load Microsoft WAVE files and Creative Labs VOC files as audio samples, and can load MIDI files via Timidity and the following music formats via MikMod: MOD, S3M, IT, XM. It can load Ogg Vorbis streams as music if built with the Ogg Vorbis libraries, and finally it can load MP3 music using the SMPEG library. The process of mixing MIDI files to wave output is very CPU intensive, so if playing regular WAVE files sounds great, but playing MIDI files sounds choppy, try using 8-bit audio, mono audio, or lower frequencies. :note: The music stream does not resample to the required audio rate. You must call `Mix_OpenAudio` with the sampling rate of your music track. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import dll import version import array import rwops _dll = dll.SDL_DLL('SDL_mixer', 'Mix_Linked_Version', '1.2') Mix_Linked_Version = _dll.function('Mix_Linked_Version', '''Get the version of the dynamically linked SDL_mixer library. ''', args=[], arg_types=[], return_type=POINTER(version.SDL_version), dereference_return=True, require_return=True) class Mix_Chunk(Structure): '''Internal format for an audio chunk. :Ivariables: `allocated` : int Undocumented. `abuf` : `SDL_array` Buffer of audio data `alen` : int Length of audio buffer `volume` : int Per-sample volume, in range [0, 128] ''' _fields_ = [('allocated', c_int), ('_abuf', POINTER(c_ubyte)), ('alen', c_uint), ('volume', c_ubyte)] def __getattr__(self, attr): if attr == 'abuf': return array.SDL_array(self._abuf, self.alen, c_ubyte) raise AttributeError, attr # opaque type _Mix_Music = c_void_p Mix_OpenAudio = _dll.function('Mix_OpenAudio', '''Open the mixer with a certain audio format. :Parameters: `frequency` : int Samples per second. Typical values are 22050, 44100, 44800. `format` : int Audio format; one of AUDIO_U8, AUDIO_S8, AUDIO_U16LSB, AUDIO_S16LSB, AUDIO_U16MSB or AUDIO_S16MSB `channels` : int Either 1 for monophonic or 2 for stereo. `chunksize` : int Size of the audio buffer. Typical values are 4096, 8192. ''', args=['frequency', 'format', 'channels', 'chunksize'], arg_types=[c_int, c_ushort, c_int, c_int], return_type=c_int, error_return=-1) Mix_AllocateChannels = _dll.function('Mix_AllocateChannels', '''Dynamically change the number of channels managed by the mixer. If decreasing the number of channels, the upper channels are stopped. :Parameters: - `numchans`: int :rtype: int :return: the new number of allocated channels. ''', args=['numchans'], arg_types=[c_int], return_type=c_int) _Mix_QuerySpec = _dll.private_function('Mix_QuerySpec', arg_types=[POINTER(c_int), POINTER(c_ushort), POINTER(c_int)], return_type=c_int) def Mix_QuerySpec(): '''Find out what the actual audio device parameters are. The function returns a tuple giving each parameter value. The first value is 1 if the audio has been opened, 0 otherwise. :rtype: (int, int, int, int) :return: (opened, frequency, format, channels) ''' frequency, format, channels = c_int(), c_ushort(), c_int() opened = _Mix_QuerySpec(byref(frequency), byref(format), byref(channels)) return opened, frequency.value, format.value, channels.value Mix_LoadWAV_RW = _dll.function('Mix_LoadWAV_RW', '''Load a WAV, RIFF, AIFF, OGG or VOC file from a RWops source. :rtype: `Mix_Chunk` ''', args=['src', 'freesrc'], arg_types=[POINTER(rwops.SDL_RWops), c_int], return_type=POINTER(Mix_Chunk), dereference_return=True, require_return=True) def Mix_LoadWAV(file): '''Load a WAV, RIFF, AIFF, OGG or VOC file. :Parameters: `file` : string Filename to load. :rtype: `Mix_Chunk` ''' return Mix_LoadWAV_RW(rwops.SDL_RWFromFile(file, 'rb'), 1) Mix_LoadMUS = _dll.function('Mix_LoadMUS', '''Load a WAV, MID, OGG, MP3 or MOD file. :Parameters: `file` : string Filename to load. :rtype: ``Mix_Music`` ''', args=['file'], arg_types=[c_char_p], return_type=_Mix_Music, require_return=True) Mix_LoadMUS_RW = _dll.function('Mix_LoadMUS_RW', '''Load a MID, OGG, MP3 or MOD file from a RWops source. :Parameters: `src` : `SDL_RWops` Readable RWops to load from. `freesrc` : `int` If non-zero, the source will be closed after loading. :rtype: ``Mix_Music`` ''', args=['file'], arg_types=[c_char_p], return_type=_Mix_Music, require_return=True) _Mix_QuickLoad_WAV = _dll.private_function('Mix_QuickLoad_WAV', arg_types=[POINTER(c_ubyte)], return_type=POINTER(Mix_Chunk), dereference_return=True, require_return=True) def Mix_QuickLoad_WAV(mem): '''Load a wave file of the mixer format from a sequence or SDL_array. :Parameters: - `mem`: sequence or `SDL_array` :rtype: `Mix_Chunk` ''' ref, mem = array.to_ctypes(mem, len(mem), c_ubyte) return _Mix_QuickLoad_WAV(mem) _Mix_QuickLoad_RAW = _dll.private_function('Mix_QuickLoad_RAW', arg_types=[POINTER(c_ubyte), c_uint], return_type=POINTER(Mix_Chunk), dereference_return=True, require_return=True) def Mix_QuickLoad_RAW(mem): '''Load raw audio data of the mixer format from a sequence or SDL_array. :Parameters: - `mem`: sequence or `SDL_array` :rtype: `Mix_Chunk` ''' l = len(mem) ref, mem = SDL.array.to_ctypes(mem, len(mem), c_ubyte) return _Mix_QuickLoad_RAW(mem, l) Mix_FreeChunk = _dll.function('Mix_FreeChunk', '''Free an audio chunk previously loaded. :Parameters: - `chunk`: `Mix_Chunk` ''', args=['chunk'], arg_types=[POINTER(Mix_Chunk)], return_type=None) Mix_FreeMusic = _dll.function('Mix_FreeMusic', '''Free a music chunk previously loaded. :Parameters: - `music`: ``Mix_Music`` ''', args=['music'], arg_types=[_Mix_Music], return_type=None) Mix_GetMusicType = _dll.function('Mix_GetMusicType', '''Get the music format of a mixer music. Returns the format of the currently playing music if `music` is None. :Parameters: - `music`: ``Mix_Music`` :rtype: int :return: one of `MUS_NONE`, `MUS_CMD`, `MUS_WAV`, `MUS_MOD`, `MUS_MID`, `MUS_OGG` or `MUS_MP3` ''', args=['music'], arg_types=[_Mix_Music], return_type=c_int) _Mix_FilterFunc = CFUNCTYPE(None, c_void_p, POINTER(c_ubyte), c_int) def _make_filter(func, udata): if func: def f(ignored, stream, len): # FIXME: getting a negative len value here sometimes if len < 0: return stream = array.SDL_array(stream, len, c_ubyte) func(udata, stream) return _Mix_FilterFunc(f) else: return _Mix_FilterFunc() _Mix_SetPostMix = _dll.private_function('Mix_SetPostMix', arg_types=[_Mix_FilterFunc, c_void_p], return_type=None) _mix_postmix_ref = None def Mix_SetPostMix(mix_func, udata): '''Set a function that is called after all mixing is performed. This can be used to provide real-time visual display of the audio stream or add a custom mixer filter for the stream data. :Parameters `mix_func` : function The function must have the signature (stream: `SDL_array`, udata: any) -> None. The first argument is the array of audio data that may be modified in place. `udata` is the value passed in this function. `udata` : any A variable that is passed to the `mix_func` function each call. ''' global _mix_postmix_ref _mix_postmix_ref = _make_filter(mix_func, udata) _Mix_SetPostMix(_mix_postmix_ref, None) _Mix_HookMusic = _dll.private_function('Mix_HookMusic', arg_types=[_Mix_FilterFunc, c_void_p], return_type=None) _hookmusic_ref = None def Mix_HookMusic(mix_func, udata): '''Add your own music player or additional mixer function. If `mix_func` is None, the default music player is re-enabled. :Parameters `mix_func` : function The function must have the signature (stream: `SDL_array`, udata: any) -> None. The first argument is the array of audio data that may be modified in place. `udata` is the value passed in this function. `udata` : any A variable that is passed to the `mix_func` function each call. ''' global _hookmusic_ref _hookmusic_ref = _make_filter(mix_func, udata) _Mix_HookMusic(_hookmusic_ref, None) _Mix_HookMusicFinishedFunc = CFUNCTYPE(None) _Mix_HookMusicFinished = _dll.private_function('Mix_HookMusicFinished', arg_types=[_Mix_HookMusicFinishedFunc], return_type=None) def Mix_HookMusicFinished(music_finished): '''Add your own callback when the music has finished playing. This callback is only called if the music finishes naturally. :Parameters: `music_finished` : function The callback takes no arguments and returns no value. ''' if music_finished: _Mix_HookMusicFinished(_Mix_HookMusicFinishedFunc(music_finished)) else: _Mix_HookMusicFinished(_Mix_HookMusicFinishedFunc()) # Mix_GetMusicHookData not implemented (unnecessary) _Mix_ChannelFinishedFunc = CFUNCTYPE(None, c_int) _Mix_ChannelFinished = _dll.private_function('Mix_ChannelFinished', arg_types=[_Mix_ChannelFinishedFunc], return_type=None) # Keep the ctypes func around _channelfinished_ref = None def Mix_ChannelFinished(channel_finished): '''Add your own callback when a channel has finished playing. The callback may be called from the mixer's audio callback or it could be called as a result of `Mix_HaltChannel`, etc. Do not call `SDL_LockAudio` from this callback; you will either be inside the audio callback, or SDL_mixer will explicitly lock the audio before calling your callback. :Parameters: `channel_finished` : function The function takes the channel number as its only argument, and returns None. Pass None here to disable the callback. ''' global _channelfinished_ref if channel_finished: _channelfinished_ref = _Mix_ChannelFinishedFunc(channel_finished) else: _channelfinished_ref = _Mix_ChannelFinishedFunc() _Mix_ChannelFinished(_channelfinished_ref) _Mix_EffectFunc = CFUNCTYPE(None, c_int, POINTER(c_ubyte), c_int, c_void_p) def _make_Mix_EffectFunc(func, udata): if func: def f(chan, stream, len, ignored): stream = array.SDL_array(stream, len, c_ubyte) func(chan, stream, udata) return _Mix_EffectFunc(f) else: return _Mix_EffectFunc() _Mix_EffectDoneFunc = CFUNCTYPE(None, c_int, c_void_p) def _make_Mix_EffectDoneFunc(func, udata): if func: def f(chan, ignored): func(chan, udata) return _MixEffectDoneFunc(f) else: return _MixEffectDoneFunc() _Mix_RegisterEffect = _dll.private_function('Mix_RegisterEffect', arg_types=\ [c_int, _Mix_EffectFunc, _Mix_EffectDoneFunc, c_void_p], return_type=c_int, error_return=0) _effect_func_refs = [] def Mix_RegisterEffect(chan, f, d, arg): '''Register a special effect function. At mixing time, the channel data is copied into a buffer and passed through each registered effect function. After it passes through all the functions, it is mixed into the final output stream. The copy to buffer is performed once, then each effect function performs on the output of the previous effect. Understand that this extra copy to a buffer is not performed if there are no effects registered for a given chunk, which saves CPU cycles, and any given effect will be extra cycles, too, so it is crucial that your code run fast. Also note that the data that your function is given is in the format of the sound device, and not the format you gave to `Mix_OpenAudio`, although they may in reality be the same. This is an unfortunate but necessary speed concern. Use `Mix_QuerySpec` to determine if you can handle the data before you register your effect, and take appropriate actions. You may also specify a callback (`d`) that is called when the channel finishes playing. This gives you a more fine-grained control than `Mix_ChannelFinished`, in case you need to free effect-specific resources, etc. If you don't need this, you can specify None. You may set the callbacks before or after calling `Mix_PlayChannel`. Things like `Mix_SetPanning` are just internal special effect functions, so if you are using that, you've already incurred the overhead of a copy to a separate buffer, and that these effects will be in the queue with any functions you've registered. The list of registered effects for a channel is reset when a chunk finishes playing, so you need to explicitly set them with each call to ``Mix_PlayChannel*``. You may also register a special effect function that is to be run after final mixing occurs. The rules for these callbacks are identical to those in `Mix_RegisterEffect`, but they are run after all the channels and the music have been mixed into a single stream, whereas channel-specific effects run on a given channel before any other mixing occurs. These global effect callbacks are call "posteffects". Posteffects only have their `d` function called when they are unregistered (since the main output stream is never "done" in the same sense as a channel). You must unregister them manually when you've had enough. Your callback will be told that the channel being mixed is (`MIX_CHANNEL_POST`) if the processing is considered a posteffect. After all these effects have finished processing, the callback registered through `Mix_SetPostMix` runs, and then the stream goes to the audio device. Do not call `SDL_LockAudio` from your callback function. :Parameters: `chan` : int Channel to set effect on, or `MIX_CHANNEL_POST` for postmix. `f` : function Callback function for effect. Must have the signature (channel: int, stream: `SDL_array`, udata: any) -> None; where channel is the channel being affected, stream contains the audio data and udata is the user variable passed in to this function. `d` : function Callback function for when the effect is done. The function must have the signature (channel: int, udata: any) -> None. `arg` : any User data passed to both callbacks. ''' f = _make_MixEffectFunc(f, arg) d = _make_MixEffectDoneFunc(d, arg) _effect_func_refs.append(f) _effect_func_refs.append(d) # TODO: override EffectDone callback to remove refs and prevent # memory leak. Be careful with MIX_CHANNEL_POST _Mix_RegisterEffect(chan, f, d, arg) # Mix_UnregisterEffect cannot be implemented Mix_UnregisterAllEffects = _dll.function('Mix_UnregisterAllEffects', '''Unregister all effects for a channel. You may not need to call this explicitly, unless you need to stop all effects from processing in the middle of a chunk's playback. Note that this will also shut off some internal effect processing, since `Mix_SetPanning` and others may use this API under the hood. This is called internally when a channel completes playback. Posteffects are never implicitly unregistered as they are for channels, but they may be explicitly unregistered through this function by specifying `MIX_CHANNEL_POST` for a channel. :Parameters: - `channel`: int ''', args=['channel'], arg_types=[c_int], return_type=c_int, error_return=0) Mix_SetPanning = _dll.function('Mix_SetPanning', '''Set the panning of a channel. The left and right channels are specified as integers between 0 and 255, quietest to loudest, respectively. Technically, this is just individual volume control for a sample with two (stereo) channels, so it can be used for more than just panning. If you want real panning, call it like this:: Mix_SetPanning(channel, left, 255 - left) Setting (channel) to `MIX_CHANNEL_POST` registers this as a posteffect, and the panning will be done to the final mixed stream before passing it on to the audio device. This uses the `Mix_RegisterEffect` API internally, and returns without registering the effect function if the audio device is not configured for stereo output. Setting both (left) and (right) to 255 causes this effect to be unregistered, since that is the data's normal state. :Parameters: - `channel`: int - `left`: int - `right`: int ''', args=['channel', 'left', 'right'], arg_types=[c_int, c_ubyte, c_ubyte], return_type=c_int, error_return=0) Mix_SetPosition = _dll.function('Mix_SetPosition', '''Set the position of a channel. `angle` is an integer from 0 to 360, that specifies the location of the sound in relation to the listener. `angle` will be reduced as neccesary (540 becomes 180 degrees, -100 becomes 260). Angle 0 is due north, and rotates clockwise as the value increases. For efficiency, the precision of this effect may be limited (angles 1 through 7 might all produce the same effect, 8 through 15 are equal, etc). `distance` is an integer between 0 and 255 that specifies the space between the sound and the listener. The larger the number, the further away the sound is. Using 255 does not guarantee that the channel will be culled from the mixing process or be completely silent. For efficiency, the precision of this effect may be limited (distance 0 through 5 might all produce the same effect, 6 through 10 are equal, etc). Setting `angle` and `distance` to 0 unregisters this effect, since the data would be unchanged. If you need more precise positional audio, consider using OpenAL for spatialized effects instead of SDL_mixer. This is only meant to be a basic effect for simple "3D" games. If the audio device is configured for mono output, then you won't get any effectiveness from the angle; however, distance attenuation on the channel will still occur. While this effect will function with stereo voices, it makes more sense to use voices with only one channel of sound, so when they are mixed through this effect, the positioning will sound correct. You can convert them to mono through SDL before giving them to the mixer in the first place if you like. Setting `channel` to `MIX_CHANNEL_POST` registers this as a posteffect, and the positioning will be done to the final mixed stream before passing it on to the audio device. This is a convenience wrapper over `Mix_SetDistance` and `Mix_SetPanning`. :Parameters: - `channel`: int - `angle`: int - `distance`: int ''', args=['channel', 'angle', 'distance'], arg_types=[c_int, c_short, c_ubyte], return_type=c_int, error_return=0) Mix_SetDistance = _dll.function('Mix_SetDistance', '''Set the "distance" of a channel. `distance` is an integer from 0 to 255 that specifies the location of the sound in relation to the listener. Distance 0 is overlapping the listener, and 255 is as far away as possible A distance of 255 does not guarantee silence; in such a case, you might want to try changing the chunk's volume, or just cull the sample from the mixing process with `Mix_HaltChannel`. For efficiency, the precision of this effect may be limited (distances 1 through 7 might all produce the same effect, 8 through 15 are equal, etc). `distance` is an integer between 0 and 255 that specifies the space between the sound and the listener. The larger the number, the further away the sound is. Setting `distance` to 0 unregisters this effect, since the data would be unchanged. If you need more precise positional audio, consider using OpenAL for spatialized effects instead of SDL_mixer. This is only meant to be a basic effect for simple "3D" games. Setting `channel` to `MIX_CHANNEL_POST` registers this as a posteffect, and the distance attenuation will be done to the final mixed stream before passing it on to the audio device. This uses the `Mix_RegisterEffect` API internally. :Parameters: - `channel`: int - `distance`: distance ''', args=['channel', 'distance'], arg_types=[c_int, c_ubyte], return_type=c_int, error_return=0) Mix_SetReverseStereo = _dll.function('Mix_SetReverseStereo', '''Causes a channel to reverse its stereo. This is handy if the user has his or her speakers hooked up backwards, or you would like to have a minor bit of psychedelia in your sound code. Calling this function with `flip` set to non-zero reverses the chunks's usual channels. If `flip` is zero, the effect is unregistered. This uses the `Mix_RegisterEffect` API internally, and thus is probably more CPU intensive than having the user just plug in his speakers correctly. `Mix_SetReverseStereo` returns without registering the effect function if the audio device is not configured for stereo output. If you specify `MIX_CHANNEL_POST` for `channel`, then this the effect is used on the final mixed stream before sending it on to the audio device (a posteffect). :Parameters: - `channel`: int - `flip`: int ''', args=['channel', 'flip'], arg_types=[c_int, c_int], return_type=c_int, error_return=0) Mix_ReserveChannels = _dll.function('Mix_ReserveChannels', '''Reserve the first channels (0 to n-1) for the application. If reserved, a channel will not be allocated dynamically to a sample if requested with one of the ``Mix_Play*`` functions. :Parameters: - `num`: int :rtype: int :return: the number of reserved channels ''', args=['num'], arg_types=[c_int], return_type=c_int) Mix_GroupChannel = _dll.function('Mix_GroupChannel', '''Assing a channel to a group. A tag can be assigned to several mixer channels, to form groups of channels. If `tag` is -1, the tag is removed (actually -1 is the tag used to represent the group of all the channels). :Parameters: - `channel`: int - `tag`: int ''', args=['channel', 'tag'], arg_types=[c_int, c_int], return_type=c_int, error_return=0) Mix_GroupChannels = _dll.function('Mix_GroupChannels', '''Assign several consecutive channels to a group. A tag can be assigned to several mixer channels, to form groups of channels. If `tag` is -1, the tag is removed (actually -1 is the tag used to represent the group of all the channels). :Parameters: - `channel_from`: int - `channel_to`: int - `tag`: int ''', args=['channel_from', 'channel_to', 'tag'], arg_types=[c_int, c_int, c_int], return_type=c_int, error_return=0) Mix_GroupAvailable = _dll.function('Mix_GroupAvailable', '''Find the first available channel in a group of channels. :Parameters: - `tag`: int :rtype: int :return: a channel, or -1 if none are available. ''', args=['tag'], arg_types=[c_int], return_type=c_int) Mix_GroupCount = _dll.function('Mix_GroupCount', '''Get the number of channels in a group. If `tag` is -1, returns the total number of channels. :Parameters: - `tag`: int :rtype: int ''', args=['tag'], arg_types=[c_int], return_type=c_int) Mix_GroupOldest = _dll.function('Mix_GroupOldest', '''Find the "oldest" sample playing in a group of channels. :Parameters: - `tag`: int :rtype: int ''', args=['tag'], arg_types=[c_int], return_type=c_int) Mix_GroupNewer = _dll.function('Mix_GroupNewer', '''Find the "most recent" (i.e., last) sample playing in a group of channels. :Parameters: - `tag`: int :rtype: int ''', args=['tag'], arg_types=[c_int], return_type=c_int) def Mix_PlayChannel(channel, chunk, loops): '''Play an audio chunk on a specific channel. :Parameters: `channel` : int If -1, play on the first free channel. `chunk` : `Mix_Chunk` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. :rtype: int :return: the channel that was used to play the sound. ''' return Mix_PlayChannelTimed(channel, chunk, loops, -1) Mix_PlayChannelTimed = _dll.function('Mix_PlayChannelTimed', '''Play an audio chunk on a specific channel for a specified amount of time. :Parameters: `channel` : int If -1, play on the first free channel. `chunk` : `Mix_Chunk` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. `ticks` : int Maximum number of milliseconds to play sound for. :rtype: int :return: the channel that was used to play the sound. ''', args=['channel', 'chunk', 'loops', 'ticks'], arg_types=[c_int, POINTER(Mix_Chunk), c_int, c_int], return_type=c_int) Mix_PlayMusic = _dll.function('Mix_PlayMusic', '''Play a music chunk. :Parameters: `music` : ``Mix_Music`` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. ''', args=['music', 'loops'], arg_types=[_Mix_Music, c_int], return_type=c_int, error_return=-1) Mix_FadeInMusic = _dll.function('Mix_FadeInMusic', '''Fade in music over a period of time. :Parameters: `music` : ``Mix_Music`` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. `ms` : int Number of milliseconds to fade up over. ''', args=['music', 'loops', 'ms'], arg_types=[_Mix_Music, c_int, c_int], return_type=c_int, error_return=-1) Mix_FadeInMusicPos = _dll.function('Mix_FadeInMusicPos', '''Fade in music at an offset over a period of time. :Parameters: `music` : ``Mix_Music`` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. `ms` : int Number of milliseconds to fade up over. `position` : float Position within music to start at. Currently implemented only for MOD, OGG and MP3. :see: Mix_SetMusicPosition ''', args=['music', 'loops', 'ms', 'position'], arg_types=[_Mix_Music, c_int, c_int, c_double], return_type=c_int, error_return=-1) def Mix_FadeInChannel(channel, chunk, loops, ms): '''Fade in a channel. :Parameters: `channel` : int If -1, play on the first free channel. `chunk` : `Mix_Chunk` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. `ms` : int Number of milliseconds to fade up over. ''' Mix_FadeInChannelTimed(channel, chunk, loops, -1) Mix_FadeInChannelTimed = _dll.function('Mix_FadeInChannelTimed', '''Fade in a channel and play for a specified amount of time. :Parameters: `channel` : int If -1, play on the first free channel. `chunk` : `Mix_Chunk` Chunk to play `loops` : int If greater than zero, the number of times to play the sound; if -1, loop infinitely. `ms` : int Number of milliseconds to fade up over. `ticks` : int Maximum number of milliseconds to play sound for. ''', args=['channel', 'music', 'loops', 'ms', 'ticks'], arg_types=[c_int, _Mix_Music, c_int, c_int, c_int], return_type=c_int, error_return=-1) Mix_Volume = _dll.function('Mix_Volume', '''Set the volume in the range of 0-128 of a specific channel. :Parameters: `channel` : int If -1, set the volume for all channels `volume` : int Volume to set, in the range 0-128, or -1 to just return the current volume. :rtype: int :return: the original volume. ''', args=['channel', 'volume'], arg_types=[c_int, c_int], return_type=c_int) Mix_VolumeChunk = _dll.function('Mix_VolumeChunk', '''Set the volume in the range of 0-128 of a chunk. :Parameters: `chunk` : `Mix_Chunk` Chunk to set volume. `volume` : int Volume to set, in the range 0-128, or -1 to just return the current volume. :rtype: int :return: the original volume. ''', args=['chunk', 'volume'], arg_types=[POINTER(Mix_Chunk), c_int], return_type=c_int) Mix_VolumeMusic = _dll.function('Mix_VolumeMusic', '''Set the volume in the range of 0-128 of the music. :Parameters: `volume` : int Volume to set, in the range 0-128, or -1 to just return the current volume. :rtype: int :return: the original volume. ''', args=['volume'], arg_types=[c_int], return_type=c_int) Mix_HaltChannel = _dll.function('Mix_HaltChannel', '''Halt playing of a particular channel. :Parameters: - `channel`: int ''', args=['channel'], arg_types=[c_int], return_type=None) Mix_HaltGroup = _dll.function('Mix_HaltGroup', '''Halt playing of a particular group. :Parameters: - `tag`: int ''', args=['tag'], arg_types=[c_int], return_type=None) Mix_HaltMusic = _dll.function('Mix_HaltMusic', '''Halt playing music. ''', args=[], arg_types=[], return_type=None) Mix_ExpireChannel = _dll.function('Mix_ExpireChannel', '''Change the expiration delay for a particular channel. The sample will stop playing afte the `ticks` milliseconds have elapsed, or remove the expiration if `ticks` is -1. :Parameters: - `channel`: int - `ticks`: int :rtype: int :return: the number of channels affected. ''', args=['channel', 'ticks'], arg_types=[c_int, c_int], return_type=c_int) Mix_FadeOutChannel = _dll.function('Mix_FadeOutChannel', '''Halt a channel, fading it out progressively until it's silent. The `ms` parameter indicates the number of milliseconds the fading will take. :Parameters: - `channel`: int - `ms`: int ''', args=['channel', 'ms'], arg_types=[c_int, c_int], return_type=None) Mix_FadeOutGroup = _dll.function('Mix_FadeOutGroup', '''Halt a group, fading it out progressively until it's silent. The `ms` parameter indicates the number of milliseconds the fading will take. :Parameters: - `tag`: int - `ms`: int ''', args=['tag', 'ms'], arg_types=[c_int, c_int], return_type=None) Mix_FadeOutMusic = _dll.function('Mix_FadeOutMusic', '''Halt playing music, fading it out progressively until it's silent. The `ms` parameter indicates the number of milliseconds the fading will take. :Parameters: - `ms`: int ''', args=['ms'], arg_types=[c_int], return_type=None) Mix_FadingMusic = _dll.function('Mix_FadingMusic', '''Query the fading status of the music. :rtype: int :return: one of MIX_NO_FADING, MIX_FADING_OUT, MIX_FADING_IN. ''', args=[], arg_types=[], return_type=c_int) Mix_FadingChannel = _dll.function('Mix_FadingChannel', '''Query the fading status of a channel. :Parameters: - `channel`: int :rtype: int :return: one of MIX_NO_FADING, MIX_FADING_OUT, MIX_FADING_IN. ''', args=['channel'], arg_types=[c_int], return_type=c_int) Mix_Pause = _dll.function('Mix_Pause', '''Pause a particular channel. :Parameters: - `channel`: int ''', args=['channel'], arg_types=[c_int], return_type=None) Mix_Resume = _dll.function('Mix_Resume', '''Resume a particular channel. :Parameters: - `channel`: int ''', args=['channel'], arg_types=[c_int], return_type=None) Mix_Paused = _dll.function('Mix_Paused', '''Query if a channel is paused. :Parameters: - `channel`: int :rtype: int ''', args=['channel'], arg_types=[c_int], return_type=c_int) Mix_PauseMusic = _dll.function('Mix_PauseMusic', '''Pause the music stream. ''', args=[], arg_types=[], return_type=None) Mix_ResumeMusic = _dll.function('Mix_ResumeMusic', '''Resume the music stream. ''', args=[], arg_types=[], return_type=None) Mix_RewindMusic = _dll.function('Mix_RewindMusic', '''Rewind the music stream. ''', args=[], arg_types=[], return_type=None) Mix_PausedMusic = _dll.function('Mix_PausedMusic', '''Query if the music stream is paused. :rtype: int ''', args=[], arg_types=[], return_type=c_int) Mix_SetMusicPosition = _dll.function('Mix_SetMusicPosition', '''Set the current position in the music stream. For MOD files the position represents the pattern order number; for OGG and MP3 files the position is in seconds. Currently no other music file formats support positioning. :Parameters: - `position`: float ''', args=['position'], arg_types=[c_double], return_type=c_int, error_return=-1) Mix_Playing = _dll.function('Mix_Playing', '''Query the status of a specific channel. :Parameters: - `channel`: int :rtype: int :return: the number of queried channels that are playing. ''', args=['channel'], arg_types=[c_int], return_type=c_int) Mix_PlayingMusic = _dll.function('Mix_PlayingMusic', '''Query the status of the music stream. :rtype: int :return: 1 if music is playing, 0 otherwise. ''', args=[], arg_types=[], return_type=c_int) Mix_SetMusicCMD = _dll.function('Mix_SetMusicCMD', '''Set the external music playback command. Any currently playing music will stop. :Parameters: - `command`: string ''', args=['command'], arg_types=[c_char_p], return_type=c_int, error_return=-1) Mix_SetSynchroValue = _dll.function('Mix_SetSynchroValue', '''Set the synchro value for a MOD music stream. :Parameters: - `value`: int ''', args=['value'], arg_types=[c_int], return_type=c_int, error_return=-1) Mix_GetSynchroValue = _dll.function('Mix_GetSynchroValue', '''Get the synchro value for a MOD music stream. :rtype: int ''', args=[], arg_types=[], return_type=c_int) Mix_GetChunk = _dll.function('Mix_GetChunk', '''Get the chunk currently associated with a mixer channel. Returns None if the channel is invalid or if there's no chunk associated. :Parameters: - `channel`: int :rtype: `Mix_Chunk` ''', args=['channel'], arg_types=[c_int], return_type=POINTER(Mix_Chunk), dereference_return=True) Mix_CloseAudio = _dll.function('Mix_CloseAudio', '''Close the mixer, halting all playing audio. ''', args=[], arg_types=[], return_type=None)
Python
#!/usr/bin/env python ''' ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * class SDL_array: def __init__(self, ptr, count, ctype): '''Construct an array at memory location `ptr` with `count` elements of type `ctype`. :Parameters: `ptr` : ctypes.Array, POINTER(ctype) or POINTER(ctypes.Array) Starting point of the array space. Don't use c_void_p; this will not cast correctly. If `ptr` is None, the array will be created (filled with random data). `count` : int Number of elements in the array. `ctype` : type ctypes type if each element, e.g., c_ubyte, c_int, etc. ''' count = int(count) assert count >= 0 if not ptr: ptr = (ctype * count)() self.ptr = ptr self.count = count self.ctype = ctype self._ctypes_array = None # Casting methods def as_bytes(self): '''Access the array as raw bytes, regardless of the underlying data type. This can be useful, for example, in accessing a 32-bit colour buffer by individual components rather than the encoded pixel. :rtype: SDL_array ''' return SDL_array(self.ptr, (self.count * sizeof(self.ctype)), c_ubyte) def as_int16(self): '''Access the array as 16-bit integers, regardless of the underlying data type. :rtype: SDL_array ''' return SDL_array(self.ptr, self.count * sizeof(self.ctype) / 2, c_ushort) def as_int32(self): '''Access the array as 32-bit integers, regardless of the underlying data type. :rtype: SDL_array ''' return SDL_array(self.ptr, self.count * sizeof(self.ctype) / 4, c_uint) def as_ctypes(self): '''Access the array as a ctypes array. :rtype: ctypes.Array ''' if not self._ctypes_array: self._ctypes_array = \ cast(self.ptr, POINTER(self.ctype * self.count)).contents return self._ctypes_array # numpy specific methods def have_numpy(cls): '''Determine if the numpy array module is available. :rtype: bool ''' return _have_numpy def as_numpy(self, shape=None): '''Access the array as a numpy array. The numpy array shares the same underlying memory buffer, so changes are immediate, and you can use the numpy array as you would normally. To set the entire contents of the array at once, use a ``[:]`` slice. If numpy is not installed, an ImportError will be raised. :rtype: numpy.ndarray ''' if not _have_numpy: raise ImportError, 'numpy could not be imported' if self.ctype not in _numpy_typemap: raise TypeError, '%s has no numpy compatible type' % self.ctype if shape is None: shape = (self.count,) ar = numpy.frombuffer(self.as_ctypes(), _numpy_typemap[self.ctype]) ar = ar.reshape(shape) return ar # General interoperability (string) def to_string(self): '''Return a string with the contents of this array. :rtype: string ''' count = sizeof(self.ctype) * self.count s = create_string_buffer(count) memmove(s, self.ptr, count) return s.raw def from_string(self, data): '''Copy string data into this array. The string must have exactly the same length of this array (in bytes). No size checking is performed. :Parameters: `data` : str String data to copy. ''' memmove(self.ptr, data, len(data)) def __repr__(self): return 'SDL_array(ctype=%s, count=%r)' % (self.ctype, self.count) def __len__(self): return self.count def __getitem__(self, key): if type(key) is slice: if key.step: raise TypeError, 'slice step not supported' return self.as_ctypes()[key.start:key.stop] else: return self.as_ctypes()[key] def __setitem__(self, key, value): if type(key) is slice: if key.step: raise TypeError, 'slice step not supported' self.as_ctypes()[key.start:key.stop] = value else: self.as_ctypes()[key] = value def to_ctypes(values, count, ctype): '''Create a ctypes array of the given count and type, with the contents of sequence `values`. :Parameters: - `values`: sequence of length `count`, or SDL_array instance, or ctypes.Array, or POINTER(ctypes.Array) - `count`: int - `ctype`: type :rtype: object, ctypes.Array :return: (ref, array), where ref is an object that must be retained by the caller for as long as the array is used. ''' ref = values # Convert SDL_array instances to ctypes array if isinstance(values, SDL_array): values = values.as_ctypes() # Cast ctypes array to correct type if necessary if isinstance(values, Array): if values._type_ is ctype: return ref, values else: return ref, cast(values, POINTER(ctype * count)).contents # Convert string bytes to array if type(values) == str: ref = create_string_buffer(values) return ref, cast(ref, POINTER(ctype * count)).contents # Otherwise assume sequence ar = (ctype * count)(*values) return ar, ar
Python
#!/usr/bin/env python '''Functions for converting to native byte order ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' import sys from cocos.audio.SDL.constants import SDL_BIG_ENDIAN, SDL_LIL_ENDIAN def SDL_Swap16(x): return (x << 8 & 0xff00) | \ (x >> 8 & 0x00ff) def SDL_Swap32(x): return (x << 24 & 0xff000000) | \ (x << 8 & 0x00ff0000) | \ (x >> 8 & 0x0000ff00) | \ (x >> 24 & 0x000000ff) def SDL_Swap64(x): return (SDL_Swap32(x & 0xffffffff) << 32) | \ (SDL_Swap32(x >> 32 & 0xffffffff)) def _noop(x): return x if sys.byteorder == 'big': SDL_BYTEORDER = SDL_BIG_ENDIAN SDL_SwapLE16 = SDL_Swap16 SDL_SwapLE32 = SDL_Swap32 SDL_SwapLE64 = SDL_Swap64 SDL_SwapBE16 = _noop SDL_SwapBE32 = _noop SDL_SwapBE64 = _noop else: SDL_BYTEORDER = SDL_LIL_ENDIAN SDL_SwapLE16 = _noop SDL_SwapLE32 = _noop SDL_SwapLE64 = _noop SDL_SwapBE16 = SDL_Swap16 SDL_SwapBE32 = SDL_Swap32 SDL_SwapBE64 = SDL_Swap64
Python
#!/usr/bin/env python '''General interface for SDL to read and write data sources. For files, use `SDL_RWFromFile`. Other Python file-type objects can be used with `SDL_RWFromObject`. If another library provides a constant void pointer to a contiguous region of memory, `SDL_RWFromMem` and `SDL_RWFromConstMem` can be used. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import dll import constants _rwops_p = POINTER('SDL_RWops') _seek_fn = CFUNCTYPE(c_int, _rwops_p, c_int, c_int) _read_fn = CFUNCTYPE(c_int, _rwops_p, c_void_p, c_int, c_int) _write_fn = CFUNCTYPE(c_int, _rwops_p, c_void_p, c_int, c_int) _close_fn = CFUNCTYPE(c_int, _rwops_p) class _hidden_mem_t(Structure): _fields_ = [('base', c_void_p), ('here', c_void_p), ('stop', c_void_p)] class SDL_RWops(Structure): '''Read/write operations structure. :Ivariables: `seek` : function seek(context: `SDL_RWops`, offset: int, whence: int) -> int `read` : function read(context: `SDL_RWops`, ptr: c_void_p, size: int, maxnum: int) -> int `write` : function write(context: `SDL_RWops`, ptr: c_void_p, size: int, num: int) -> int `close` : function close(context: `SDL_RWops`) -> int `type` : int Undocumented ''' _fields_ = [('seek', _seek_fn), ('read', _read_fn), ('write', _write_fn), ('close', _close_fn), ('type', c_uint), ('_hidden_mem', _hidden_mem_t)] SetPointerType(_rwops_p, SDL_RWops) SDL_RWFromFile = dll.function('SDL_RWFromFile', '''Create an SDL_RWops structure from a file on disk. :Parameters: `file` : string Filename `mode` : string Mode to open the file with; as with the built-in function ``open``. :rtype: `SDL_RWops` ''', args=['file', 'mode'], arg_types=[c_char_p, c_char_p], return_type=POINTER(SDL_RWops), dereference_return=True, require_return=True) SDL_RWFromMem = dll.function('SDL_RWFromMem', '''Create an SDL_RWops structure from a contiguous region of memory. :Parameters: - `mem`: ``c_void_p`` - `size`: int :rtype: `SDL_RWops` ''', args=['mem', 'size'], arg_types=[c_void_p, c_int], return_type=POINTER(SDL_RWops), dereference_return=True, require_return=True) SDL_RWFromConstMem = dll.function('SDL_RWFromConstMem', '''Create an SDL_RWops structure from a contiguous region of memory. :Parameters: - `mem`: ``c_void_p`` - `size`: int :rtype: `SDL_RWops` :since: 1.2.7 ''', args=['mem', 'size'], arg_types=[c_void_p, c_int], return_type=POINTER(SDL_RWops), dereference_return=True, require_return=True, since=(1,2,7)) """ These functions shouldn't be useful to Pythoners. SDL_AllocRW = dll.function('SDL_AllocRW', '''Allocate a blank SDL_Rwops structure. :rtype: `SDL_RWops` ''' args=[], arg_types=[], return_type=POINTER(SDL_RWops), dereference_return=True, require_return=True) SDL_FreeRW = dll.function('SDL_FreeRW', '''Free a SDL_RWops structure. :param area: `SDL_RWops` ''' args=['area'], arg_types=[POINTER(SDL_RWops)], return_type=None) """ # XXX Tested read from open() only so far def SDL_RWFromObject(obj): '''Construct an SDL_RWops structure from a Python file-like object. The object must support the following methods in the same fashion as the builtin file object: - ``read(len) -> data`` - ``write(data)`` - ``seek(offset, whence)`` - ``close()`` :Parameters: - `obj`: Python file-like object to wrap :rtype: `SDL_RWops` ''' ctx = SDL_RWops() def _seek(context, offset, whence): obj.seek(offset, whence) return obj.tell() ctx.seek = _seek_fn(_seek) def _read(context, ptr, size, maximum): try: r = obj.read(maximum * size) memmove(ptr, r, len(r)) return len(r) / size except: return -1 ctx.read = _read_fn(_read) def _write(context, ptr, size, num): try: obj.write(string_at(ptr, size*num)) return num except: return -1 ctx.write = _write_fn(_write) def _close(context): obj.close() ctx.close = _close_fn(_close) return ctx """ # XXX Usefulness of the following using raw pointers? def SDL_RWseek(ctx, offset, whence): return ctx.seek(ctx, offset, whence) def SDL_RWtell(ctx): return ctx.seek(ctx, 0, constants.RW_SEEK_CUR) def SDL_RWread(ctx, ptr, size, n): return ctx.read(ctx, ptr, size, n) def SDL_RWwrite(ctx, ptr, size, n): return ctx.write(ctx, ptr, size, n) def SDL_RWclose(ctx): return ctx.close(ctx) """ # XXX not implemented: SDL_Read{BL}E* and SDL_Write{BL}E*
Python
#!/usr/bin/env python '''Access to the raw audio mixing buffer. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import sys import array import constants import dll import rwops _SDL_AudioSpec_fn = \ CFUNCTYPE(POINTER(c_ubyte), POINTER(c_ubyte), POINTER(c_ubyte), c_int) class SDL_AudioSpec(Structure): '''Audio format structure. The calculated values in this structure are calculated by `SDL_OpenAudio`. :Ivariables: `freq` : int DSP frequency, in samples per second `format` : int Audio data format. One of AUDIO_U8, AUDIO_S8, AUDIO_U16LSB, AUDIO_S16LSB, AUDIO_U16MSB or AUDIO_S16MSB `channels` : int Number of channels; 1 for mono or 2 for stereo. `silence` : int Audio buffer silence value (calculated) `samples` : int Audio buffer size in samples (power of 2) `size` : int Audio buffer size in bytes (calculated) ''' _fields_ = [('freq', c_int), ('format', c_ushort), ('channels', c_ubyte), ('silence', c_ubyte), ('samples', c_ushort), ('_padding', c_ushort), ('size', c_uint), ('_callback', _SDL_AudioSpec_fn), ('_userdata', c_void_p)] _SDL_AudioCVT_p = POINTER('SDL_AudioCVT') _SDL_AudioCVT_filter_fn = \ CFUNCTYPE(POINTER(c_ubyte), _SDL_AudioCVT_p, c_ushort) class SDL_AudioCVT(Structure): '''Set of audio conversion filters and buffers. :Ivariables: `needed` : int 1 if conversion is possible `src_format` : int Source audio format. See `SDL_AudioSpec.format` `dst_format` : int Destination audio format. See `SDL_AudioSpec.format` `rate_incr` : float Rate conversion increment `len` : int Length of original audio buffer `len_cvt` : int Length of converted audio buffer `len_mult` : int Buffer must be len * len_mult big `len_ratio` : float Given len, final size is len * len_ratio `filter_index` : int Current audio conversion function ''' _fields_ = [('needed', c_int), ('src_format', c_ushort), ('dst_format', c_ushort), ('rate_incr', c_double), ('buf', POINTER(c_ubyte)), ('len', c_int), ('len_cvt', c_int), ('len_mult', c_int), ('len_ratio', c_double), ('filters', _SDL_AudioCVT_filter_fn * 10), ('filter_index', c_int)] SetPointerType(_SDL_AudioCVT_p, SDL_AudioCVT) # SDL_AudioInit and SDL_AudioQuit marked private _SDL_AudioDriverName = dll.private_function('SDL_AudioDriverName', arg_types=[c_char_p, c_int], return_type=c_char_p) def SDL_AudioDriverName(maxlen=1024): ''' Returns the name of the audio driver. Returns None if no driver has been initialised. :Parameters: `maxlen` Maximum length of the returned driver name; defaults to 1024. :rtype: string ''' buf = create_string_buffer(maxlen) if _SDL_AudioDriverName(buf, maxlen): return buf.value return None def _ctype_audio_format(fmt): if fmt == constants.AUDIO_U8: return c_ubyte elif fmt == constants.AUDIO_S8: return c_char elif fmt in (constants.AUDIO_U16LSB, constants.AUDIO_U16MSB): return c_ushort elif fmt in (constants.AUDIO_S16LSB, constants.AUDIO_S16MSB): return c_short else: raise TypeError, 'Unsupported format %r' % fmt _SDL_OpenAudio = dll.private_function('SDL_OpenAudio', arg_types=[POINTER(SDL_AudioSpec), POINTER(SDL_AudioSpec)], return_type=c_int, error_return=-1) def SDL_OpenAudio(desired, obtained): '''Open the audio device with the desired parameters. If successful, the actual hardware parameters will be set in the instance passed into `obtained`. If `obtained` is None, the audio data passed to the callback function will be guaranteed to be in the requested format, and will be automatically converted to the hardware audio format if necessary. An exception will be raised if the audio device couldn't be opened, or the audio thread could not be set up. The fields of `desired` are interpreted as follows: `desired.freq` desired audio frequency in samples per second `desired.format` desired audio format, i.e., one of AUDIO_U8, AUDIO_S8, AUDIO_U16LSB, AUDIO_S16LSB, AUDIO_U16MSB or AUDIO_S16MSB `desired.samples` size of the audio buffer, in samples. This number should be a power of two, and may be adjusted by the audio driver to a value more suitable for the hardware. Good values seem to range between 512 and 8096 inclusive, depending on the application and CPU speed. Smaller values yield faster response time, but can lead to underflow if the application is doing heavy processing and cannot fill the audio buffer in time. A stereo sample consists of both right and left channels in LR ordering. Note that the number of samples is directly related to time by the following formula:: ms = (samples * 1000) / freq `desired.size` size in bytes of the audio buffer; calculated by SDL_OpenAudio. `desired.silence` value used to set the buffer to silence; calculated by SDL_OpenAudio. `desired.callback` a function that will be called when the audio device is ready for more data. The signature of the function should be:: callback(userdata: any, stream: SDL_array) -> None The function is called with the userdata you specify (see below), and an SDL_array of the obtained format which you must fill with audio data. This function usually runs in a separate thread, so you should protect data structures that it accesses by calling `SDL_LockAudio` and `SDL_UnlockAudio` in your code. `desired.userdata` passed as the first parameter to your callback function. The audio device starts out playing silence when it's opened, and should be enabled for playing by calling ``SDL_PauseAudio(False)`` when you are ready for your audio callback function to be called. Since the audio driver may modify the requested size of the audio buffer, you should allocate any local mixing buffers after you open the audio device. :Parameters: - `desired`: `SDL_AudioSpec` - `obtained`: `SDL_AudioSpec` or None ''' if not hasattr(desired, 'callback'): raise TypeError, 'Attribute "callback" not set on "desired"' userdata = getattr(desired, 'userdata', None) callback = desired.callback ctype = [_ctype_audio_format(desired.format)] # List, so mutable def cb(data, stream, len): ar = array.SDL_array(stream, len/sizeof(ctype[0]), ctype[0]) callback(userdata, ar) desired._callback = _SDL_AudioSpec_fn(cb) _SDL_OpenAudio(desired, obtained) if obtained: obtained.userdata = desired.userdata obtained.callback = desired.callback ctype[0] = _ctype_audio_format(obtained.format) SDL_GetAudioStatus = dll.function('SDL_GetAudioStatus', '''Get the current audio state. :rtype: int :return: one of SDL_AUDIO_STOPPED, SDL_AUDIO_PLAYING, SDL_AUDIO_PAUSED ''', args=[], arg_types=[], return_type=c_int) SDL_PauseAudio = dll.function('SDL_PauseAudio', '''Pause and unpause the audio callback processing. It should be called with a parameter of 0 after opening the audio device to start playing sound. This is so you can safely initalize data for your callback function after opening the audio device. Silence will be written to the audio device during the pause. :Parameters: - `pause_on`: int ''', args=['pause_on'], arg_types=[c_int], return_type=None) _SDL_LoadWAV_RW = dll.private_function('SDL_LoadWAV_RW', arg_types=[POINTER(rwops.SDL_RWops), c_int, POINTER(SDL_AudioSpec), POINTER(POINTER(c_ubyte)), POINTER(c_uint)], return_type=POINTER(SDL_AudioSpec), require_return=True) def SDL_LoadWAV_RW(src, freesrc): '''Load a WAVE from the data source. The source is automatically freed if `freesrc` is non-zero. For example, to load a WAVE file, you could do:: SDL_LoadWAV_RW(SDL_RWFromFile('sample.wav', 'rb'), 1) You need to free the returned buffer with `SDL_FreeWAV` when you are done with it. :Parameters: - `src`: `SDL_RWops` - `freesrc`: int :rtype: (`SDL_AudioSpec`, `SDL_array`) :return: a tuple (`spec`, `audio_buf`) where `spec` describes the data format and `audio_buf` is the buffer containing audio data. ''' spec = SDL_AudioSpec() audio_buf = POINTER(c_ubyte)() audio_len = c_uint() _SDL_LoadWAV_RW(src, freesrc, spec, byref(audio_buf), byref(audio_len)) ctype = _ctype_audio_format(spec.format) return (spec, array.SDL_array(audio_buf, audio_len.value/sizeof(ctype), ctype)) def SDL_LoadWAV(file): '''Load a WAVE from a file. :Parameters: - `file`: str :rtype: (`SDL_AudioSpec`, `SDL_array`) :see: `SDL_LoadWAV_RW` ''' return SDL_LoadWAV_RW(rwops.SDL_RWFromFile(file, 'rb'), 1) _SDL_FreeWAV = dll.private_function('SDL_FreeWAV', arg_types=[POINTER(c_ubyte)], return_type=None) def SDL_FreeWAV(audio_buf): '''Free a buffer previously allocated with `SDL_LoadWAV_RW` or `SDL_LoadWAV`. :Parameters: - `audio_buf`: `SDL_array` ''' _SDL_FreeWAV(audio_buf.as_bytes().as_ctypes()) _SDL_BuildAudioCVT = dll.private_function('SDL_BuildAudioCVT', arg_types=[POINTER(SDL_AudioCVT), c_ushort, c_ubyte, c_uint, c_ushort, c_ubyte, c_uint], return_type=c_int, error_return=-1) def SDL_BuildAudioCVT(src_format, src_channels, src_rate, dst_format, dst_channels, dst_rate): '''Take a source format and rate and a destination format and rate, and return a `SDL_AudioCVT` structure. The `SDL_AudioCVT` structure is used by `SDL_ConvertAudio` to convert a buffer of audio data from one format to the other. :Parameters: - `src_format`: int - `src_channels`: int - `src_rate`: int - `dst_format`: int - `dst_channels`: int - `dst_rate`: int :rtype: `SDL_AudioCVT` ''' cvt = SDL_AudioCVT() _SDL_BuildAudioCVT(cvt, src_format, src_channels, src_rate, dst_format, dst_channels, dst_rate) return cvt SDL_ConvertAudio = dll.function('SDL_ConvertAudio', '''Convert audio data in-place. Once you have initialized the 'cvt' structure using `SDL_BuildAudioCVT`, created an audio buffer ``cvt.buf``, and filled it with ``cvt.len`` bytes of audio data in the source format, this function will convert it in-place to the desired format. The data conversion may expand the size of the audio data, so the buffer ``cvt.buf`` should be allocated after the cvt structure is initialized by `SDL_BuildAudioCVT`, and should be ``cvt->len*cvt->len_mult`` bytes long. Note that you are responsible for allocating the buffer. The recommended way is to construct an `SDL_array` of the correct size, and set ``cvt.buf`` to the result of `SDL_array.as_ctypes`. :Parameters: - `cvt`: `SDL_AudioCVT` :rtype: int :return: undocumented ''', args=['cvt'], arg_types=[POINTER(SDL_AudioCVT)], return_type=c_int) _SDL_MixAudio = dll.private_function('SDL_MixAudio', arg_types=[POINTER(c_ubyte), POINTER(c_ubyte), c_uint, c_int], return_type=None) def SDL_MixAudio(dst, src, length, volume): '''Mix two audio buffers. This takes two audio buffers of the playing audio format and mixes them, performing addition, volume adjustment, and overflow clipping. The volume ranges from 0 - 128, and should be set to SDL_MIX_MAXVOLUME for full audio volume. Note this does not change hardware volume. This is provided for convenience -- you can mix your own audio data. :note: SDL-ctypes doesn't know the current play format, so you must always pass in byte buffers (SDL_array or sequence) to this function, rather than of the native data type. :Parameters: - `dst`: `SDL_array` - `src`: `SDL_array` - `length`: int - `volume`: int ''' dstref, dst = array.to_ctypes(dst, len(dst), c_ubyte) srcref, src = array.to_ctypes(src, len(src), c_ubyte) if len(dst) < length: raise TypeError, 'Destination buffer too small' elif len(src) < length: raise TypeError, 'Source buffer too small' _SDL_MixAudio(dst, src, length, volume) SDL_LockAudio = dll.function('SDL_LockAudio', '''Guarantee the callback function is not running. The lock manipulated by these functions protects the callback function. During a LockAudio/UnlockAudio pair, you can be guaranteed that the callback function is not running. Do not call these from the callback function or you will cause deadlock. ''', args=[], arg_types=[], return_type=None) SDL_UnlockAudio = dll.function('SDL_UnlockAudio', '''Release the audio callback lock. :see: `SDL_LockAudio` ''', args=[], arg_types=[], return_type=None) SDL_CloseAudio = dll.function('SDL_CloseAudio', '''Shut down audio processing and close the audio device. ''', args=[], arg_types=[], return_type=None)
Python
#!/usr/bin/env python '''Main module for importing SDL-ctypes. This module defines the intialization and cleanup functions: - `SDL_Init` - `SDL_InitSubSystem` - `SDL_WasInit` - `SDL_QuitSubSystem` - `SDL_Quit` It also imports all functions, constants and classes from the package submodules. Typical usage, then, is to just import this module directly into your namespace:: from SDL import * This gives you access to all SDL names exactly as they appear in the C header files. :group Non-core modules: ttf, mixer, image, sound ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' import ctypes import sys import dll as SDL_dll from audio import * from constants import * from endian import * from error import * from rwops import * from timer import * # SDL.h _SDL_Init = SDL_dll.private_function('SDL_Init', arg_types=[ctypes.c_uint], return_type=ctypes.c_int) def SDL_Init(flags): '''Initialise the SDL library. This function loads the SDL dynamically linked library and initializes the subsystems specified by `flags` (and those satisfying dependencies) Unless the `SDL_INIT_NOPARACHUTE` flag is set, it will install cleanup signal handlers for some commonly ignored fatal signals (like SIGSEGV). The following flags are recognised: - `SDL_INIT_TIMER` - `SDL_INIT_AUDIO` - `SDL_INIT_VIDEO` - `SDL_INIT_CDROM` - `SDL_INIT_JOYSTICK` - `SDL_INIT_NOPARACHUTE` - `SDL_INIT_EVENTTHREAD` - `SDL_INIT_EVERYTHING` :Parameters: - `flags`: int :rtype: int :return: undocumented (FIXME) :see: `SDL_Quit` ''' if sys.platform == 'darwin' and flags & SDL_INIT_VIDEO: import cocos.audio.SDL.darwin cocos.audio.SDL.darwin.init() return _SDL_Init(flags) _SDL_InitSubSystem = SDL_dll.private_function('SDL_InitSubSystem', arg_types=[ctypes.c_uint], return_type=ctypes.c_int) def SDL_InitSubSystem(flags): '''Initialize specific SDL subsystems. :Parameters: - `flags`: int :rtype: int :return: undocumented (FIXME) :see: `SDL_Init`, `SDL_QuitSubSystem` ''' if sys.platform == 'darwin' and flags & SDL_INIT_VIDEO: import cocos.audio.SDL.darwin cocos.audio.SDL.darwin.init() return _SDL_InitSubSystem(flags) SDL_QuitSubSystem = SDL_dll.function('SDL_QuitSubSystem', '''Clean up specific SDL subsystems. :Parameters: - `flags`: int :see: `SDL_InitSubSystem` ''', args=['flags'], arg_types=[ctypes.c_uint], return_type=None) SDL_WasInit = SDL_dll.function('SDL_WasInit', '''Return a mask of the specified subsystems which have been initialized. If `flags` is 0, return a mask of all initialized subsystems. :Parameters: - `flags`: int :rtype: int :return: undocumented (FIXME) :see: `SDL_Init` ''', args=['flags'], arg_types=[ctypes.c_uint], return_type=ctypes.c_int) SDL_Quit = SDL_dll.function('SDL_Quit', '''Clean up all initialized subsystems. You should call this function upon all exit conditions. ''', args=[], arg_types=[], return_type=None)
Python
#!/usr/bin/env python '''Error detection and error handling functions. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' from ctypes import * import dll class SDL_Exception(Exception): '''Exception raised for all SDL errors. The message is as returned by `SDL_GetError`. ''' def __init__(self, message): self.message = message def __str__(self): return self.message class SDL_NotImplementedError(NotImplementedError): '''Exception raised when the available SDL library predates the requested function.''' pass SDL_SetError = dll.function('SDL_SetError', '''Set the static error string. :Parameters: `fmt` format string; subsequent integer and string arguments are interpreted as in printf(). ''', args=['fmt'], arg_types=[c_char_p], return_type=None) SDL_GetError = dll.function('SDL_GetError', '''Return the last error string set. :rtype: string ''', args=[], arg_types=[], return_type=c_char_p) SDL_ClearError = dll.function('SDL_ClearError', '''Clear any error string set. ''', args=[], arg_types=[], return_type=None) # SDL_Error not implemented (marked private in SDL_error.h)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- class NoAudioError(Exception): pass
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """This is a wrapper to the low level music API. You shouldn't use this in your cocos applications; but instead use the music control functions in the Scene class """ from cocos import audio try: import pygame.music except ImportError: audio._working = False class MusicControl(object): def load(self, filename): pygame.music.load(filename) def play(self): pygame.music.play() def stop(self): pygame.music.stop() class DummyMusicControl(object): def load(self,filename): pass def play(self): pass def stop(self): pass def set_control(name): global control assert name in ('dummy', 'pygame') control = globals()["_" + name] _dummy = DummyMusicControl() _pygame = MusicControl() set_control('dummy')
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- __docformat__ = 'restructuredtext' from cocos import audio try: from cocos.audio.pygame.mixer import Sound except ImportError: audio._working = False import actions class Effect(object): """Effects are sounds effect loaded in memory Example :: shot = Effect('bullet.wav') shot.play() # Play right now sprite.do(shot.action) """ def __init__(self, filename): """Initialize the effect :Parameters: `filename` : fullpath path of a WAV or Ogg audio file """ if audio._working: self.sound = Sound(filename) else: self.sound = None self.action = actions.PlayAction(self.sound) def play(self): if audio._working: self.sound.play()
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- __all__ = ['SDL', 'pygame'] import cocos _working = True try: import pygame.mixer except ImportError, error: # set to 0 to debug import errors if 1: _working = False else: raise def initialize(arguments={}): global _working if arguments is None: _working = False music.set_control('dummy') if _working: pygame.mixer.init(**arguments) music.set_control('pygame')
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """ Scene class and subclasses """ __docformat__ = 'restructuredtext' __all__ = ['Scene'] from pyglet.gl import * import cocos from cocos.director import director import cocos.cocosnode as cocosnode import cocos.audio.music class EventHandlerMixin(object): def add(self, child, *args, **kwargs): super(EventHandlerMixin, self).add(child, *args, **kwargs) scene = self.get(Scene) if not scene: return if ( scene._handlers_enabled and scene.is_running and isinstance(child, cocos.layer.Layer) ): child.push_all_handlers() def remove(self, child): super(EventHandlerMixin, self).remove(child) scene = self.get(Scene) if not scene: return if ( scene._handlers_enabled and scene.is_running and isinstance(child, cocos.layer.Layer) ): child.remove_all_handlers() class Scene(cocosnode.CocosNode, EventHandlerMixin): """ """ def __init__(self, *children): """ Creates a Scene with layers and / or scenes. Responsibilities: Control the dispatching of events to its layers; and background music playback :Parameters: `children` : list of `Layer` or `Scene` Layers or Scenes that will be part of the scene. They are automatically assigned a z-level from 0 to num_children. """ super(Scene,self).__init__() self._handlers_enabled = False for i, c in enumerate(children): self.add( c, z=i ) x,y = director.get_window_size() self.transform_anchor_x = x/2 self.transform_anchor_y = y/2 self.music = None self.music_playing = False def on_enter(self): for c in self.get_children(): c.parent = self super(Scene, self).on_enter() if self.music is not None: cocos.audio.music.control.load(self.music) if self.music_playing: cocos.audio.music.control.play() def on_exit(self): super(Scene, self).on_exit() # _apply_music after super, because is_running must be already False if self.music_playing: cocos.audio.music.control.stop() def push_all_handlers(self): for child in self.get_children(): if isinstance(child, cocos.layer.Layer): child.push_all_handlers() def remove_all_handlers(self): for child in self.get_children(): if isinstance(child, cocos.layer.Layer): child.remove_all_handlers() def enable_handlers(self, value=True): """ This function makes the scene elegible for receiving events """ if value and not self._handlers_enabled and self.is_running: self.push_all_handlers() elif not value and self._handlers_enabled and self.is_running: self.remove_all_handlers() self._handlers_enabled = value def end(self, value=None): """Ends the current scene setting director.return_value with `value` :Parameters: `value` : anything The return value. It can be anything. A type or an instance. """ director.return_value = value director.pop() def load_music(self, filename): """This prepares a streamed music file to be played in this scene. Music will be stopped after calling this (even if it was playing before). :Parameters: `filename` : fullpath Filename of music to load. Depending on installed libraries, supported formats may be WAV, MP3, OGG, MOD; You can also use 'None' to unset music """ self.music = filename self.music_playing = False if self.is_running: if filename is not None: cocos.audio.music.control.load(filename) else: cocos.audio.music.control.stop() def play_music(self): """Enable music playback for this scene. Nothing happens if music was already playing Note that if you call this method on an inactive scene, the music will start playing back only if/when the scene gets activated. """ if self.music is not None and not self.music_playing: self.music_playing = True if self.is_running: cocos.audio.music.control.play() def stop_music(self): """Stops music playback for this scene. """ self.load_music(None)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Camera object''' __docformat__ = 'restructuredtext' from director import director from euclid import Point3 from pyglet.gl import * __all__ = ['Camera'] class Camera(object): """ Camera used in every `CocosNode`. Useful to look at the object from different views. The OpenGL gluLookAt() function is used to locate the camera. If the object is transformed by any of the scale, rotation or position attributes, then they will override the camera. """ def __init__(self): self.restore() @classmethod def get_z_eye( cls ): '''Returns the best distance for the camera for the current window size cocos2d uses a Filed Of View (fov) of 60 ''' width, height = director.get_window_size() eye_z = height / 1.1566 return eye_z def restore( self ): '''Restore the camera to the initial position and sets it's ``dirty`` attribute in False and ``once`` in true. If you use the camera, for a while and you want to stop using it call this method. ''' width, height = director.get_window_size() # tuple (x,y,z) that says where is the eye of the camera. # used by ``gluLookAt()`` self._eye = Point3( width /2.0, height /2.0, self.get_z_eye() ) # tuple (x,y,z) that says where is pointing to the camera. # used by ``gluLookAt()`` self._center = Point3( width /2.0, height /2.0, 0.0 ) # tuple (x,y,z) that says the up vector for the camera. # used by ``gluLookAt()`` self._up_vector = Point3( 0.0, 1.0, 0.0) #: whether or not the camera is 'dirty' #: It is dirty if it is not in the original position self.dirty = False #: optimization. Only renders the camera once self.once = False def locate( self, force=False ): '''Sets the camera using gluLookAt using its eye, center and up_vector :Parameters: `force` : bool whether or not the camera will be located even if it is not dirty ''' if force or self.dirty or self.once: glLoadIdentity() gluLookAt( self._eye.x, self._eye.y, self._eye.z, # camera eye self._center.x, self._center.y, self._center.z, # camera center self._up_vector.x, self._up_vector.y, self._up_vector.z # camera up vector ) self.once = False def _get_eye( self ): return self._eye def _set_eye( self, eye ): self._eye = eye self.dirty = True eye = property(_get_eye, _set_eye, doc='''Eye of the camera in x,y,z coordinates :type: flaat,float,float ''') def _get_center( self ): return self._center def _set_center( self, center ): self._center = center self.dirty = True center = property(_get_center, _set_center, doc='''Center of the camera in x,y,z coordinates :type: flaat,float,float ''') def _get_up_vector( self ): return self._up_vector def _set_up_vector( self, up_vector ): self._up_vector = up_vector self.dirty = True up_vector = property(_get_up_vector, _set_up_vector, doc='''Up vector of the camera in x,y,z coordinates :type: flaat,float,float ''')
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- from ctypes import * from pyglet.gl import * class GLSLException(Exception): pass def glsl_log(handle): if handle == 0: return '' log_len = c_int(0) glGetObjectParameterivARB(handle, GL_OBJECT_INFO_LOG_LENGTH_ARB, byref(log_len)) if log_len.value == 0: return '' log = create_string_buffer(log_len.value) # does log_len include the NUL? chars_written = c_int(0) glGetInfoLogARB(handle, log_len.value, byref(chars_written), log) return log.value class Shader(object): s_tag = 0 def __init__(self, name, prog): self.name = name self.prog = prog self.shader = 0 self.compiling = False self.tag = -1 self.dependencies = [] def __del__(self): self.destroy() def _source(self): if self.tag == Shader.s_tag: return [] self.tag = Shader.s_tag r = [] for d in self.dependencies: r.extend(d._source()) r.append(self.prog) return r def _compile(self): if self.shader: return if self.compiling : return self.compiling = True self.shader = glCreateShaderObjectARB(self.shaderType()) if self.shader == 0: raise GLSLException('faled to create shader object') prog = c_char_p(self.prog) length = c_int(-1) glShaderSourceARB(self.shader, 1, cast(byref(prog), POINTER(POINTER(c_char))), byref(length)) glCompileShaderARB(self.shader) self.compiling = False compile_status = c_int(0) glGetObjectParameterivARB(self.shader, GL_OBJECT_COMPILE_STATUS_ARB, byref(compile_status)) if not compile_status.value: err = glsl_log(self.shader) glDeleteObjectARB(self.shader) self.shader = 0 raise GLSLException('failed to compile shader', err) def _attachTo(self, program): if self.tag == Shader.s_tag: return self.tag = Shader.s_tag for d in self.dependencies: d._attachTo(program) if self.isCompiled(): glAttachObjectARB(program, self.shader) def addDependency(self, shader): self.dependencies.append(shader) return self def destroy(self): if self.shader != 0: glDeleteObjectARB(self.shader) def shaderType(self): raise NotImplementedError() def isCompiled(self): return self.shader != 0 def attachTo(self, program): Shader.s_tag = Shader.s_tag + 1 self._attachTo(program) # ATI/apple's glsl compiler is broken. def attachFlat(self, program): if self.isCompiled(): glAttachObjectARB(program, self.shader) def compileFlat(self): if self.isCompiled(): return self.shader = glCreateShaderObjectARB(self.shaderType()) if self.shader == 0: raise GLSLException('faled to create shader object') all_source = ['\n'.join(self._source())] prog = (c_char_p * len(all_source))(*all_source) length = (c_int * len(all_source))(-1) glShaderSourceARB(self.shader, len(all_source), cast(prog, POINTER(POINTER(c_char))), length) glCompileShaderARB(self.shader) compile_status = c_int(0) glGetObjectParameterivARB(self.shader, GL_OBJECT_COMPILE_STATUS_ARB, byref(compile_status)) if not compile_status.value: err = glsl_log(self.shader) glDeleteObjectARB(self.shader) self.shader = 0 raise GLSLException('failed to compile shader', err) def compile(self): if self.isCompiled(): return for d in self.dependencies: d.compile() self._compile() class VertexShader(Shader): def shaderType(self): return GL_VERTEX_SHADER_ARB class FragmentShader(Shader): def shaderType(self): return GL_FRAGMENT_SHADER_ARB class ShaderProgram(object): def __init__(self, vertex_shader=None, fragment_shader=None): self.vertex_shader = vertex_shader self.fragment_shader = fragment_shader self.program = 0 def __del__(self): self.destroy() def destroy(self): if self.program != 0: glDeleteObjectARB(self.program) def setShader(self, shader): if isinstance(shader, FragmentShader): self.fragment_shader = shader if isinstance(shader, VertexShader): self.vertex_shader = shader if self.program != 0: glDeleteObjectARB(self.program) def link(self): if self.vertex_shader is not None: self.vertex_shader.compileFlat() if self.fragment_shader is not None: self.fragment_shader.compileFlat() self.program = glCreateProgramObjectARB() if self.program == 0: raise GLSLException('failed to create program object') if self.vertex_shader is not None: self.vertex_shader.attachFlat(self.program) if self.fragment_shader is not None: self.fragment_shader.attachFlat(self.program) glLinkProgramARB(self.program) link_status = c_int(0) glGetObjectParameterivARB(self.program, GL_OBJECT_LINK_STATUS_ARB, byref(link_status)) if link_status.value == 0: err = glsl_log(self.program) glDeleteObjectARB(self.program) self.program = 0 raise GLSLException('failed to link shader', err) self.__class__._uloc_ = {} self.__class__._vloc_ = {} return self.program def prog(self): if self.program: return self.program return self.link() def install(self): p = self.prog() if p != 0: glUseProgramObjectARB(p) def uninstall(self): glUseProgramObjectARB(0) def uniformLoc(self, var): try: return self.__class__._uloc_[var] except: if self.program == 0: self.link() self.__class__._uloc_[var] = v = glGetUniformLocationARB(self.program, var) return v def uset1F(self, var, x): glUniform1fARB(self.uniformLoc(var), x) def uset2F(self, var, x, y): glUniform2fARB(self.uniformLoc(var), x, y) def uset3F(self, var, x, y, z): glUniform3fARB(self.uniformLoc(var), x, y, z) def uset4F(self, var, x, y, z, w): glUniform4fARB(self.uniformLoc(var), x, y, z, w) def uset1I(self, var, x): glUniform1iARB(self.uniformLoc(var), x) def uset3I(self, var, x, y, z): glUniform1iARB(self.uniformLoc(var), x, y, z) def usetM4F(self, var, m): pass # glUniform1iARB(self.uniformLoc(var), x, y, z) def usetTex(self, var, u, v): glUniform1iARB(self.uniformLoc(var), u) glActiveTexture(GL_TEXTURE0 + u) glBindTexture(v.gl_tgt, v.gl_id) __all__ = ['VertexShader', 'FragmentShader', 'ShaderProgram', 'GLSLException']
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """A thin wrapper for OpenGL framebuffer objets. For implementation use only""" __docformat__ = 'restructuredtext' from pyglet.gl import * class FramebufferObject (object): """ Wrapper for framebuffer objects. See http://oss.sgi.com/projects/ogl-sample/registry/EXT/framebuffer_object.txt API is not very OO, should be improved. """ def __init__ (self): """Create a new framebuffer object""" id = GLuint(0) glGenFramebuffersEXT (1, byref(id)) self._id = id.value def bind (self): """Set FBO as current rendering target""" glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, self._id) def unbind (self): """Set default framebuffer as current rendering target""" glBindFramebufferEXT (GL_FRAMEBUFFER_EXT, 0) def texture2d (self, texture): """Map currently bound framebuffer (not necessarily self) to texture""" glFramebufferTexture2DEXT ( GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texture.target, texture.id, texture.level) def check_status(self): """Check that currently set framebuffer is ready for rendering""" status = glCheckFramebufferStatusEXT (GL_FRAMEBUFFER_EXT) if status != GL_FRAMEBUFFER_COMPLETE_EXT: raise Exception ("Frambuffer not complete: %d" % status) def __del__(self): '''Delete the framebuffer from the GPU memory''' id = GLuint(self._id) glDeleteFramebuffersEXT(1, byref(id))
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''This module defines the ScrollableLayer and ScrollingManager classes. Controlling Scrolling --------------------- You have two options for scrolling: 1. automatically scroll the map but stop at the map edges, and 2. scroll the map an allow the edge of the map to be displayed. The ScrollingManager has a concept of "focus" which is the pixel position of the player's view focus (*usually* the center of the player sprite itself, but the player may be allowed to move the view around, or you may move it around for them to highlight something else in the scene). The ScrollingManager is clever enough to manage many layers and handle scaling them. Two methods are available for setting the map focus: **set_focus(x, y)** Attempt to set the focus to the pixel coordinates given. The layer(s) contained in the ScrollingManager are moved accordingly. If a layer would be moved outside of its define px_width, px_height then the scrolling is restricted. The resultant restricted focal point is stored on the ScrollingManager as restricted_fx and restricted_fy. **force_focus(x, y)** Force setting the focus to the pixel coordinates given. The layer(s) contained in the ScrollingManager are moved accordingly regardless of whether any out-of-bounds cells would be displayed. The .fx and .fy attributes are still set, but they'll *always* be set to the supplied x and y values. ''' __docformat__ = 'restructuredtext' from cocos.director import director from cocos.layer.base_layers import Layer import pyglet from pyglet.gl import * class ScrollableLayer(Layer): '''A Cocos Layer that is scrollable in a Scene. A layer may have a "parallax" value which is used to scale the position (and not the dimensions) of the view of the layer - the layer's view (x, y) coordinates are calculated as:: my_view_x = parallax * passed_view_x my_view_y = parallax * passed_view_y Scrollable layers have a view which identifies the section of the layer currently visible. The scrolling is usually managed by a ScrollingManager. ''' view_x, view_y = 0, 0 view_w, view_h = 0, 0 origin_x = origin_y = origin_z = 0 def __init__(self, parallax=1): super(ScrollableLayer,self).__init__() self.parallax = parallax # force (cocos) transform anchor to be 0 so we don't OpenGL # glTranslate() and screw up our pixel alignment on screen self.transform_anchor_x = 0 self.transform_anchor_y = 0 # XXX batch eh? self.batch = pyglet.graphics.Batch() def on_enter(self): director.push_handlers(self.on_cocos_resize) super(ScrollableLayer, self).on_enter() def set_view(self, x, y, w, h, viewport_ox=0, viewport_oy=0): x *= self.parallax y *= self.parallax self.view_x, self.view_y = x, y self.view_w, self.view_h = w, h #print 'ScrollableLayer view - x, y, w, h:', self.view_x, self.view_y, self.view_w, self.view_h x -= self.origin_x y -= self.origin_y x -= viewport_ox y -= viewport_oy self.position = (-x, -y) def draw(self): # invoked by Cocos machinery super(ScrollableLayer, self).draw() # XXX overriding draw eh? glPushMatrix() self.transform() self.batch.draw() glPopMatrix() def set_dirty(self): '''The viewport has changed in some way. ''' pass def on_cocos_resize(self, usable_width, usable_height): self.set_dirty() class ScrollingManager(Layer): '''Manages scrolling of Layers in a Cocos Scene. Each ScrollableLayer that is added to this manager (via standard list methods) may have pixel dimensions .px_width and .px_height. Tile module MapLayers have these attribtues. The manager will limit scrolling to stay within the pixel boundary of the most limiting layer. If a layer has no dimensions it will scroll freely and without bound. The manager is initialised with the viewport (usually a Window) which has the pixel dimensions .width and .height which are used during focusing. A ScrollingManager knows how to convert pixel coordinates from its own pixel space to the screen space. ''' def __init__(self, viewport=None, do_not_scale=None): if do_not_scale is None: do_not_scale = director.do_not_scale_window self.autoscale = not do_not_scale and not director.do_not_scale_window self.viewport = viewport # These variables define the Layer-space pixel view which is mapping # to the viewport. If the Layer is not scrolled or scaled then this # will be a one to one mapping. self.view_x, self.view_y = 0, 0 self.view_w, self.view_h = 1, 1 self.childs_ox = 0 self.childs_oy = 0 # Focal point on the Layer self.fx = self.fy = 0 super(ScrollingManager, self).__init__() # always transform about 0,0 self.transform_anchor_x = 0 self.transform_anchor_y = 0 def on_enter(self): super(ScrollingManager, self).on_enter() director.push_handlers(self.on_cocos_resize) self.update_view_size() self.refresh_focus() def update_view_size(self): if self.viewport is not None: self.view_w, self.view_h = self.viewport.width, self.viewport.height self.view_x, self.view_y = getattr(self.viewport, 'position', (0,0)) if director.do_not_scale_window: self._scissor_flat = (self.view_x, self.view_y, self.view_w, self.view_h) else: w, h = director.get_window_size() sx = director._usable_width/float(w) sy = director._usable_height/float(h) self._scissor_flat = (int(self.view_x * sx), int(self.view_y * sy), int(self.view_w * sx), int(self.view_h * sy)) elif self.autoscale: self.view_w, self.view_h = director.get_window_size() else: self.view_w = director._usable_width self.view_h = director._usable_height def on_cocos_resize(self, usable_width, usable_height): # when using an explicit viewport you should adjust the viewport for # resize changes here, before the lines that follows. # Also, if your app performs other changes in viewport it should # use the lines that follows to update viewport-related internal state self.update_view_size() self.refresh_focus() def refresh_focus(self): if self.children: self._old_focus = None # disable NOP check self.set_focus(self.fx, self.fy) _scale = 1.0 def set_scale(self, scale): self._scale = 1.0*scale self.refresh_focus() scale = property(lambda s: s._scale, set_scale) def add(self, child, z=0, name=None): '''Add the child and then update the manager's focus / viewport. ''' super(ScrollingManager, self).add(child, z=z, name=name) # set the focus again and force it so we don't just skip because the # focal point hasn't changed self.set_focus(self.fx, self.fy, force=True) def pixel_from_screen(self, x, y): '''Look up the Layer-space pixel matching the screen-space pixel. Account for viewport, layer and screen transformations. ''' # director display scaling if not director.do_not_scale_window: x, y = director.get_virtual_coordinates(x, y) # normalise x,y coord ww, wh = director.get_window_size() sx = x / float(self.view_w) sy = y / float(self.view_h) # get the map-space dimensions vx, vy = self.childs_ox, self.childs_oy # get our scaled view size w = int(self.view_w / self.scale) h = int(self.view_h / self.scale) #print (int(x), int(y)), (vx, vy, w, h), int(vx + sx * w), int(vy + sy * h) # convert screen pixel to map pixel return int(vx + sx * w), int(vy + sy * h) def pixel_to_screen(self, x, y): '''Look up the screen-space pixel matching the Layer-space pixel. Account for viewport, layer and screen transformations. ''' screen_x = self.scale*(x-self.childs_ox) screen_y = self.scale*(y-self.childs_oy) return int(screen_x), int(screen_y) _old_focus = None def set_focus(self, fx, fy, force=False): '''Determine the viewport based on a desired focus pixel in the Layer space (fx, fy) and honoring any bounding restrictions of child layers. The focus will always be shifted to ensure no child layers display out-of-bounds data, as defined by their dimensions px_width and px_height. ''' # if no child specifies dimensions then just force the focus if not [l for z,l in self.children if hasattr(l, 'px_width')]: return self.force_focus(fx, fy) # This calculation takes into account the scaling of this Layer (and # therefore also its children). # The result is that all chilren will have their viewport set, defining # which of their pixels should be visible. fx, fy = int(fx), int(fy) self.fx, self.fy = fx, fy a = (fx, fy, self.scale) # check for NOOP (same arg passed in) if not force and self._old_focus == a: return self._old_focus = a # collate children dimensions x1 = []; y1 = []; x2 = []; y2 = [] for z, layer in self.children: if not hasattr(layer, 'px_width'): continue x1.append(layer.origin_x) y1.append(layer.origin_y) x2.append(layer.origin_x + layer.px_width) y2.append(layer.origin_y + layer.px_height) # figure the child layer min/max bounds b_min_x = min(x1) b_min_y = min(y1) b_max_x = min(x2) b_max_y = min(y2) # get our viewport information, scaled as appropriate w = int(self.view_w / self.scale) h = int(self.view_h / self.scale) w2, h2 = w//2, h//2 if (b_max_x - b_min_x)<=w: # this branch for prety centered view and no view jump when # crossing the center; both when world width <= view width restricted_fx = (b_max_x + b_min_x)/2 else: if (fx - w2) < b_min_x: restricted_fx = b_min_x + w2 # hit minimum X extent elif (fx + w2) > b_max_x: restricted_fx = b_max_x - w2 # hit maximum X extent else: restricted_fx = fx if (b_max_y - b_min_y)<=h: # this branch for prety centered view and no view jump when # crossing the center; both when world height <= view height restricted_fy = (b_max_y + b_min_y)/2 else: if (fy - h2) < b_min_y: restricted_fy = b_min_y + h2 # hit minimum Y extent elif (fy + h2) > b_max_y: restricted_fy = b_max_y - h2 # hit maximum Y extent else: restricted_fy = fy # ... and this is our focus point, center of screen self.restricted_fx = int(restricted_fx) self.restricted_fy = int(restricted_fy) # determine child view bounds to match that focus point x, y = int(restricted_fx - w2), int(restricted_fy - h2) childs_scroll_x = x #- self.view_x/self.scale childs_scroll_y = y #- self.view_y/self.scale self.childs_ox = childs_scroll_x - self.view_x/self.scale self.childs_oy = childs_scroll_y - self.view_y/self.scale for z, layer in self.children: layer.set_view(childs_scroll_x, childs_scroll_y, w, h, self.view_x/self.scale, self.view_y/self.scale) def force_focus(self, fx, fy): '''Force the manager to focus on a point, regardless of any managed layer visible boundaries. ''' # This calculation takes into account the scaling of this Layer (and # therefore also its children). # The result is that all chilren will have their viewport set, defining # which of their pixels should be visible. self.fx, self.fy = map(int, (fx, fy)) self.fx, self.fy = fx, fy # get our scaled view size w = int(self.view_w / self.scale) h = int(self.view_h / self.scale) w2, h2 = w//2, h//2 # bottom-left corner of the x, y = fx - w2, fy - h2 childs_scroll_x = x #- self.view_x/self.scale childs_scroll_y = y #- self.view_y/self.scale self.childs_ox = childs_scroll_x - self.view_x/self.scale self.childs_oy = childs_scroll_y - self.view_y/self.scale for z, layer in self.children: layer.set_view(childs_scroll_x, childs_scroll_y, w, h, self.view_x/self.scale, self.view_y/self.scale) def set_state(self): # preserve gl scissors info self._scissor_enabled = glIsEnabled(GL_SCISSOR_TEST) self._old_scissor_flat = (GLint * 4)() #4-tuple glGetIntegerv(GL_SCISSOR_BOX, self._old_scissor_flat) # set our scissor if not self._scissor_enabled: glEnable(GL_SCISSOR_TEST) glScissor(*self._scissor_flat) def unset_state(self): # restore gl scissors info glScissor(*self._old_scissor_flat) if not self._scissor_enabled: glDisable(GL_SCISSOR_TEST) def visit(self): if self.viewport is not None: self.set_state() super(ScrollingManager, self).visit() self.unset_state() else: super(ScrollingManager, self).visit()
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- # # Python Interpreter # 95% of the code from 'Bruce: the presentation tool' by Richard Jones # http://code.google.com/p/bruce-tpt/ # # __docformat__ = 'restructuredtext' import sys import os import code import pyglet from pyglet import graphics from pyglet import text from pyglet.text import caret, document, layout import cocos from cocos.director import director from base_layers import Layer from util_layers import ColorLayer __all__ = ['PythonInterpreterLayer'] class Output: def __init__(self, display, realstdout): self.out = display self.realstdout = realstdout self.data = '' def write(self, data): self.out(data) class MyInterpreter(code.InteractiveInterpreter): def __init__(self, locals, display): self.write = display code.InteractiveInterpreter.__init__(self, locals=locals) def execute(self, input): old_stdout = sys.stdout sys.stdout = Output(self.write, old_stdout) more = self.runsource(input) sys.stdout = old_stdout return more class PythonInterpreterLayer(ColorLayer): '''Runs an interactive Python interpreter as a child `Layer` of the current `Scene`. ''' cfg = {'code.font_name':'Arial', 'code.font_size':12, 'code.color':(255,255,255,255), 'caret.color':(255,255,255), } name = 'py' prompt = ">>> " #: python prompt prompt_more = "... " #: python 'more' prompt doing_more = False is_event_handler = True #: enable pyglet's events def __init__(self): super(PythonInterpreterLayer, self).__init__( 32,32,32,192 ) self.content = self.prompt local_vars = director.interpreter_locals local_vars["self"] = self self.interpreter = MyInterpreter( local_vars, self._write) self.current_input = [] self.history = [''] self.history_pos = 0 def on_enter(self): super(PythonInterpreterLayer, self).on_enter() vw,vh = cocos.director.director.get_window_size() # format the code self.document = document.FormattedDocument(self.content) self.document.set_style(0, len(self.document.text), { 'font_name': self.cfg['code.font_name'], 'font_size': self.cfg['code.font_size'], 'color': self.cfg['code.color'], }) self.batch = graphics.Batch() # generate the document self.layout = layout.IncrementalTextLayout(self.document, vw, vh, multiline=True, batch=self.batch) self.layout.anchor_y= 'top' self.caret = caret.Caret(self.layout, color=self.cfg['caret.color'] ) self.caret.on_activate() self.on_resize(vw, vh) self.start_of_line = len(self.document.text) def on_resize(self, x, y): vw, vh = director.get_window_size() self.layout.begin_update() self.layout.height = vh self.layout.x = 2 self.layout.width = vw - 4 self.layout.y = vh self.layout.end_update() # XXX: hack x,y = director.window.width, director.window.height self.layout.top_group._scissor_width=x-4 self.caret.position = len(self.document.text) def on_exit(self): super(PythonInterpreterLayer, self).on_exit() self.content = self.document.text self.document = None self.layout = None self.batch = None self.caret = None def on_key_press(self, symbol, modifiers): if symbol == pyglet.window.key.TAB: return self.caret.on_text('\t') elif symbol in (pyglet.window.key.ENTER, pyglet.window.key.NUM_ENTER): # write the newline self._write('\n') line = self.document.text[self.start_of_line:] if line.strip() == 'help()': line = 'print "help() not supported, sorry!"' self.current_input.append(line) self.history_pos = len(self.history) if line.strip(): self.history[self.history_pos-1] = line.strip() self.history.append('') more = False if not self.doing_more: more = self.interpreter.execute('\n'.join(self.current_input)) if self.doing_more and not line.strip(): self.doing_more = False self.interpreter.execute('\n'.join(self.current_input)) more = more or self.doing_more if not more: self.current_input = [] self._write(self.prompt) else: self.doing_more = True self._write(self.prompt_more) self.start_of_line = len(self.document.text) self.caret.position = len(self.document.text) elif symbol == pyglet.window.key.SPACE: pass else: return pyglet.event.EVENT_UNHANDLED return pyglet.event.EVENT_HANDLED def on_text(self, symbol): # squash carriage return - we already handle them above if symbol == '\r': return pyglet.event.EVENT_HANDLED self._scroll_to_bottom() return self.caret.on_text(symbol) def on_text_motion(self, motion): at_sol = self.caret.position == self.start_of_line if motion == pyglet.window.key.MOTION_UP: # move backward in history, storing the current line of input # if we're at the very end of time line = self.document.text[self.start_of_line:] if self.history_pos == len(self.history)-1: self.history[self.history_pos] = line self.history_pos = max(0, self.history_pos-1) self.document.delete_text(self.start_of_line, len(self.document.text)) self._write(self.history[self.history_pos]) self.caret.position = len(self.document.text) elif motion == pyglet.window.key.MOTION_DOWN: # move forward in the history self.history_pos = min(len(self.history)-1, self.history_pos+1) self.document.delete_text(self.start_of_line, len(self.document.text)) self._write(self.history[self.history_pos]) self.caret.position = len(self.document.text) elif motion == pyglet.window.key.MOTION_BACKSPACE: # can't delete the prompt if not at_sol: return self.caret.on_text_motion(motion) elif motion == pyglet.window.key.MOTION_LEFT: # can't move back beyond start of line if not at_sol: return self.caret.on_text_motion(motion) elif motion == pyglet.window.key.MOTION_PREVIOUS_WORD: # can't move back word beyond start of line if not at_sol: return self.caret.on_text_motion(motion) else: return self.caret.on_text_motion(motion) return pyglet.event.EVENT_HANDLED def _write(self, s): self.document.insert_text(len(self.document.text), s, { 'font_name': self.cfg['code.font_name'], 'font_size': self.cfg['code.font_size'], 'color': self.cfg['code.color'], }) self._scroll_to_bottom() def _scroll_to_bottom(self): # on key press always move the view to the bottom of the screen if self.layout.height < self.layout.content_height: self.layout.anchor_y= 'bottom' self.layout.y = 0 self.layout.view_y = 0 if self.caret.position < self.start_of_line: self.caret.position = len(self.document.text) def draw(self): super( PythonInterpreterLayer, self).draw() self.batch.draw()
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """Layer class and subclasses A `Layer` has as size the whole drawable area (window or screen), and knows how to draw itself. It can be semi transparent (having holes and/or partial transparency in some/all places), allowing to see other layers behind it. Layers are the ones defining appearance and behavior, so most of your programming time will be spent coding Layer subclasses that do what you need. The layer is where you define event handlers. Events are propagated to layers (from front to back) until some layer catches the event and accepts it. """ __docformat__ = 'restructuredtext' import pyglet from pyglet.gl import * from cocos.director import * from base_layers import Layer import cocos.cocosnode __all__ = ['ColorLayer'] class ColorLayer(Layer): """Creates a layer of a certain color. The color shall be specified in the format (r,g,b,a). For example, to create green layer:: l = ColorLayer(0, 255, 0, 0 ) The size and position can be changed, for example:: l = ColorLayer( 0, 255,0,0, width=200, height=400) l.position = (50,50) """ def __init__(self, r,g,b,a, width=None, height=None): super(ColorLayer, self).__init__() self._batch = pyglet.graphics.Batch() self._vertex_list = None self._rgb = r,g,b self._opacity = a self.width = width self.height = height w,h = director.get_window_size() if not self.width: self.width = w if not self.height: self.height = h def on_enter(self): super(ColorLayer, self).on_enter() x, y = self.width, self.height ox, oy = 0, 0 self._vertex_list = self._batch.add(4, pyglet.gl.GL_QUADS, None, ('v2i', ( ox, oy, ox, oy + y, ox+x, oy+y, ox+x, oy)), 'c4B') self._update_color() def on_exit(self): super(ColorLayer, self).on_exit() self._vertex_list.delete() self._vertex_list = None def draw(self): super(ColorLayer, self).draw() glPushMatrix() self.transform() glPushAttrib(GL_CURRENT_BIT) self._batch.draw() glPopAttrib() glPopMatrix() def _update_color(self): if self._vertex_list: r, g, b = self._rgb self._vertex_list.colors[:] = [r, g, b, int(self._opacity)] * 4 def _set_opacity(self, opacity): self._opacity = opacity self._update_color() opacity = property(lambda self: self._opacity, _set_opacity, doc='''Blend opacity. This property sets the alpha component of the colour of the layer's vertices. This allows the layer to be drawn with fractional opacity, blending with the background. An opacity of 255 (the default) has no effect. An opacity of 128 will make the sprite appear translucent. :type: int ''') def _set_color(self, rgb): self._rgb = map(int, rgb) self._update_color() color = property(lambda self: self._rgb, _set_color, doc='''Blend color. This property sets the color of the layer's vertices. This allows the layer to be drawn with a color tint. The color is specified as an RGB tuple of integers ``(red, green, blue)``. Each color component must be in the range 0 (dark) to 255 (saturated). :type: (int, int, int) ''')
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- from base_layers import * from util_layers import * from python_interpreter import * from scrolling import *
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """Layer class and subclasses A `Layer` has as size the whole drawable area (window or screen), and knows how to draw itself. It can be semi transparent (having holes and/or partial transparency in some/all places), allowing to see other layers behind it. Layers are the ones defining appearance and behavior, so most of your programming time will be spent coding Layer subclasses that do what you need. The layer is where you define event handlers. Events are propagated to layers (from front to back) until some layer catches the event and accepts it. """ __docformat__ = 'restructuredtext' from cocos.director import * from cocos import cocosnode from cocos import scene __all__ = [ 'Layer', 'MultiplexLayer'] class Layer(cocosnode.CocosNode, scene.EventHandlerMixin): """a CocosNode that automatically handles listening to director.window events""" #: if True the layer will listen to director.window events #: Default: False is_event_handler = False #: if true, the event handlers of this layer will be registered. defaults to false. def __init__( self ): super( Layer, self ).__init__() self.scheduled_layer = False x,y = director.get_window_size() self.transform_anchor_x = x/2 self.transform_anchor_y = y/2 def push_all_handlers(self): """ registers itself to receive director.window events and propagates the call to childs that are layers. class member is_event_handler must be True for this to work""" if self.is_event_handler: director.window.push_handlers( self ) for child in self.get_children(): if isinstance(child, Layer): child.push_all_handlers() def remove_all_handlers(self): """ de-registers itself to receive director.window events and propagates the call to childs that are layers. class member is_event_handler must be True for this to work""" if self.is_event_handler: director.window.remove_handlers( self ) for child in self.get_children(): if isinstance(child, Layer): child.remove_all_handlers() def on_enter(self): super(Layer, self).on_enter() scn = self.get_ancestor(scene.Scene) if not scn: return if scn._handlers_enabled: if self.is_event_handler: director.window.push_handlers( self ) def on_exit(self): super(Layer, self).on_exit() scn = self.get_ancestor(scene.Scene) if not scn: return if scn._handlers_enabled: if self.is_event_handler: director.window.remove_handlers( self ) # # MultiplexLayer class MultiplexLayer( Layer ): """A Composite layer that only enables one layer at the time. This is useful, for example, when you have 3 or 4 menus, but you want to show one at the time""" def __init__( self, *layers ): super( MultiplexLayer, self ).__init__() self.layers = layers self.enabled_layer = 0 self.add( self.layers[ self.enabled_layer ] ) def switch_to( self, layer_number ): """Switches to another Layer that belongs to the Multiplexor. :Parameters: `layer_number` : Integer MUST be a number between 0 and the quantities of layers - 1. The running layer will receive an "on_exit()" call, and the new layer will receive an "on_enter()" call. """ if layer_number < 0 or layer_number >= len( self.layers ): raise Exception("Multiplexlayer: Invalid layer number") # remove self.remove( self.layers[ self.enabled_layer ] ) self.enabled_layer = layer_number self.add( self.layers[ self.enabled_layer ] )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Singleton that handles the logic behind the Scenes director ======== Initializing ------------ The director is the singleton that creates and handles the main ``Window`` and manages the logic behind the ``Scenes``. The first thing to do, is to initialize the ``director``:: from cocos.director import * director.init( list_of_arguments ) This will initialize the director, and will create a display area (a 640x480 window by default). The parameters that are supported by director.init() are the same parameters that are supported by pyglet.window.Window(), plus a few cocos exclusive ones. director.init cocos exclusive parameters: * ``do_not_scale``: Boleean. Defaults to False, when your app can think that the windows size dont change despite resize events. When True, your app must include logic to deal with diferent window sizes along the session. * ``audio_backend``: one in ['pyglet','sdl']. Defaults to 'pyglet' for legacy support. * ``audio``: None or a dict providing parameters for the sdl audio backend. * None: in this case a "null" audio system will be used, where all the sdl sound operations will be no-ops. This may be useful if you do not want to depend on SDL_mixer * A dictionary with string keys; these are the arguments for setting up the audio output (sample rate and bit-width, channels, buffer size). The key names/values should match the positional arguments of http://www.pygame.org/docs/ref/mixer.html#pygame.mixer.init * The default value is {}, which means sound enabled with default settings director.init parameters passes to pyglet.window.Window (partial list): * ``fullscreen``: Boolean. Window is created in fullscreen. Default is False * ``resizable``: Boolean. Window is resizable. Default is False * ``vsync``: Boolean. Sync with the vertical retrace. Default is True * ``width``: Integer. Window width size. Default is 640 * ``height``: Integer. Window height size. Default is 480 * ``caption``: String. Window title. * ``visible``: Boolean. Window is visible or not. Default is True. The full list of valid video arguments can be found at the pyglet Window documentation: - http://www.pyglet.org/doc/1.1/api/pyglet.window.Window-class.html Example:: director.init( caption="Hello World", fullscreen=True ) Running a Scene ---------------- Once you have initialized the director, you can run your first ``Scene``:: director.run( Scene( MyLayer() ) ) This will run a scene that has only 1 layer: ``MyLayer()``. You can run a scene that has multiple layers. For more information about ``Layers`` and ``Scenes`` refer to the ``Layers`` and ``Scene`` documentation. `cocos.director.Director` Once a scene is running you can do the following actions: * ``director.replace( new_scene ):`` Replaces the running scene with the new_scene You could also use a transition. For example: director.replace( SplitRowsTransition( new_scene, duration=2 ) ) * ``director.push( new_scene ):`` The running scene will be pushed to a queue of scenes to run, and new_scene will be executed. * ``director.pop():`` Will pop out a scene from the queue, and it will replace the running scene. * ``director.scene.end( end_value ):`` Finishes the current scene with an end value of ``end_value``. The next scene to be run will be popped from the queue. Other functions you can use are: * ``director.get_window_size():`` Returns an (x,y) pair with the _logical_ dimensions of the display. The display might have been resized, but coordinates are always relative to this size. If you need the _physical_ dimensions, check the dimensions of ``director.window`` * ``get_virtual_coordinates(self, x, y):`` Transforms coordinates that belongs the real (physical) window size, to the coordinates that belongs to the virtual (logical) window. Returns an x,y pair in logical coordinates. The director also has some useful attributes: * ``director.return_value``: The value returned by the last scene that called ``director.scene.end``. This is useful to use scenes somewhat like function calls: you push a scene to call it, and check the return value when the director returns control to you. * ``director.window``: This is the pyglet window handled by this director, if you happen to need low level access to it. * ``self.show_FPS``: You can set this to a boolean value to enable, disable the framerate indicator. * ``self.scene``: The scene currently active ''' __docformat__ = 'restructuredtext' import sys from os import getenv import pyglet from pyglet import window, event from pyglet import clock #from pyglet import media from pyglet.gl import * import cocos, cocos.audio if hasattr(sys, 'is_epydoc') and sys.is_epydoc: __all__ = ['director', 'Director', 'DefaultHandler'] else: __all__ = ['director', 'DefaultHandler'] class DefaultHandler( object ): def __init__(self): super(DefaultHandler,self).__init__() self.wired = False def on_key_press( self, symbol, modifiers ): if symbol == pyglet.window.key.F and (modifiers & pyglet.window.key.MOD_ACCEL): director.window.set_fullscreen( not director.window.fullscreen ) return True elif symbol == pyglet.window.key.P and (modifiers & pyglet.window.key.MOD_ACCEL): import scenes.pause as pause pause_sc = pause.get_pause_scene() if pause: director.push( pause_sc ) return True elif symbol == pyglet.window.key.W and (modifiers & pyglet.window.key.MOD_ACCEL): # import wired if self.wired == False: glDisable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT, GL_LINE); glPolygonMode(GL_BACK, GL_LINE); # wired.wired.install() # wired.wired.uset4F('color', 1.0, 1.0, 1.0, 1.0 ) self.wired = True else: glEnable(GL_TEXTURE_2D); glPolygonMode(GL_FRONT, GL_FILL); glPolygonMode(GL_BACK, GL_FILL); self.wired = False # wired.wired.uninstall() return True elif symbol == pyglet.window.key.X and (modifiers & pyglet.window.key.MOD_ACCEL): director.show_FPS = not director.show_FPS return True elif symbol == pyglet.window.key.I and (modifiers & pyglet.window.key.MOD_ACCEL): from layer import PythonInterpreterLayer if not director.show_interpreter: if director.python_interpreter == None: director.python_interpreter = cocos.scene.Scene( PythonInterpreterLayer() ) director.python_interpreter.enable_handlers( True ) director.python_interpreter.on_enter() director.show_interpreter = True else: director.python_interpreter.on_exit() director.show_interpreter= False return True elif symbol == pyglet.window.key.S and (modifiers & pyglet.window.key.MOD_ACCEL): import time pyglet.image.get_buffer_manager().get_color_buffer().save('screenshot-%d.png' % (int( time.time() ) ) ) return True if symbol == pyglet.window.key.ESCAPE: director.pop() return True class ScreenReaderClock(pyglet.clock.Clock): ''' Make frames happen every 1/framerate and takes screenshots ''' def __init__(self, framerate, template, duration): super(ScreenReaderClock, self).__init__() self.framerate = framerate self.template = template self.duration = duration self.frameno = 0 self.fake_time = 0 def tick(self, poll=False): '''Signify that one frame has passed. ''' # take screenshot pyglet.image.get_buffer_manager().get_color_buffer().save(self.template % (self.frameno) ) self.frameno += 1 # end? if self.duration: if self.fake_time > self.duration: raise SystemExit() # fake time.time ts = self.fake_time self.fake_time += 1.0/self.framerate if self.last_ts is None: delta_t = 0 else: delta_t = ts - self.last_ts self.times.insert(0, delta_t) if len(self.times) > self.window_size: self.cumulative_time -= self.times.pop() self.cumulative_time += delta_t self.last_ts = ts # Call functions scheduled for every frame # Dupe list just in case one of the items unchedules itself for item in list(self._schedule_items): item.func(delta_t, *item.args, **item.kwargs) # Call all scheduled interval functions and reschedule for future. need_resort = False # Dupe list just in case one of the items unchedules itself for item in list(self._schedule_interval_items): if item.next_ts > ts: break item.func(ts - item.last_ts, *item.args, **item.kwargs) if item.interval: # Try to keep timing regular, even if overslept this time; # but don't schedule in the past (which could lead to # infinitely-worsing error). item.next_ts = item.last_ts + item.interval item.last_ts = ts if item.next_ts <= ts: if ts - item.next_ts < 0.05: # Only missed by a little bit, keep the same schedule item.next_ts = ts + item.interval else: # Missed by heaps, do a soft reschedule to avoid # lumping everything together. item.next_ts = self._get_soft_next_ts(ts, item.interval) # Fake last_ts to avoid repeatedly over-scheduling in # future. Unfortunately means the next reported dt is # incorrect (looks like interval but actually isn't). item.last_ts = item.next_ts - item.interval need_resort = True # Remove finished one-shots. self._schedule_interval_items = \ [item for item in self._schedule_interval_items \ if item.next_ts > ts] if need_resort: # TODO bubble up changed items might be faster self._schedule_interval_items.sort(key=lambda a: a.next_ts) return delta_t class Director(event.EventDispatcher): """Class that creates and handle the main Window and manages how and when to execute the Scenes You should not directly instantiate the class, instead you do:: from cocos.director import director to access the only one Director instance. """ #: a dict with locals for the interactive python interpreter (fill with what you need) interpreter_locals = {} def init(self, *args, **kwargs): """Initializes the Director creating the main window. Keyword arguments are passed to pyglet.window.Window(). All the valid arguments can be found here: - http://www.pyglet.org/doc/1.1/api/pyglet.window.Window-class.html :rtype: pyglet.window.Window :returns: The main window, an instance of pyglet.window.Window class. """ #: whether or not the FPS are displayed self.show_FPS = False #: stack of scenes self.scene_stack = [] #: scene that is being run self.scene = None #: this is the next scene that will be shown self.next_scene = None # python interpreter self.python_interpreter = None #: whether or not to show the python interpreter self.show_interpreter = False # pop out the Cocos-specific flags self.do_not_scale_window = kwargs.pop('do_not_scale', False) audio_backend = kwargs.pop('audio_backend', 'pyglet') audio_settings = kwargs.pop('audio', {}) # handle pyglet 1.1.x vs 1.2dev differences in fullscreen self._window_virtual_width = kwargs.get('width', None) self._window_virtual_height = kwargs.get('height', None) if pyglet.version.startswith('1.1') and kwargs.get('fullscreen', False): # pyglet 1.1.x dont allow fullscreen with explicit width or height kwargs.pop('width', 0) kwargs.pop('height', 0) #: pyglet's window object self.window = window.Window( *args, **kwargs ) # complete the viewport geometry info, both virtual and real, # also set the appropiate on_resize handler if self._window_virtual_width is None: self._window_virtual_width = self.window.width if self._window_virtual_height is None: self._window_virtual_height = self.window.height self._window_virtual_aspect = ( self._window_virtual_width / float( self._window_virtual_height )) self._offset_x = 0 self._offset_y = 0 if self.do_not_scale_window: resize_handler = self.unscaled_resize_window else: resize_handler = self.scaled_resize_window # the offsets and size for the viewport will be proper after this self._resize_no_events = True resize_handler(self.window.width, self.window.height) self._resize_no_events = False self.window.push_handlers(on_resize=resize_handler) self.window.push_handlers(self.on_draw) # opengl settings self.set_alpha_blending() # default handler self.window.push_handlers( DefaultHandler() ) # Environment variable COCOS2d_NOSOUND=1 overrides audio settings if getenv('COCOS2D_NOSOUND', None) == '1' or audio_backend == 'pyglet': audio_settings = None # if audio is not working, better to not work at all. Except if # explicitely instructed to continue if not cocos.audio._working and audio_settings is not None: from cocos.audio.exceptions import NoAudioError msg = "cocos.audio isn't able to work without needed dependencies. " \ "Try installing pygame for fixing it, or forcing no audio " \ "mode by calling director.init with audio=None, or setting the " \ "COCOS2D_NOSOUND=1 variable in your env." raise NoAudioError(msg) # Audio setup: #TODO: reshape audio to not screw unittests import os if not os.environ.get('cocos_utest', False): cocos.audio.initialize(audio_settings) return self.window fps_display = None def set_show_FPS(self, value): if value and self.fps_display is None: self.fps_display = clock.ClockDisplay() elif not value and self.fps_display is not None: self.fps_display.unschedule() self.fps_display.label.delete() self.fps_display = None show_FPS = property(lambda self: self.fps_display is not None, set_show_FPS) def run(self, scene): """Runs a scene, entering in the Director's main loop. :Parameters: `scene` : `Scene` The scene that will be run. """ self.scene_stack.append( self.scene ) self._set_scene( scene ) event_loop.run() def set_recorder(self, framerate, template="frame-%d.png", duration=None): '''Will replace the system clock so that now we can ensure a steady frame rate and save one image per frame :Parameters `framerate`: int the number of frames per second `template`: str the template that will be completed with an in for the name of the files `duration`: float the amount of seconds to record, or 0 for infinite ''' pyglet.clock._default = ScreenReaderClock(framerate, template, duration) def on_draw( self ): """Callback to draw the window. It propagates the event to the running scene.""" if self.window.width==0 or self.window.height==0: # return self.window.clear() if self.next_scene is not None: self._set_scene( self.next_scene ) if not self.scene_stack: pyglet.app.exit() # draw all the objects self.scene.visit() # finally show the FPS if self.show_FPS: self.fps_display.draw() if self.show_interpreter: self.python_interpreter.visit() def push(self, scene): """Suspends the execution of the running scene, pushing it on the stack of suspended scenes. The new scene will be executed. :Parameters: `scene` : `Scene` It is the scene that will be run. """ self.dispatch_event("on_push", scene ) def on_push( self, scene ): self.next_scene = scene self.scene_stack.append( self.scene ) def pop(self): """Pops out a scene from the queue. This scene will replace the running one. The running scene will be deleted. If there are no more scenes in the stack the execution is terminated. """ self.dispatch_event("on_pop") def on_pop(self): self.next_scene = self.scene_stack.pop() def replace(self, scene): """Replaces the running scene with a new one. The running scene is terminated. :Parameters: `scene` : `Scene` It is the scene that will be run. """ self.next_scene = scene def _set_scene(self, scene ): """Change to a new scene. """ self.next_scene = None if self.scene is not None: self.scene.on_exit() self.scene.enable_handlers( False ) old = self.scene self.scene = scene self.scene.enable_handlers( True ) scene.on_enter() return old # # Window Helper Functions # def get_window_size( self ): """Returns the size of the window when it was created, and not the actual size of the window. Usually you don't want to know the current window size, because the Director() hides the complexity of rescaling your objects when the Window is resized or if the window is made fullscreen. If you created a window of 640x480, the you should continue to place your objects in a 640x480 world, no matter if your window is resized or not. Director will do the magic for you. :rtype: (x,y) :returns: The size of the window when it was created """ return ( self._window_virtual_width, self._window_virtual_height) def get_virtual_coordinates( self, x, y ): """Transforms coordinates that belongs the *real* window size, to the coordinates that belongs to the *virtual* window. For example, if you created a window of 640x480, and it was resized to 640x1000, then if you move your mouse over that window, it will return the coordinates that belongs to the newly resized window. Probably you are not interested in those coordinates, but in the coordinates that belongs to your *virtual* window. :rtype: (x,y) :returns: Transformed coordinates from the *real* window to the *virtual* window """ x_diff = self._window_virtual_width / float( self.window.width - self._offset_x * 2 ) y_diff = self._window_virtual_height / float( self.window.height - self._offset_y * 2 ) adjust_x = (self.window.width * x_diff - self._window_virtual_width ) / 2 adjust_y = (self.window.height * y_diff - self._window_virtual_height ) / 2 return ( int( x_diff * x) - adjust_x, int( y_diff * y ) - adjust_y ) def scaled_resize_window( self, width, height): """One of two possible methods that are called when the main window is resized. This implementation scales the display such that the initial resolution requested by the programmer (the "logical" resolution) is always retained and the content scaled to fit the physical display. This implementation also sets up a 3D projection for compatibility with the largest set of Cocos transforms. The other implementation is `unscaled_resize_window`. :Parameters: `width` : Integer New width `height` : Integer New height """ # physical view size pw, ph = width, height # virtual (desired) view size vw, vh = self.get_window_size() # desired aspect ratio v_ar = vw/float(vh) # usable width, heigh uw = int(min(pw, ph*v_ar)) uh = int(min(ph, pw/v_ar)) ox = (pw-uw)//2 oy = (ph-uh)//2 self._offset_x = ox self._offset_y = oy self._usable_width = uw self._usable_height = uh self.set_projection() if self._resize_no_events: # setting viewport geometry, not handling an event return # deprecated - see issue 154 self.dispatch_event("on_resize", width, height) self.dispatch_event("on_cocos_resize", self._usable_width, self._usable_height) # dismiss the pyglet BaseWindow default 'on_resize' handler return pyglet.event.EVENT_HANDLED def unscaled_resize_window(self, width, height): """One of two possible methods that are called when the main window is resized. This implementation does not scale the display but rather forces the logical resolution to match the physical one. This implementation sets up a 2D projection, resulting in the best pixel alignment possible. This is good for text and other detailed 2d graphics rendering. The other implementation is `scaled_resize_window`. :Parameters: `width` : Integer New width `height` : Integer New height """ self._usable_width = width self._usable_height = height if self._resize_no_events: # setting viewport geometry, not handling an event return # deprecated - see issue 154 self.dispatch_event("on_resize", width, height) self.dispatch_event("on_cocos_resize", self._usable_width, self._usable_height) def set_projection(self): '''Sets a 3D projection mantaining the aspect ratio of the original window size''' # virtual (desired) view size vw, vh = self.get_window_size() glViewport(self._offset_x, self._offset_y, self._usable_width, self._usable_height) glMatrixMode(GL_PROJECTION) glLoadIdentity() gluPerspective(60, self._usable_width/float(self._usable_height), 0.1, 3000.0) glMatrixMode(GL_MODELVIEW) glLoadIdentity() gluLookAt( vw/2.0, vh/2.0, vh/1.1566, # eye vw/2.0, vh/2.0, 0, # center 0.0, 1.0, 0.0 # up vector ) # # Misc functions # def set_alpha_blending( self, on=True ): """ Enables/Disables alpha blending in OpenGL using the GL_ONE_MINUS_SRC_ALPHA algorithm. On by default. """ if on: glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) else: glDisable(GL_BLEND) def set_depth_test( sefl, on=True ): '''Enables z test. On by default ''' if on: glClearDepth(1.0) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LEQUAL) glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST) else: glDisable( GL_DEPTH_TEST ) event_loop = pyglet.app.event_loop if not hasattr(event_loop, "event"): event_loop = pyglet.app.EventLoop() director = Director() director.event = event_loop.event """The singleton; check `cocos.director.Director` for details on usage. Don't instantiate Director(). Just use this singleton.""" director.interpreter_locals["director"] = director director.interpreter_locals["cocos"] = cocos Director.register_event_type('on_push') Director.register_event_type('on_pop') Director.register_event_type('on_resize') Director.register_event_type('on_cocos_resize')
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- __docformat__ = 'restructuredtext' class Rect(object): '''Define a rectangular area. Many convenience handles and other properties are also defined - all of which may be assigned to which will result in altering the position and sometimes dimensions of the Rect: - top -- y pixel extent - bottom -- y pixel extent - left -- x pixel extent - right -- x pixel extent - position -- (x, y) of bottom-left corner pixel - origin -- (x, y) of bottom-left corner pixel - center -- (x, y) of center pixel - topleft -- (x, y) of top-left corner pixel - topright -- (x, y) of top-right corner pixel - bottomleft -- (x, y) of bottom-left corner pixel - bottomright -- (x, y) of bottom-right corner pixel - midtop -- (x, y) of middle of top side pixel - midbottom -- (x, y) of middle of bottom side pixel - midleft -- (x, y) of middle of left side pixel - midright -- (x, y) of middle of right side pixel - size -- (width, height) of rect The Rect area includes the bottom and left borders but not the top and right borders. ''' def __init__(self, x, y, width, height): '''Create a Rect with the bottom-left corner at (x, y) and dimensions (width, height). ''' self._x, self._y = x, y self._width, self._height = width, height def __nonzero__(self): return bool(self.width and self.height) def __repr__(self): return 'Rect(xy=%.4g,%.4g; wh=%.4g,%.4g)'%(self.x, self.y, self.width, self.height) def __eq__(self, other): '''Compare the two rects. >>> r1 = Rect(0, 0, 10, 10) >>> r1 == Rect(0, 0, 10, 10) True >>> r1 == Rect(1, 0, 10, 10) False >>> r1 == Rect(0, 1, 10, 10) False >>> r1 == Rect(0, 0, 11, 10) False >>> r1 == Rect(0, 0, 10, 11) False ''' return (self.x == other.x and self.y == other.y and self.width == other.width and self.height == other.height) def __ne__(self, other): '''Compare the two rects. >>> r1 = Rect(0, 0, 10, 10) >>> r1 != Rect(0, 0, 10, 10) False >>> r1 != Rect(1, 0, 10, 10) True >>> r1 != Rect(0, 1, 10, 10) True >>> r1 != Rect(0, 0, 11, 10) True >>> r1 != Rect(0, 0, 10, 11) True ''' return not (self == other) def copy(self): return self.__class__(self.x, self.y, self.width, self.height) # the following four properties will most likely be overridden in a # subclass def set_x(self, value): self._x = value x = property(lambda self: self._x, set_x) def set_y(self, value): self._y = value y = property(lambda self: self._y, set_y) def set_width(self, value): self._width = value width = property(lambda self: self._width, set_width) def set_height(self, value): self._height = value height = property(lambda self: self._height, set_height) def contains(self, x, y): '''Return boolean whether the point defined by x, y is inside the rect area. ''' if x < self.x or x > self.x + self.width: return False if y < self.y or y > self.y + self.height: return False return True def intersects(self, other): '''Return boolean whether the "other" rect (an object with .x, .y, .width and .height attributes) overlaps this Rect in any way. ''' if self.x + self.width < other.x: return False if other.x + other.width < self.x: return False if self.y + self.height < other.y: return False if other.y + other.height < self.y: return False return True def clippedBy(self, other): '''Determine whether this rect is clipped by the other rect. >>> r1 = Rect(0, 0, 10, 10) >>> r2 = Rect(1, 1, 9, 9) >>> r2.clippedBy(r1) # r2 fits inside r1 False >>> r1.clippedBy(r2) # r1 is clipped by r2 True >>> r2 = Rect(1, 1, 11, 11) >>> r1.intersect(r2) Rect(xy=1,1; wh=9,9) >>> r1.clippedBy(r2) True >>> r2.intersect(r1) Rect(xy=1,1; wh=9,9) >>> r2.clippedBy(r1) True >>> r2 = Rect(11, 11, 1, 1) >>> r1.clippedBy(r2) True ''' if self.intersects(other): return True if i.x > self.x: return True if i.y > self.y: return True if i.width < self.width: return True if i.height < self.height: return True return False def intersect(self, other): '''Find the intersection of two Rects. >>> r1 = Rect(0, 51, 200, 17) >>> r2 = Rect(0, 64, 200, 55) >>> r1.intersect(r2) Rect(xy=0,64; wh=200,4) >>> r1 = Rect(0, 64, 200, 55) >>> r2 = Rect(0, 0, 200, 17) >>> print r1.intersect(r2) None >>> r1 = Rect(10, 10, 10, 10) >>> r2 = Rect(20, 20, 10, 10) >>> print r1.intersect(r2) None >>> bool(Rect(0, 0, 1, 1)) True >>> bool(Rect(0, 0, 1, 0)) False >>> bool(Rect(0, 0, 0, 1)) False >>> bool(Rect(0, 0, 0, 0)) False ''' s_tr_x, s_tr_y = self.topright o_tr_x, o_tr_y = other.topright bl_x = max(self.x, other.x) bl_y = max(self.y, other.y) tr_x = min(s_tr_x, o_tr_x) tr_y = min(s_tr_y, o_tr_y) w, h = max(0, tr_x-bl_x), max(0, tr_y-bl_y) if not w or not h: return None return self.__class__(bl_x, bl_y, w, h) def set_position(self, value): self._x, self._y = value position = property(lambda self: (self._x, self._y), set_position) def set_size(self, value): self._width, self._height = value size = property(lambda self: (self._width, self._height), set_size) def get_origin(self): return self.x, self.y def set_origin(self, origin): self.x, self.y = origin origin = property(get_origin, set_origin) def get_top(self): return self.y + self.height def set_top(self, y): self.y = y - self.height top = property(get_top, set_top) # r/w, in pixels, y extent def get_bottom(self): return self.y def set_bottom(self, y): self.y = y bottom = property(get_bottom, set_bottom) def get_left(self): return self.x def set_left(self, x): self.x = x left = property(get_left, set_left) def get_right(self): return self.x + self.width def set_right(self, x): self.x = x - self.width right = property(get_right, set_right) def get_center(self): return (self.x + self.width/2, self.y + self.height/2) def set_center(self, center): x, y = center self.position = (x - self.width/2, y - self.height/2) center = property(get_center, set_center) def get_midtop(self): return (self.x + self.width/2, self.y + self.height) def set_midtop(self, midtop): x, y = midtop self.position = (x - self.width/2, y - self.height) midtop = property(get_midtop, set_midtop) def get_midbottom(self): return (self.x + self.width/2, self.y) def set_midbottom(self, midbottom): x, y = midbottom self.position = (x - self.width/2, y) midbottom = property(get_midbottom, set_midbottom) def get_midleft(self): return (self.x, self.y + self.height/2) def set_midleft(self, midleft): x, y = midleft self.position = (x, y - self.height/2) midleft = property(get_midleft, set_midleft) def get_midright(self): return (self.x + self.width, self.y + self.height/2) def set_midright(self, midright): x, y = midright self.position = (x - self.width, y - self.height/2) midright = property(get_midright, set_midright) def get_topleft(self): return (self.x, self.y + self.height) def set_topleft(self, position): x, y = position self.position = (x, y - self.height) topleft = property(get_topleft, set_topleft) def get_topright(self): return (self.x + self.width, self.y + self.height) def set_topright(self, position): x, y = position self.position = (x - self.width, y - self.height) topright = property(get_topright, set_topright) def get_bottomright(self): return (self.x + self.width, self.y) def set_bottomright(self, position): x, y = position self.position = (x - self.width, y) bottomright = property(get_bottomright, set_bottomright) def get_bottomleft(self): return (self.x, self.y) def set_bottomleft(self, position): self.x, self.y = position bottomleft = property(get_bottomleft, set_bottomleft)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- # # Ideas borrowed from: # pygext: http://opioid-interactive.com/~shang/projects/pygext/ # pyglet astraea: http://www.pyglet.org # Grossini's Hell: http://www.pyweek.org/e/Pywiii/ # """A `Layer` that implements a simple menu Menu ==== This module provides a Menu class. Menus can contain regular items (which trigger a function when selected), toggle items (which toggle a flag when selected), or entry items (which lets you enter alphanumeric data). To use a menu in your code, just subclass `Menu` and add the menu to an `Scene` or another `Layer`. """ __docformat__ = 'restructuredtext' import pyglet from pyglet import font from pyglet.window import key from pyglet.gl import * import pyglet.graphics from layer import * from director import * from cocosnode import * from actions import * from sprite import Sprite import rect __all__ = [ 'Menu', # menu class 'MenuItem', 'ToggleMenuItem', # menu items classes 'MultipleMenuItem', 'EntryMenuItem', 'ImageMenuItem', 'ColorMenuItem', 'verticalMenuLayout', 'fixedPositionMenuLayout', # Different menu layou functions 'CENTER', 'LEFT', 'RIGHT', 'TOP', 'BOTTOM', # menu aligment 'shake', 'shake_back','zoom_in','zoom_out' # Some useful actions for the menu items ] # # Class Menu # # Horizontal Align CENTER = font.Text.CENTER LEFT = font.Text.LEFT RIGHT = font.Text.RIGHT # Vertical Align TOP = font.Text.TOP BOTTOM = font.Text.BOTTOM def verticalMenuLayout (menu): width, height = director.get_window_size() fo = font.load(menu.font_item['font_name'], menu.font_item['font_size']) fo_height = int( (fo.ascent - fo.descent) * 0.9 ) if menu.menu_halign == CENTER: pos_x = width // 2 elif menu.menu_halign == RIGHT: pos_x = width - menu.menu_hmargin elif menu.menu_halign == LEFT: pos_x = menu.menu_hmargin else: raise Exception("Invalid anchor_x value for menu") for idx,i in enumerate( menu.children): item = i[1] if menu.menu_valign == CENTER: pos_y = (height + (len(menu.children) - 2 * idx) * fo_height - menu.title_height) * 0.5 elif menu.menu_valign == TOP: pos_y = (height - ((idx + 0.8) * fo_height ) - menu.title_height - menu.menu_vmargin) elif menu.menu_valign == BOTTOM: pos_y = (0 + fo_height * (len(menu.children) - idx) + menu.menu_vmargin) item.transform_anchor = (pos_x, pos_y) item.generateWidgets (pos_x, pos_y, menu.font_item, menu.font_item_selected) def fixedPositionMenuLayout (positions): def fixedMenuLayout(menu): width, height = director.get_window_size() for idx,i in enumerate( menu.children): item = i[1] pos_x = positions[idx][0] pos_y = positions[idx][1] item.transform_anchor = (pos_x, pos_y) item.generateWidgets (pos_x, pos_y, menu.font_item, menu.font_item_selected) return fixedMenuLayout class Menu(Layer): """Abstract base class for menu layers. Normal usage is: - create a subclass - override __init__ to set all style attributes, and then call `create_menu()` - Finally you shall add the menu to an `Scene` or another `Layer` """ is_event_handler = True #: Receives pyglet events select_sound = None activate_sound = None def __init__( self, title = ''): super(Menu, self).__init__() # # Items and Title # self.title = title self.title_text = None self.menu_halign = CENTER self.menu_valign = CENTER self.menu_hmargin = 2 # Variable margins for left and right alignment self.menu_vmargin = 2 # Variable margins for top and bottom alignment # # Menu default options # Menus can be customized changing these variables # # Title self.font_title = { 'text':'title', 'font_name':'Arial', 'font_size':56, 'color':(192,192,192,255), 'bold':False, 'italic':False, 'anchor_y':'center', 'anchor_x':'center', 'dpi':96, 'x':0, 'y':0, } self.font_item= { 'font_name':'Arial', 'font_size':32, 'bold':False, 'italic':False, 'anchor_y':'center', 'anchor_x':'center', 'color':(192,192,192,255), 'dpi':96, } self.font_item_selected = { 'font_name':'Arial', 'font_size':42, 'bold':False, 'italic':False, 'anchor_y':'center', 'anchor_x':'center', 'color':(255,255,255,255), 'dpi':96, } self.title_height = 0 self.schedule(lambda dt: None) def _generate_title( self ): width, height = director.get_window_size() self.font_title['x'] = width // 2 self.font_title['text'] = self.title self.title_label = pyglet.text.Label( **self.font_title ) self.title_label.y = height - self.title_label.content_height //2 fo = font.load( self.font_title['font_name'], self.font_title['font_size'] ) self.title_height = self.title_label.content_height def _build_items(self, layout_strategy): self.font_item_selected['anchor_x'] = self.menu_halign self.font_item_selected['anchor_y'] = 'center' self.font_item['anchor_x'] = self.menu_halign self.font_item['anchor_y'] = 'center' layout_strategy(self) self.selected_index = 0 self.children[ self.selected_index ][1].is_selected = True def _select_item(self, new_idx): if new_idx == self.selected_index: return if self.select_sound: self.select_sound.play() self.children[ self.selected_index][1].is_selected = False self.children[ self.selected_index][1].on_unselected() self.children[ new_idx ][1].is_selected = True self.children[ new_idx ][1].on_selected() self.selected_index = new_idx def _activate_item( self ): if self.activate_sound: self.activate_sound.play() self.children[ self.selected_index][1].on_activated() self.children[ self.selected_index ][1].on_key_press( key.ENTER, 0 ) def create_menu(self, items, selected_effect=None, unselected_effect=None, activated_effect=None, layout_strategy=verticalMenuLayout): """Creates the menu The order of the list important since the first one will be shown first. Example:: l = [] l.append( MenuItem('Options', self.on_new_game ) ) l.append( MenuItem('Quit', self.on_quit ) ) self.create_menu( l, zoom_in(), zoom_out() ) :Parameters: `items` : list list of `BaseMenuItem` that will be part of the `Menu` `selected_effect` : function This action will be executed when the `BaseMenuItem` is selected `unselected_effect` : function This action will be executed when the `BaseMenuItem` is unselected `activated_effect` : function this action will executed when the `BaseMenuItem` is activated (pressing Enter or by clicking on it) """ z=0 for i in items: # calling super.add(). Z is important to mantain order self.add( i, z=z ) i.activated_effect = activated_effect i.selected_effect = selected_effect i.unselected_effect = unselected_effect i.item_halign = self.menu_halign i.item_valign = self.menu_valign z += 1 self._generate_title() # If you generate the title after the items # the V position of the items can't consider the title's height if items: self._build_items(layout_strategy) def draw( self ): glPushMatrix() self.transform() self.title_label.draw() glPopMatrix() def on_text( self, text ): if text=='\r': return return self.children[self.selected_index][1].on_text(text) def on_key_press(self, symbol, modifiers): if symbol == key.ESCAPE: self.on_quit() return True elif symbol in (key.ENTER, key.NUM_ENTER): self._activate_item() return True elif symbol in (key.DOWN, key.UP): if symbol == key.DOWN: new_idx = self.selected_index + 1 elif symbol == key.UP: new_idx = self.selected_index - 1 if new_idx < 0: new_idx = len(self.children) -1 elif new_idx > len(self.children) -1: new_idx = 0 self._select_item( new_idx ) return True else: # send the menu item the rest of the keys ret = self.children[self.selected_index][1].on_key_press(symbol, modifiers) # play sound if key was handled if ret and self.activate_sound: self.activate_sound.play() return ret def on_mouse_release( self, x, y, buttons, modifiers ): (x,y) = director.get_virtual_coordinates(x,y) if self.children[ self.selected_index ][1].is_inside_box(x,y): self._activate_item() def on_mouse_motion( self, x, y, dx, dy ): (x,y) = director.get_virtual_coordinates(x,y) for idx,i in enumerate( self.children): item = i[1] if item.is_inside_box( x, y): self._select_item( idx ) break class BaseMenuItem( CocosNode ): """An abstract menu item. It triggers a function when it is activated""" selected_effect = None unselected_effect = None activated_effect = None def __init__(self, callback_func, *args, **kwargs): """Creates a new menu item :Parameters: `callback_func` : function The callback function """ super( BaseMenuItem, self).__init__() self.callback_func = callback_func self.callback_args = args self.callback_kwargs = kwargs self.is_selected = False self.item_halign = None self.item_valign = None self.item = None self.item_selected = None def get_item_width (self): """ Returns the width of the item. This method should be implemented by descendents. :rtype: int """ return self.item.width def get_item_height (self): """ Returns the width of the item. This method should be implemented by descendents. :rtype: int """ return self.item.height def generateWidgets (self, pos_x, pos_y, font_item, font_item_selected): """ Generate a normal and a selected widget. This method should be implemented by descendents. """ raise NotImplementedError def get_item_x (self): """ Return the x position of the item. This method should be implemented by descendents. :rtype: int """ return self.item.x def get_item_y (self): """ Return the y position of the item. This method should be implemented by descendents. :rtype: int """ return self.item.y def get_box( self ): """Returns the box that contains the menu item. :rtype: (x1,x2,y1,y2) """ width = self.get_item_width () height = self.get_item_height () if self.item_halign == CENTER: x_diff = - width / 2 elif self.item_halign == RIGHT: x_diff = - width elif self.item_halign == LEFT: x_diff = 0 else: raise Exception("Invalid halign: %s" % str(self.item_halign) ) y_diff = - height/ 2 x1 = self.get_item_x() + x_diff y1 = self.get_item_y() + y_diff # x1 += self.parent.x # y1 += self.parent.y # x2 = x1 + width # y2 = y1 + height # return (x1,y1,x2,y2) return rect.Rect(x1,y1,width,height) def draw( self ): raise NotImplementedError def on_key_press(self, symbol, modifiers): if symbol == key.ENTER and self.callback_func: self.callback_func(*self.callback_args, **self.callback_kwargs) return True def on_text( self, text ): return True def is_inside_box( self, x, y ): """Returns whether the point (x,y) is inside the menu item. :rtype: bool """ # (ax,ay,bx,by) = self.get_box() # if( x >= ax and x <= bx and y >= ay and y <= by ): # return True # return False rect = self.get_box() p = self.point_to_local( (x,y) ) return rect.contains( p.x, p.y ) def on_selected( self ): if self.selected_effect: self.stop() self.do( self.selected_effect ) def on_unselected( self ): if self.unselected_effect: self.stop() self.do( self.unselected_effect ) def on_activated( self ): if self.activated_effect: self.stop() self.do( self.activated_effect ) class MenuItem (BaseMenuItem): """A menu item that shows a label. """ def __init__ (self, label, callback_func, *args, **kwargs): """Creates a new menu item :Parameters: `label` : string The label the of the menu item `callback_func` : function The callback function """ self.label = label super (MenuItem, self).__init__(callback_func, *args, **kwargs) def get_item_width (self): return self.item.content_width def get_item_height (self): return self.item.content_height def generateWidgets (self, pos_x, pos_y, font_item, font_item_selected): font_item['x'] = int(pos_x) font_item['y'] = int(pos_y) font_item['text'] = self.label self.item = pyglet.text.Label(**font_item ) font_item_selected['x'] = int(pos_x) font_item_selected['y'] = int(pos_y) font_item_selected['text'] = self.label self.item_selected = pyglet.text.Label( **font_item_selected ) def draw( self ): glPushMatrix() self.transform() if self.is_selected: self.item_selected.draw() else: self.item.draw() glPopMatrix() class ImageMenuItem (BaseMenuItem): """ A menu item that shows a selectable Image """ def __init__ (self, name, callback_func, *args, **kwargs): self.image = pyglet.resource.image (name) super (ImageMenuItem, self).__init__(callback_func, *args, **kwargs) def generateWidgets (self, pos_x, pos_y, font_item, font_item_selected): anchors = {'left': 0, 'center': 0.5, 'right': 1, 'top': 1, 'bottom': 0} anchor=(anchors[font_item['anchor_x']] * self.image.width, anchors[font_item['anchor_y']] * self.image.height) self.item = Sprite(self.image, anchor=anchor, opacity=255, color=font_item['color'][:3]) self.item.scale = font_item['font_size'] / float(self.item.height ) self.item.position = int(pos_x), int(pos_y) self.selected_item = Sprite(self.image, anchor=anchor, color=font_item_selected['color'][:3]) self.selected_item.scale = (font_item_selected['font_size'] / float(self.selected_item.height)) self.selected_item.position = int(pos_x), int(pos_y) def draw (self): glPushMatrix() self.transform() if self.is_selected: self.selected_item.draw() else: self.item.draw() glPopMatrix() class MultipleMenuItem( MenuItem ): """A menu item for switching between multiple values. Example:: self.volumes = ['Mute','10','20','30','40','50','60','70','80','90','100'] items.append( MultipleMenuItem( 'SFX volume: ', self.on_sfx_volume, self.volumes, 8 ) ) """ def __init__(self, label, callback_func, items, default_item=0): """Creates a Multiple Menu Item :Parameters: `label` : string Item's label `callback_func` : function Callback function `items` : list List of strings containing the values `default_item` : integer Default item of the list. It is an index of the list. Default: 0 """ self.my_label = label self.items = items self.idx = default_item if self.idx < 0 or self.idx >= len(self.items): raise Exception("Index out of bounds") super( MultipleMenuItem, self).__init__( self._get_label(), callback_func ) def _get_label(self): return self.my_label+self.items[self.idx] def on_key_press(self, symbol, modifiers): if symbol == key.LEFT: self.idx = max(0, self.idx-1) elif symbol in (key.RIGHT, key.ENTER): self.idx = min(len(self.items)-1, self.idx+1) if symbol in (key.LEFT, key.RIGHT, key.ENTER): self.item.text = self._get_label() self.item_selected.text = self._get_label() self.callback_func( self.idx ) return True class ToggleMenuItem( MultipleMenuItem ): '''A menu item for a boolean toggle option. Example:: items.append( ToggleMenuItem('Show FPS:', self.on_show_fps, director.show_FPS) ) ''' def __init__(self, label, callback_func, value=False ): """Creates a Toggle Menu Item :Parameters: `label` : string Item's label `callback_func` : function Callback function `value` : bool Default value of the item: False is 'OFF', True is 'ON'. Default:False """ super(ToggleMenuItem, self).__init__( label, callback_func, ['OFF','ON'], int(value) ) def on_key_press( self, symbol, mod ): if symbol in (key.LEFT, key.RIGHT, key.ENTER): self.idx += 1 if self.idx > 1: self.idx = 0 self.item.text = self._get_label() self.item_selected.text = self._get_label() self.callback_func( int(self.idx) ) return True class EntryMenuItem(MenuItem): """A menu item for entering a value. When selected, ``self.value`` is toggled, the callback function is called with ``self.value`` as argument.""" value = property(lambda self: u''.join(self._value), lambda self, v: setattr(self, '_value', list(v))) def __init__(self, label, callback_func, value, max_length=0 ): """Creates an Entry Menu Item :Parameters: `label` : string Item's label `callback_func` : function Callback function taking one argument. `value` : String Default value: any string `max_length` : integer Maximum value length (Defaults to 0 for unbound length) """ self._value = list(value) self._label = label super(EntryMenuItem, self).__init__( "%s %s" %(label,value), callback_func ) self.max_length = max_length def on_text( self, text ): if self.max_length == 0 or len(self._value) < self.max_length: self._value.append(text) self._calculate_value() return True def on_key_press(self, symbol, modifiers): if symbol == key.BACKSPACE: try: self._value.pop() except IndexError: pass self._calculate_value() return True def _calculate_value( self ): new_text = u"%s %s" % (self._label, self.value) self.item.text = new_text self.item_selected.text = new_text self.callback_func(self.value) class ColorMenuItem( MenuItem ): """A menu item for selecting a color. Example:: colors = [(255, 255, 255), (100, 200, 100), (200, 50, 50)] items.append( ColorMenuItem( 'Jacket:', self.on_jacket_color, colors )) """ def __init__(self, label, callback_func, items, default_item=0): """Creates a Color Menu Item :Parameters: `label` : string Item's label `callback_func` : function Callback function `items` : list List of thre-element tuples describing the color choices `default_item` : integer Default item of the list. It is an index of the list. Default: 0 """ self.my_label = label self.items = items self.idx = default_item if self.idx < 0 or self.idx >= len(self.items): raise Exception("Index out of bounds") super( ColorMenuItem, self).__init__( self._get_label(), callback_func ) def _get_label(self): return self.my_label + " " def on_key_press(self, symbol, modifiers): if symbol == key.LEFT: self.idx = max(0, self.idx-1) elif symbol in (key.RIGHT, key.ENTER): self.idx = min(len(self.items)-1, self.idx+1) if symbol in (key.LEFT, key.RIGHT, key.ENTER): self.item.text = self._get_label() self.item_selected.text = self._get_label() self.callback_func( self.idx ) return True def generateWidgets (self, pos_x, pos_y, font_item, font_item_selected): font_item['x'] = int(pos_x) font_item['y'] = int(pos_y) font_item['text'] = self.my_label self.item = pyglet.text.Label(**font_item ) self.item.labelWidth=self.item.content_width self.item.text = self.label font_item_selected['x'] = int(pos_x) font_item_selected['y'] = int(pos_y) font_item_selected['text'] = self.my_label self.item_selected = pyglet.text.Label( **font_item_selected ) self.item_selected.labelWidth=self.item_selected.content_width self.item_selected.text = self.label def draw(self, *args, **kwargs): super(ColorMenuItem, self).draw() glPushMatrix() self.transform() if self.is_selected: item = self.item_selected else: item = self.item x1 = int(item._get_left() + item.labelWidth * 1.05) y1 = int(item.y - item.content_height / 2) y2 = int(item.y + item.content_height / 3) x2 = int(x1 + (y2 - y1) * 2) pyglet.graphics.draw(4, pyglet.graphics.GL_QUADS, ('v2f', (x1, y1, x1, y2, x2, y2, x2, y1)), ('c3B', self.items[self.idx] * 4)) glPopMatrix() def shake(): '''Predefined action that performs a slight rotation and then goes back to the original rotation position. ''' angle = 05 duration = 0.05 rot = Accelerate(RotateBy( angle, duration ), 2) rot2 = Accelerate(RotateBy( -angle*2, duration), 2) return rot + (rot2 + Reverse(rot2)) * 2 + Reverse(rot) def shake_back(): '''Predefined action that rotates to 0 degrees in 0.1 seconds''' return RotateTo(0,0.1) def zoom_in(): '''Predefined action that scales to 1.5 factor in 0.2 seconds''' return ScaleTo( 1.5, duration=0.2 ) def zoom_out(): '''Predefined action that scales to 1.0 factor in 0.2 seconds''' return ScaleTo( 1.0, duration=0.2 )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """Utility classes for rendering to a texture. It is mostly used for internal implementation of cocos, you normally shouldn't need it. If you are curious, check implementation of effects to see an example. """ __docformat__ = 'restructuredtext' from gl_framebuffer_object import FramebufferObject from pyglet.gl import * from director import director from pyglet import image import pyglet # Auxiliar classes for render-to-texture _best_grabber = None __all__ = ['TextureGrabber'] def TextureGrabber(): """Returns an instance of the best texture grabbing class""" # Why this isn't done on module import? Because we need an initialized # GL Context to query availability of extensions global _best_grabber if _best_grabber is not None: return _best_grabber() # Preferred method: framebuffer object try: # TEST XXX #_best_grabber = GenericGrabber _best_grabber = FBOGrabber return _best_grabber() except: import traceback traceback.print_exc() # Fallback: GL generic grabber raise Exception("ERROR: GPU doesn't support Frame Buffers Objects. Can't continue") # _best_grabber = GenericGrabber # return _best_grabber() class _TextureGrabber(object): def __init__(self): """Create a texture grabber.""" def grab(self, texture): """Capture the current screen.""" def before_render(self, texture): """Setup call before rendering begins.""" def after_render(self, texture): """Rendering done, make sure texture holds what has been rendered.""" class GenericGrabber(_TextureGrabber): """A simple render-to-texture mechanism. Destroys the current GL display; and considers the whole layer as opaque. But it works in any GL implementation.""" def __init__(self): self.before = None x1 = y1 = 0 x2, y2 = director.get_window_size() self.vertex_list = pyglet.graphics.vertex_list(4, ('v2f', [x1, y1, x2, y1, x2, y2, x1, y2]), ('c4B', [255,255,255,255]*4) ) def before_render (self, texture): #self.before = image.get_buffer_manager().get_color_buffer() director.window.clear() def after_render (self, texture): buffer = image.get_buffer_manager().get_color_buffer() texture.blit_into(buffer, 0, 0, 0) director.window.clear() return self.before.blit(0,0) glEnable(self.before.texture.target) glBindTexture(self.before.texture.target, self.before.texture.id) glPushAttrib(GL_COLOR_BUFFER_BIT) self.vertex_list.draw(pyglet.gl.GL_QUADS) glPopAttrib() glDisable(self.before.texture.target) class PbufferGrabber(_TextureGrabber): """A render-to texture mechanism using pbuffers. Requires pbuffer extensions. Currently only implemented in GLX. Not working yet, very untested TODO: finish pbuffer grabber """ def grab (self, texture): self.pbuf = Pbuffer(director.window, [ GLX_CONFIG_CAVEAT, GLX_NONE, GLX_RED_SIZE, 8, GLX_GREEN_SIZE, 8, GLX_BLUE_SIZE, 8, GLX_DEPTH_SIZE, 24, GLX_DOUBLEBUFFER, 1, ]) def before_render (self, texture): self.pbuf.switch_to() gl.glViewport(0, 0, self.pbuf.width, self.pbuf.height) gl.glMatrixMode(gl.GL_PROJECTION) gl.glLoadIdentity() gl.glOrtho(0, self.pbuf.width, 0, self.pbuf.height, -1, 1) gl.glMatrixMode(gl.GL_MODELVIEW) gl.glEnable (gl.GL_TEXTURE_2D) def after_render (self, texture): buffer = image.get_buffer_manager().get_color_buffer() texture.blit_into (buffer, 0, 0, 0) director.window.switch_to() class FBOGrabber(_TextureGrabber): """Render-to texture system based on framebuffer objects (the GL extension). It is quite fast and portable, but requires a recent GL implementation/driver. Requires framebuffer_object extensions""" def __init__ (self): # This code is on init to make creation fail if FBOs are not available self.fbuf = FramebufferObject() self.fbuf.check_status() def grab (self, texture): self.fbuf.bind() self.fbuf.texture2d (texture) self.fbuf.check_status() self.fbuf.unbind() def before_render (self, texture): self.fbuf.bind() glClear(GL_COLOR_BUFFER_BIT) def after_render (self, texture): self.fbuf.unbind()
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- ''' Tile Maps ========= Tile maps are made of three components: images Images are from individual files for from image atlases in a single file. tiles Tiles may be stand-alone or part of a TileSet. maps MapLayers are made of either rectangular or hexagonal Cells which reference the tiles used to draw the cell. The intent is that you may have a tile set defined in one XML file which is shared amongst many map files (or indeed within a single XML file). Images may be shared amongst multiple tiles with the tiles adding different meta-data in each case. These may be constructed manually or loaded from XML resource files which are used to store the specification of tile sets and tile maps. A given resource XML file may define multiple tile sets and maps and may even reference other external XML resource files. This would allow a single tile set to be used by multiple tile maps. Maps ---- The RectMapLayer class extends the regular Cocos layer to handle a regular grid of tile images, or Cells. The map layer may be manipulated like any other Cocos layer. It also provides methods for interrogating the map contents to find cells (eg. under the mouse) or neighboring cells (up, down, left, right.) Maps may be defined in Python code, but it is a little easier to do so in XML. To support map editing the maps support round-tripping to XML. The XML File Specification -------------------------- Assuming the following XML file called "example.xml":: <?xml version="1.0"?> <resource> <requires file="ground-tiles.xml" namespace="ground" /> <rectmap id="level1"> <column> <cell tile="ground:grass" /> <cell tile="ground:house"> <property type="bool" name="secretobjective" value="True" /> </cell> </column> </map> </resource> You may load that resource and examine it:: >>> r = load('example.xml') >>> map = r['level1'] and then, assuming that level1 is a map:: >>> scene = cocos.scene.Scene(map) and then either manually select the tiles to display: >>> map.set_view(0, 0, window_width, window_height) or if you wish for the level to scroll, you use the ScrollingManager:: >>> from cocos import layers >>> manager = layers.ScrollingManager() >>> manager.add(map) and later set the focus with:: >>> manager.set_focus(focus_x, focus_y) See the section on `controlling map scrolling`_ below for more detail. XML file contents ----------------- XML resource files must contain a document-level tag <resource>:: <?xml version="1.0"?> <resource> ... </resource> You may draw in other resource files by using the <requires> tag:: <requires file="road-tiles.xml" /> This will load "road-tiles.xml" into the resource's namespace. If you wish to avoid id clashes you may supply a namespace:: <requires file="road-tiles.xml" namespace="road" /> If a namespace is given then the element ids from the "road-tiles.xml" will be prefixed by the namespace and a period, e.g. "road:bitumen". Other tags within <resource> are:: <image file="" id=""> Loads file with pyglet.image.load and gives it the id which is used by tiles to reference the image. :: <imageatlas file="" [id="" size="x,y"]> Sets up an image atlas for child <image> tags to use. Child tags are of the form:: <image offset="" id="" [size=""]> If the <imageatlas> tag does not provide a size attribute then all child <image> tags must provide one. Image atlas ids are optional as they are currently not reference directly. :: <tileset id=""> Sets up a TileSet object. Child tags are of the form:: <tile id=""> [<image ...>] </tile> The <image> tag is optional; these tiles may have only properties (or be completely empty). The id is used by maps to reference the tile. :: <rectmap id="" tile_size="" [origin=""]> Sets up a RectMap object. Child tags are of the form:: <column> <cell tile="" /> </column> Map, Cell and Tile Properties ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Most tags may additionally have properties specified as:: <property [type=""] name="" value="" /> Where type is one of "unicode", "int", "float" or "bool". The property will be a unicode string by default if no type is specified. Properties are accessed on the map, cell or tile using common dict operations with some extensions. Accessing a property on a **cell** will fall back to look on the **tile** if it's not found on the cell. If a cell has a property ``player-spawn`` (boolean) and the tile that the cell uses has a property ``move-cost=1`` (int) then the following are true:: 'player-spawn' in cell == True cell.get('player-spawn') == True cell['player-spawn'] == True 'player-spawn' in tile == False tile.get('player-spawn') == None tile['player-spawn'] --> raises KeyError cell['move-cost'] == 1 You may additionally set properties on cells and tiles:: cell['player-postion'] = True cell['burnt-out'] = True and when the map is exported to XML these properties will also be exported. Controlling Map Scrolling ------------------------- You have three options for map scrolling: 1. never automatically scroll the map, 2. automatically scroll the map but stop at the map edges, and 3. scroll the map an allow the edge of the map to be displayed. The first is possibly the easiest since you don't need to use a ScrollingManager layer. You simple call map.set_view(x, y, w, h) on your map layer giving the bottom-left corner coordinates and the dimensions to display. This could be as simple as:: map.set_view(0, 0, map.px_width, map.px_height) If you wish to have the map scroll around in response to player movement the ScrollingManager from the cocos.scrolling module may be used. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: resource.py 1078 2007-08-01 03:43:38Z r1chardj0n3s $' import os import math import weakref try: from xml.etree import ElementTree except ImportError: import elementtree.ElementTree as ElementTree import pyglet from pyglet.gl import * import cocos from cocos.director import director from cocos.rect import Rect # Implement these classes for backwards compatibility; some older code # expects ScrollableLayer and ScrollingManager to be in the tiles module. from cocos import layer class ScrollableLayer(layer.ScrollableLayer): def __init__(self, parallax=1): import warnings warnings.warn('ScrollableLayer been has moved to cocos.layer', DeprecationWarning, stacklevel=2) super(ScrollableLayer, self).__init__(parallax=parallax) class ScrollingManager(layer.ScrollingManager): def __init__(self, viewport=None): import warnings warnings.warn('ScrollingManager been has moved to cocos.layer', DeprecationWarning, stacklevel=2) super(ScrollingManager, self).__init__(viewport=viewport) class ResourceError(Exception): pass class TilesPropertyWithoutName(Exception): pass class TilesPropertyWithoutValue(Exception): pass class Resource(object): '''Load some tile mapping resources from an XML file. ''' cache = {} def __init__(self, filename): self.filename = filename # id to map, tileset, etc. self.contents = {} # list of (namespace, Resource) from <requires> tags self.requires = [] filename = self.find_file(filename) tree = ElementTree.parse(filename) root = tree.getroot() if root.tag != 'resource': raise ResourceError('document is <%s> instead of <resource>'% root.name) self.handle(root) def find_file(self, filename): if os.path.isabs(filename): return filename if os.path.exists(filename): return filename path = pyglet.resource.location(filename).path return os.path.join(path, filename) def resource_factory(self, tag): for child in tag: self.handle(child) def requires_factory(self, tag): resource = load(tag.get('file')) self.requires.append((tag.get('namespace', ''), resource)) factories = { 'resource': resource_factory, 'requires': requires_factory, } @classmethod def register_factory(cls, name): def decorate(func): cls.factories[name] = func return func return decorate def handle(self, tag): ref = tag.get('ref') if not ref: return self.factories[tag.tag](self, tag) return self.get_resource(ref) def __contains__(self, ref): return ref in self.contents def __getitem__(self, ref): reqns = '' id = ref if ':' in ref: reqns, id = ref.split(':', 1) elif id in self.contents: return self.contents[id] for ns, res in self.requires: if ns != reqns: continue if id in res: return res[id] raise KeyError(id) def find(self, cls): '''Find all elements of the given class in this resource. ''' for k in self.contents: if isinstance(self.contents[k], cls): yield (k, self.contents[k]) def findall(self, cls, ns=''): '''Find all elements of the given class in this resource and all <requires>'ed resources. ''' for k in self.contents: if isinstance(self.contents[k], cls): if ns: yield (ns + ':' + k, self.contents[k]) else: yield (k, self.contents[k]) for ns, res in self.requires: for item in res.findall(cls, ns): yield item def add_resource(self, id, resource): self.contents[id] = resource def get_resource(self, ref): return self[ref] def save_xml(self, filename): '''Save this resource's XML to the indicated file. ''' # generate the XML root = ElementTree.Element('resource') root.tail = '\n' for namespace, res in self.requires: r = ElementTree.SubElement(root, 'requires', file=res.filename) r.tail = '\n' if namespace: r.set('namespace', namespace) for element in self.contents.values(): element._as_xml(root) tree = ElementTree.ElementTree(root) tree.write(filename) _cache = weakref.WeakValueDictionary() class _NOT_LOADED(object): pass def load(filename): '''Load resource(s) defined in the indicated XML file. ''' # make sure we can find files relative to this one dirname = os.path.dirname(filename) if dirname and dirname not in pyglet.resource.path: pyglet.resource.path.append(dirname) pyglet.resource.reindex() if filename in _cache: if _cache[filename] is _NOT_LOADED: raise ResourceError('Loop in XML files loading "%s"'%filename) return _cache[filename] _cache[filename] = _NOT_LOADED obj = Resource(filename) _cache[filename] = obj return obj # # XML PROPERTY PARSING # _xml_to_python = dict( unicode=unicode, int=int, float=float, bool=lambda value: value != "False", ) _python_to_xml = { str: unicode, unicode: unicode, int: repr, float: repr, bool: repr, } _xml_type = { str: 'unicode', unicode: 'unicode', int: 'int', float: 'float', bool: 'bool', } def _handle_properties(tag): """returns the properties dict reading from the etree node tag :Parameters: `tag` : xml.etree.ElementTree node from which the properties are obtained """ properties = {} for node in tag.findall('./property'): name = node.get('name') type = node.get('type') or 'unicode' value = node.get('value') if name is None: raise TilesPropertyWithoutName("\nnode:\n%s"%ElementTree.tostring(node)) if value is None: raise TilesPropertyWithoutValue("\nnode:\n%s"%ElementTree.tostring(node)) properties[name] = _xml_to_python[type](value) return properties # # IMAGE and IMAGE ATLAS # @Resource.register_factory('image') def image_factory(resource, tag): filename = resource.find_file(tag.get('file')) if not filename: raise ResourceError('No file= on <image> tag') image = pyglet.image.load(filename) image.properties = _handle_properties(tag) if tag.get('id'): image.id = tag.get('id') resource.add_resource(image.id, image) return image @Resource.register_factory('imageatlas') def imageatlas_factory(resource, tag): filename = resource.find_file(tag.get('file')) if not filename: raise ResourceError('No file= on <imageatlas> tag') atlas = pyglet.image.load(filename) atlas.properties = _handle_properties(tag) if tag.get('id'): atlas.id = tag.get('id') resource.add_resource(atlas.id, atlas) # figure default size if specified if tag.get('size'): d_width, d_height = map(int, tag.get('size').split('x')) else: d_width = d_height = None for child in tag: if child.tag != 'image': raise ValueError, 'invalid child' if child.get('size'): width, height = map(int, child.get('size').split('x')) elif d_width is None: raise ValueError, 'atlas or subimage must specify size' else: width, height = d_width, d_height x, y = map(int, child.get('offset').split(',')) image = atlas.get_region(x, y, width, height) # set texture clamping to avoid mis-rendering subpixel edges image.texture.id glBindTexture(image.texture.target, image.texture.id) glTexParameteri(image.texture.target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(image.texture.target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) # save the image off and set properties id = child.get('id') resource.add_resource(id, image) image.properties = _handle_properties(child) return atlas # # TILE SETS # @Resource.register_factory('tileset') def tileset_factory(resource, tag): id = tag.get('id') properties = _handle_properties(tag) tileset = TileSet(id, properties) resource.add_resource(tileset.id, tileset) for child in tag: id = child.get('id') offset = child.get('offset') if offset: offset = map(int, offset.split(',')) else: offset = None properties = _handle_properties(child) image = child.find('image') if image is not None: image = resource.handle(image) tile = Tile(id, properties, image, offset) resource.add_resource(id, tile) tileset[id] = tile return tileset class Tile(object): '''Tiles hold an image and some optional properties. ''' def __init__(self, id, properties, image, offset=None): self.id = id self.properties = properties self.image = image self.offset = offset def __repr__(self): return '<%s object at 0x%x id=%r offset=%r properties=%r>'%( self.__class__.__name__, id(self), self.id, self.offset, self.properties) class TileSet(dict): '''Contains a set of Tile objects referenced by some id. ''' def __init__(self, id, properties): self.id = id self.properties = properties tile_id = 0 @classmethod def generate_id(cls): cls.tile_id += 1 return str(cls.tile_id) def add(self, properties, image, id=None): '''Add a new Tile to this TileSet, generating a unique id if necessary. Returns the Tile instance. ''' if id is None: id = self.generate_id() self[id] = Tile(id, properties, image) return self[id] # # RECT AND HEX MAPS # @Resource.register_factory('rectmap') # TODO: more diagnostics for malformed files; by example when a columm has less # cells than expected def rectmap_factory(resource, tag): width, height = map(int, tag.get('tile_size').split('x')) origin = tag.get('origin') if origin: origin = map(int, tag.get('origin').split(',')) id = tag.get('id') # now load the columns cells = [] for i, column in enumerate(tag.getiterator('column')): c = [] cells.append(c) for j, cell in enumerate(column.getiterator('cell')): tile = cell.get('tile') if tile: tile = resource.get_resource(tile) else: tile = None properties = _handle_properties(cell) c.append(RectCell(i, j, width, height, properties, tile)) properties = _handle_properties(tag) m = RectMapLayer(id, width, height, cells, origin, properties) resource.add_resource(id, m) return m @Resource.register_factory('hexmap') def hexmap_factory(resource, tag): height = int(tag.get('tile_height')) width = hex_width(height) origin = tag.get('origin') if origin: origin = map(int, tag.get('origin').split(',')) id = tag.get('id') # now load the columns cells = [] for i, column in enumerate(tag.getiterator('column')): c = [] cells.append(c) for j, cell in enumerate(column.getiterator('cell')): tile = cell.get('tile') if tile: tile = resource.get_resource(tile) else: tile = None properties = _handle_properties(tag) c.append(HexCell(i, j, height, properties, tile)) properties = _handle_properties(tag) m = HexMapLayer(id, width, cells, origin, properties) resource.add_resource(id, m) return m def hex_width(height): '''Determine a regular hexagon's width given its height. ''' return int(height / math.sqrt(3)) * 2 class MapLayer(layer.ScrollableLayer): '''Base class for Maps. Maps are comprised of tiles and can figure out which tiles are required to be rendered on screen. Both rect and hex maps have the following attributes: id -- identifies the map in XML and Resources (width, height) -- size of map in cells (px_width, px_height) -- size of map in pixels (tw, th) -- size of each cell in pixels (origin_x, origin_y, origin_z) -- offset of map top left from origin in pixels cells -- array [i][j] of Cell instances debug -- display debugging information on cells properties -- arbitrary properties The debug flag turns on textual display of data about each visible cell including its cell index, origin pixel and any properties set on the cell. ''' def __init__(self, properties): self._sprites = {} self.properties = properties super(MapLayer, self).__init__() def __contains__(self, key): return key in self.properties def __getitem__(self, key): if key in self.properties: return self.properties[key] raise KeyError(key) def __setitem__(self, key, value): self.properties[key] = value def get(self, key, default=None): return self.properties.get(key, default) def set_dirty(self): # re-calculate the sprites to draw for the view self._sprites.clear() self._update_sprite_set() def set_view(self, x, y, w, h, viewport_x=0, viewport_y=0): # invoked by ScrollingManager.set_focus() super(MapLayer, self).set_view(x, y, w, h, viewport_x, viewport_y) self._update_sprite_set() def get_visible_cells(self): '''Given the current view in map-space pixels, transform it based on the current screen-space transform and figure the region of map-space pixels currently visible. Pass to get_in_region to return a list of Cell instances. ''' # XXX refactor me away x, y = self.view_x, self.view_y w, h = self.view_w, self.view_h return self.get_in_region(x, y, x + w, y + h) def is_visible(self, rect): '''Determine whether the indicated rect (with .x, .y, .width and .height attributes) located in this Layer is visible. ''' x, y = rect.x, rect.y if x + rect.width < self.view_x: return False if y + rect.height < self.view_y: return False if x > self.view_x + self.view_w: return False if y > self.view_y + self.view_h: return False return True debug = False def set_debug(self, debug): self.debug = debug self._update_sprite_set() def set_cell_opacity(self, i, j, opacity): key = self.cells[i][j].origin[:2] if key in self._sprites: self._sprites[key].opacity = opacity def set_cell_color(self, i, j, color): key = self.cells[i][j].origin[:2] if key in self._sprites: self._sprites[key].color = color def _update_sprite_set(self): # update the sprites set keep = set() for cell in self.get_visible_cells(): cx, cy = key = cell.origin[:2] keep.add(key) if cell.tile is None: continue if key not in self._sprites: self._sprites[key] = pyglet.sprite.Sprite(cell.tile.image, x=cx, y=cy, batch=self.batch) s = self._sprites[key] if self.debug: if getattr(s, '_label', None): continue label = [ 'cell=%d,%d'%(cell.i, cell.j), 'origin=%d,%d px'%(cx, cy), ] for p in cell.properties: label.append('%s=%r'%(p, cell.properties[p])) lx, ly = cell.topleft s._label = pyglet.text.Label( '\n'.join(label), multiline=True, x=lx, y=ly, bold=True, font_size=8, width=cell.width, batch=self.batch) else: s._label = None for k in list(self._sprites): if k not in keep and k in self._sprites: self._sprites[k]._label = None del self._sprites[k] class RegularTesselationMap(object): '''A regularly tesselated map that allows access to its cells by index (i, j). ''' def get_cell(self, i, j): ''' Return Cell at cell pos=(i, j). Return None if out of bounds.''' if i < 0 or j < 0: return None try: return self.cells[i][j] except IndexError: return None class RectMap(RegularTesselationMap): '''Rectangular map. Cells are stored in column-major order with y increasing up, allowing [i][j] addressing:: +---+---+---+ | d | e | f | +---+---+---+ | a | b | c | +---+---+---+ Thus cells = [['a', 'd'], ['b', 'e'], ['c', 'f']] (and thus the cell at (0,0) is 'a' and (1, 1) is 'd') ''' def __init__(self, id, tw, th, cells, origin=None, properties=None): """ :Parameters: `id` : xml id node id `tw` : int number of colums in cells `th` : int number of rows in cells `cells` : container that supports cells[i][j] elements are stored in column-major order with y increasing up `origin` : (int, int, int) cell block offset x,y,z ; default is (0,0,0) `properties` : dict arbitrary properties if saving to XML, keys must be unicode or 8-bit ASCII strings """ self.properties = properties or {} self.id = id self.tw, self.th = tw, th if origin is None: origin = (0, 0, 0) self.origin_x, self.origin_y, self.origin_z = origin self.cells = cells self.px_width = len(cells) * tw #? +abs(self.origin_x) ? self.px_height = len(cells[0]) * th # +abs(self.origin_y) ? def get_in_region(self, x1, y1, x2, y2): '''Return cells (in [column][row]) that are within the map-space pixel bounds specified by the bottom-left (x1, y1) and top-right (x2, y2) corners. Return a list of Cell instances. ''' ox = self.origin_x oy = self.origin_y x1 = max(0, (x1 - ox) // self.tw) y1 = max(0, (y1 - oy) // self.th) x2 = min(len(self.cells), (x2 - ox) // self.tw + 1) y2 = min(len(self.cells[0]), (y2 - oy) // self.th + 1) ## return [self.cells[i][j] ## for i in range(int(x1), int(x2)) ## for j in range(int(y1), int(y2))] res = [self.cells[i][j] for i in range(int(x1), int(x2)) for j in range(int(y1), int(y2))] #print 'get_in_region result:', res return res def get_at_pixel(self, x, y): ''' Return Cell at pixel px=(x,y) on the map. The pixel coordinate passed in is in the map's coordinate space, unmodified by screen, layer or view transformations. Return None if out of bounds. ''' return self.get_cell(int((x - self.origin_x) // self.tw), int((y - self.origin_y) // self.th)) UP = (0, 1) DOWN = (0, -1) LEFT = (-1, 0) RIGHT = (1, 0) def get_neighbor(self, cell, direction): '''Get the neighbor Cell in the given direction (dx, dy) which is one of self.UP, self.DOWN, self.LEFT or self.RIGHT. Returns None if out of bounds. ''' dx, dy = direction return self.get_cell(cell.i + dx, cell.j + dy) def get_neighbors(self, cell, diagonals=False): '''Get all cells touching the sides of the nominated cell. If "diagonals" is True then return the cells touching the corners of this cell too. Return a dict with the directions (self.UP, self.DOWN, etc) as keys and neighbor cells as values. ''' r = {} if diagonals: for dx in (-1, 0, 1): for dy in (-1, 0, 1): if dx or dy: direction = (dx, dy) r[direction] = self.get_cell(cell.i + dx, cell.j + dy) else: for direction in (self.UP, self.RIGHT, self.LEFT, self.DOWN): dx, dy = direction r[direction] = self.get_cell(cell.i + dx, cell.j + dy) return r # TODO: add checks to ensure good html. By example, what if cell is None? def _as_xml(self, root): """stores a XML representation of itself as child of root with type rectmap """ m = ElementTree.SubElement(root, 'rectmap', id=self.id, tile_size='%dx%d'%(self.tw, self.th), origin='%s,%s,%s'%(self.origin_x, self.origin_y, self.origin_z)) m.tail = '\n' # map properties for k in self.properties: v = self.properties[k] t = type(v) v = _python_to_xml[t](v) p = ElementTree.SubElement(m, 'property', name=k, value=v, type=_xml_type[t]) p.tail = '\n' # columns / cells for column in self.cells: c = ElementTree.SubElement(m, 'column') c.tail = '\n' for cell in column: cell._as_xml(c) class RectMapLayer(RectMap, MapLayer): '''A renderable, scrollable rect map. ''' def __init__(self, id, tw, th, cells, origin=None, properties=None): RectMap.__init__(self, id, tw, th, cells, origin, properties) MapLayer.__init__(self, properties) class RectMapCollider(object): '''This class implements collisions between a moving rect object and a tilemap. ''' def collide_bottom(self, dy): pass def collide_left(self, dx): pass def collide_right(self, dx): pass def collide_top(self, dy): pass def collide_map(self, map, last, new, dy, dx): '''Collide a rect with the given RectMap map. Apart from "map" the arguments are as per `do_collision`. ''' tested = set() for cell in map.get_in_region(*(new.bottomleft + new.topright)): if cell is None or cell.tile is None: continue # don't re-test key = (cell.i, cell.j) if key in tested: continue tested.add(cell) self.do_collision(cell, last, new, dy, dx) # resolve them and re-collide if necessary; make sure the cells # colliding the sprite midpoints are done first def do_collision(self, cell, last, new, dy, dx): '''Collide a Rect moving from "last" to "new" with the given map RectCell "cell". The "dx" and "dy" values may indicate the velocity of the moving rect. The RectCell must have the boolean properties "top", "left", "bottom" and "right" for those sides which the rect should collide. If there is no collision then nothing is done. If there is a collision: 1. The "new" rect's position will be modified to its closest position to the side of the cell that the collision is on, and 2. If the "dx" and "dy" values are passed in the methods collide_<side> will be called to indicate that the rect has collided with the cell on the rect's side indicated. The value passed to the collide method will be a *modified* distance based on the position of the rect after collision (according to step #1). ''' g = cell.tile.properties.get self.resting = False if (g('top') and last.bottom >= cell.top and new.bottom < cell.top): dy = last.y - new.y new.bottom = cell.top if dy: self.collide_bottom(dy) if (g('left') and last.right <= cell.left and new.right > cell.left): dx = last.x - new.x new.right = cell.left if dx: self.collide_right(dx) if (g('right') and last.left >= cell.right and new.left < cell.right): dx = last.x - new.x new.left = cell.right if dx: self.collide_left(dx) self.dx = 0 if (g('bottom') and last.top <= cell.bottom and new.top > cell.bottom): dy = last.y - new.y new.top = cell.bottom if dy: self.collide_top(dy) class Cell(object): '''Base class for cells from rect and hex maps. Common attributes: i, j -- index of this cell in the map position -- the above as a tuple width, height -- dimensions properties -- arbitrary properties cell -- cell from the MapLayer's cells Properties are available through the dictionary interface, ie. if the cell has a property 'cost' then you may access it as: cell['cost'] You may also set properties in this way and use the .get() method to supply a default value. If the named property does not exist on the cell it will be looked up on the cell's tile. ''' def __init__(self, i, j, width, height, properties, tile): self.width, self.height = width, height self.i, self.j = i, j self.properties = properties self.tile = tile @property def position(self): return (self.i, self.j) def _as_xml(self, parent): c = ElementTree.SubElement(parent, 'cell') c.tail = '\n' if self.tile: c.set('tile', self.tile.id) for k in self.properties: v = self.properties[k] t = type(v) v = _python_to_xml[t](v) ElementTree.SubElement(c, 'property', name=k, value=v, type=_xml_type[t]) def __contains__(self, key): if key in self.properties: return True return key in self.tile.properties def __getitem__(self, key): if key in self.properties: return self.properties[key] elif self.tile is not None and key in self.tile.properties: return self.tile.properties[key] raise KeyError(key) def __setitem__(self, key, value): self.properties[key] = value def get(self, key, default=None): if key in self.properties: return self.properties[key] if self.tile is None: return default return self.tile.properties.get(key, default) def __repr__(self): return '<%s object at 0x%x (%g, %g) properties=%r tile=%r>'%( self.__class__.__name__, id(self), self.i, self.j, self.properties, self.tile) class RectCell(Rect, Cell): '''A rectangular cell from a MapLayer. Cell attributes: i, j -- index of this cell in the map x, y -- bottom-left pixel width, height -- dimensions properties -- arbitrary properties cell -- cell from the MapLayer's cells The cell may have the standard properties "top", "left", "bottom" and "right" which are booleans indicating that those sides are impassable. These are used by RectCellCollider. Note that all pixel attributes are *not* adjusted for screen, view or layer transformations. ''' def __init__(self, i, j, width, height, properties, tile): Rect.__init__(self, i*width, j*height, width, height) Cell.__init__(self, i, j, width, height, properties, tile) # other properties are read-only origin = property(Rect.get_origin) top = property(Rect.get_top) bottom = property(Rect.get_bottom) center = property(Rect.get_center) midtop = property(Rect.get_midtop) midbottom = property(Rect.get_midbottom) left = property(Rect.get_left) right = property(Rect.get_right) topleft = property(Rect.get_topleft) topright = property(Rect.get_topright) bottomleft = property(Rect.get_bottomleft) bottomright = property(Rect.get_bottomright) midleft = property(Rect.get_midleft) midright = property(Rect.get_midright) class HexMap(RegularTesselationMap): '''MapLayer with flat-top, regular hexagonal cells. Calculated attributes: edge_length -- length of an edge in pixels = int(th / math.sqrt(3)) tw -- with of a "tile" in pixels = edge_length * 2 Hexmaps store their cells in an offset array, column-major with y increasing up, such that a map:: /d\ /h\ /b\_/f\_/ \_/c\_/g\ /a\_/e\_/ \_/ \_/ has cells = [['a', 'b'], ['c', 'd'], ['e', 'f'], ['g', 'h']] (and this the cell at (0, 0) is 'a' and (1, 1) is 'd') ''' def __init__(self, id, th, cells, origin=None, properties=None): properties = properties or {} self.id = id self.th = th if origin is None: origin = (0, 0, 0) self.origin_x, self.origin_y, self.origin_z = origin self.cells = cells # figure some convenience values s = self.edge_length = int(th / math.sqrt(3)) self.tw = self.edge_length * 2 # now figure map dimensions width = len(cells); height = len(cells[0]) self.px_width = self.tw + (width - 1) * (s + s // 2) self.px_height = height * self.th if not width % 2: self.px_height += (th // 2) def get_in_region(self, x1, y1, x2, y2): '''Return cells (in [column][row]) that are within the pixel bounds specified by the bottom-left (x1, y1) and top-right (x2, y2) corners. ''' col_width = self.tw // 2 + self.tw // 4 x1 = max(0, x1 // col_width) y1 = max(0, y1 // self.th - 1) x2 = min(len(self.cells), x2 // col_width + 1) y2 = min(len(self.cells[0]), y2 // self.th + 1) return [self.cells[i][j] for i in range(x1, x2) for j in range(y1, y2)] # XXX add get_from_screen def get_at_pixel(self, x, y): '''Get the Cell at pixel (x,y). Return None if out of bounds.''' print 'LOOKING UP', (x, y), 'with edge_length', self.edge_length s = self.edge_length # map is divided into columns of # s/2 (shared), s, s/2(shared), s, s/2 (shared), ... x = x // (s/2 + s) print 'x=', x y = y // self.th print 'y=', y if x % 2: # every second cell is up one y -= self.th // 2 print 'shift y=', y return self.get_cell(x, y) UP = 'up' DOWN = 'down' UP_LEFT = 'up left' UP_RIGHT = 'up right' DOWN_LEFT = 'down left' DOWN_RIGHT = 'down right' def get_neighbor(self, cell, direction): '''Get the neighbor HexCell in the given direction which is one of self.UP, self.DOWN, self.UP_LEFT, self.UP_RIGHT, self.DOWN_LEFT or self.DOWN_RIGHT. Return None if out of bounds. ''' if direction is self.UP: return self.get_cell(cell.i, cell.j + 1) elif direction is self.DOWN: return self.get_cell(cell.i, cell.j - 1) elif direction is self.UP_LEFT: if cell.i % 2: return self.get_cell(cell.i - 1, cell.j + 1) else: return self.get_cell(cell.i - 1, cell.j) elif direction is self.UP_RIGHT: if cell.i % 2: return self.get_cell(cell.i + 1, cell.j + 1) else: return self.get_cell(cell.i + 1, cell.j) elif direction is self.DOWN_LEFT: if cell.i % 2: return self.get_cell(cell.i - 1, cell.j) else: return self.get_cell(cell.i - 1, cell.j - 1) elif direction is self.DOWN_RIGHT: if cell.i % 2: return self.get_cell(cell.i + 1, cell.j) else: return self.get_cell(cell.i + 1, cell.j - 1) else: raise ValueError, 'Unknown direction %r'%direction def get_neighbors(self, cell): '''Get all neighbor cells for the nominated cell. Return a dict with the directions (self.UP, self.DOWN, etc) as keys and neighbor cells as values. ''' r = {} for direction in (self.UP_LEFT, self.UP, self.UP_RIGHT, self.DOWN_LEFT, self.DOWN, self.DOWN_RIGHT): dx, dy = direction r[direction] = self.get_cell(cell.i + dx, cell.j + dy) return r class HexMapLayer(HexMap, MapLayer): '''A renderable, scrollable hex map. The Layer has a calculated attribute: edge_length -- length of an edge in pixels = int(th / math.sqrt(3)) tw -- with of a "tile" in pixels = edge_length * 2 Hexmaps store their cells in an offset array, column-major with y increasing up, such that a map:: /d\ /h\ /b\_/f\_/ \_/c\_/g\ /a\_/e\_/ \_/ \_/ has cells = [['a', 'b'], ['c', 'd'], ['e', 'f'], ['g', 'h']] ''' def __init__(self, id, th, cells, origin=None, properties=None): HexMap.__init__(self, id, th, cells, origin, properties) HexMapLayer.__init__(self, properties) # Note that we always add below (not subtract) so that we can try to # avoid accumulation errors due to rounding ints. We do this so # we can each point at the same position as a neighbor's corresponding # point. class HexCell(Cell): '''A flat-top, regular hexagon cell from a HexMap. Cell attributes: i, j -- index of this cell in the map width, height -- dimensions properties -- arbitrary properties cell -- cell from the MapLayer's cells Read-only attributes: x, y -- bottom-left pixel top -- y pixel extent bottom -- y pixel extent left -- (x, y) of left corner pixel right -- (x, y) of right corner pixel center -- (x, y) origin -- (x, y) of bottom-left corner of bounding rect topleft -- (x, y) of top-left corner pixel topright -- (x, y) of top-right corner pixel bottomleft -- (x, y) of bottom-left corner pixel bottomright -- (x, y) of bottom-right corner pixel midtop -- (x, y) of middle of top side pixel midbottom -- (x, y) of middle of bottom side pixel midtopleft -- (x, y) of middle of left side pixel midtopright -- (x, y) of middle of right side pixel midbottomleft -- (x, y) of middle of left side pixel midbottomright -- (x, y) of middle of right side pixel Note that all pixel attributes are *not* adjusted for screen, view or layer transformations. ''' def __init__(self, i, j, height, properties, tile): width = hex_width(height) Cell.__init__(self, i, j, width, height, properties, tile) def get_origin(self): x = self.i * (self.width / 2 + self.width // 4) y = self.j * self.height if self.i % 2: y += self.height // 2 return (x, y) origin = property(get_origin) # ro, side in pixels, y extent def get_top(self): y = self.get_origin()[1] return y + self.height top = property(get_top) # ro, side in pixels, y extent def get_bottom(self): return self.get_origin()[1] bottom = property(get_bottom) # ro, in pixels, (x, y) def get_center(self): x, y = self.get_origin() return (x + self.width // 2, y + self.height // 2) center = property(get_center) # ro, mid-point in pixels, (x, y) def get_midtop(self): x, y = self.get_origin() return (x + self.width // 2, y + self.height) midtop = property(get_midtop) # ro, mid-point in pixels, (x, y) def get_midbottom(self): x, y = self.get_origin() return (x + self.width // 2, y) midbottom = property(get_midbottom) # ro, side in pixels, x extent def get_left(self): x, y = self.get_origin() return (x, y + self.height // 2) left = property(get_left) # ro, side in pixels, x extent def get_right(self): x, y = self.get_origin() return (x + self.width, y + self.height // 2) right = property(get_right) # ro, corner in pixels, (x, y) def get_topleft(self): x, y = self.get_origin() return (x + self.width // 4, y + self.height) topleft = property(get_topleft) # ro, corner in pixels, (x, y) def get_topright(self): x, y = self.get_origin() return (x + self.width // 2 + self.width // 4, y + self.height) topright = property(get_topright) # ro, corner in pixels, (x, y) def get_bottomleft(self): x, y = self.get_origin() return (x + self.width // 4, y) bottomleft = property(get_bottomleft) # ro, corner in pixels, (x, y) def get_bottomright(self): x, y = self.get_origin() return (x + self.width // 2 + self.width // 4, y) bottomright = property(get_bottomright) # ro, middle of side in pixels, (x, y) def get_midtopleft(self): x, y = self.get_origin() return (x + self.width // 8, y + self.height // 2 + self.height // 4) midtopleft = property(get_midtopleft) # ro, middle of side in pixels, (x, y) def get_midtopright(self): x, y = self.get_origin() return (x + self.width // 2 + self.width // 4 + self.width // 8, y + self.height // 2 + self.height // 4) midtopright = property(get_midtopright) # ro, middle of side in pixels, (x, y) def get_midbottomleft(self): x, y = self.get_origin() return (x + self.width // 8, y + self.height // 4) midbottomleft = property(get_midbottomleft) # ro, middle of side in pixels, (x, y) def get_midbottomright(self): x, y = self.get_origin() return (x + self.width // 2 + self.width // 4 + self.width // 8, y + self.height // 4) midbottomright = property(get_midbottomright)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """Batch Batches ======= Batches allow you to optimize the number of gl calls using pyglets batch """ __docformat__ = 'restructuredtext' import cocosnode from batch import * import pyglet from pyglet.graphics import OrderedGroup from pyglet import image from pyglet.gl import * __all__ = ['BatchNode','BatchableNode'] def ensure_batcheable(node): if not isinstance(node, BatchableNode): raise Exception("Children node of a batch must be have the batch mixin") for c in node.get_children(): ensure_batcheable(c) class BatchNode( cocosnode.CocosNode ): def __init__(self): super(BatchNode, self).__init__() self.batch = pyglet.graphics.Batch() self.groups = {} def add(self, child, z=0, name=None): ensure_batcheable(child) child.set_batch(self.batch, self.groups, z) super(BatchNode, self).add(child, z, name) def visit(self): """ All children are placed in to self.batch, so nothing to visit """ glPushMatrix() self.transform() self.batch.draw() glPopMatrix() def remove(self, child): if isinstance(child, str): child_node = self.get(child) else: child_node = child child_node.set_batch(None) super(BatchNode, self).remove(child) def draw(self): pass # All drawing done in visit! class BatchableNode( cocosnode.CocosNode ): def add(self, child, z=0, name=None): batchnode = self.get_ancestor(BatchNode) if not batchnode: # this node was addded, but theres no batchnode in the # hierarchy. so we proceed as normal super(BatchableNode, self).add(child, z, name) return ensure_batcheable(child) super(BatchableNode, self).add(child, z, name) child.set_batch(self.batch, batchnode.groups, z) def remove(self, child): if isinstance(child, str): child_node = self.get(child) else: child_node = child child_node.set_batch(None) super(BatchableNode, self).remove(child) def set_batch(self, batch, groups=None, z=0): self.batch = batch if batch is None: self.group = None else: group = groups.get(z) if group is None: group = pyglet.graphics.Group() groups[z] = group self.group = group for childZ, child in self.children: child.set_batch(self.batch, groups, z + childZ)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Text cocos nodes ''' __docformat__ = 'restructuredtext' from director import director import cocosnode from batch import * import pyglet from pyglet.graphics import OrderedGroup from pyglet import image from pyglet.gl import * from batch import * class TextElement(cocosnode.CocosNode): """ Base class for all cocos text Provides the CocosNode interfase and a pyglet Batch to store parts """ def __init__(self, text='', position=(0,0), **kwargs): super(TextElement, self).__init__() self.position = position self.args = [] self.kwargs = kwargs kwargs['text']=text self.group = None self.batch = None self.batch = pyglet.graphics.Batch() self.create_element() def create_element(self): self.element = self.klass(group=self.group, batch=self.batch, **self.kwargs) def draw(self): glPushMatrix() self.transform() self.element.draw() glPopMatrix() def _get_opacity(self): return self.element.color[3] def _set_opacity(self, value): self.element.color = tuple(self.element.color[:3]) + (int(value),) opacity = property(_get_opacity, _set_opacity) class Label(TextElement): '''CocosNode Label element. It is a wrapper of pyglet.text.Label with the benefits of being of a CocosNode ''' klass = pyglet.text.Label class HTMLLabel(TextElement): '''CocosNode HTMLLabel element. It is a wrapper of pyglet.text.HTMLLabel with the benefits of being of a CocosNode ''' klass = pyglet.text.HTMLLabel class PygletRichLabel(pyglet.text.DocumentLabel): '''Rich text label. ''' def __init__(self, text='', font_name=None, font_size=None, bold=False, italic=False, color=None, x=0, y=0, width=None, height=None, anchor_x='left', anchor_y='baseline', halign='left', multiline=False, dpi=None, batch=None, group=None): '''Create a rich text label. :Parameters: `text` : str Pyglet attributed (rich) text to display. `font_name` : str or list Font family name(s). If more than one name is given, the first matching name is used. `font_size` : float Font size, in points. `bold` : bool Bold font style. `italic` : bool Italic font style. `color` : (int, int, int, int) or None Font colour, as RGBA components in range [0, 255]. None to use font colors defined by text attributes. `x` : int X coordinate of the label. `y` : int Y coordinate of the label. `width` : int Width of the label in pixels, or None `height` : int Height of the label in pixels, or None `anchor_x` : str Anchor point of the X coordinate: one of ``"left"``, ``"center"`` or ``"right"``. `anchor_y` : str Anchor point of the Y coordinate: one of ``"bottom"``, ``"baseline"``, ``"center"`` or ``"top"``. `halign` : str Horizontal alignment of text on a line, only applies if a width is supplied. One of ``"left"``, ``"center"`` or ``"right"``. `multiline` : bool If True, the label will be word-wrapped and accept newline characters. You must also set the width of the label. `dpi` : float Resolution of the fonts in this layout. Defaults to 96. `batch` : `Batch` Optional graphics batch to add the label to. `group` : `Group` Optional graphics group to use. ''' text = '{color (255, 255, 255, 255)}' + text document = pyglet.text.decode_attributed(text) super(PygletRichLabel, self).__init__(document, x, y, width, height, anchor_x, anchor_y, multiline, dpi, batch, group) style = dict(halign=halign) if font_name: style['font_name'] = font_name if font_size: style['font_size'] = font_size if bold: style['bold'] = bold if italic: style['italic'] = italic if color: style['color'] = color self.document.set_style(0, len(self.document.text), style) class RichLabel(TextElement): '''CocosNode RichLabel element. It is a wrapper of a custom Pyglet Rich Label using rich text attributes with the benefits of being of a CocosNode ''' klass = PygletRichLabel
Python
#!/usr/bin/env python # # euclid graphics maths module # # Copyright (c) 2006 Alex Holkner # Alex.Holkner@mail.google.com # # This library is free software; you can redistribute it and/or modify it # under the terms of the GNU Lesser General Public License as published by the # Free Software Foundation; either version 2.1 of the License, or (at your # option) any later version. # # This library 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 Lesser General Public License # for more details. # # You should have received a copy of the GNU Lesser General Public License # along with this library; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA '''euclid graphics maths module Documentation and tests are included in the file "euclid.txt", or online at http://code.google.com/p/pyeuclid ''' __docformat__ = 'restructuredtext' __version__ = '$Id$' __revision__ = '$Revision$' import math import operator import types # Some magic here. If _use_slots is True, the classes will derive from # object and will define a __slots__ class variable. If _use_slots is # False, classes will be old-style and will not define __slots__. # # _use_slots = True: Memory efficient, probably faster in future versions # of Python, "better". # _use_slots = False: Ordinary classes, much faster than slots in current # versions of Python (2.4 and 2.5). _use_slots = True # If True, allows components of Vector2 and Vector3 to be set via swizzling; # e.g. v.xyz = (1, 2, 3). This is much, much slower than the more verbose # v.x = 1; v.y = 2; v.z = 3, and slows down ordinary element setting as # well. Recommended setting is False. _enable_swizzle_set = False # Requires class to derive from object. if _enable_swizzle_set: _use_slots = True # Implement _use_slots magic. class _EuclidMetaclass(type): def __new__(cls, name, bases, dct): if '__slots__' in dct: dct['__getstate__'] = cls._create_getstate(dct['__slots__']) dct['__setstate__'] = cls._create_setstate(dct['__slots__']) if _use_slots: return type.__new__(cls, name, bases + (object,), dct) else: if '__slots__' in dct: del dct['__slots__'] return types.ClassType.__new__(types.ClassType, name, bases, dct) @classmethod def _create_getstate(cls, slots): def __getstate__(self): d = {} for slot in slots: d[slot] = getattr(self, slot) return d return __getstate__ @classmethod def _create_setstate(cls, slots): def __setstate__(self, state): for name, value in state.items(): setattr(self, name, value) return __setstate__ __metaclass__ = _EuclidMetaclass class Vector2: __slots__ = ['x', 'y'] def __init__(self, x=0, y=0): self.x = x self.y = y def __copy__(self): return self.__class__(self.x, self.y) copy = __copy__ def __repr__(self): return 'Vector2(%.2f, %.2f)' % (self.x, self.y) def __eq__(self, other): if isinstance(other, Vector2): return self.x == other.x and \ self.y == other.y else: assert hasattr(other, '__len__') and len(other) == 2 return self.x == other[0] and \ self.y == other[1] def __neq__(self, other): return not self.__eq__(other) def __nonzero__(self): return self.x != 0 or self.y != 0 def __len__(self): return 2 def __getitem__(self, key): return (self.x, self.y)[key] def __setitem__(self, key, value): l = [self.x, self.y] l[key] = value self.x, self.y = l def __iter__(self): return iter((self.x, self.y)) def __getattr__(self, name): try: return tuple([(self.x, self.y)['xy'.index(c)] \ for c in name]) except ValueError: raise AttributeError, name if _enable_swizzle_set: # This has detrimental performance on ordinary setattr as well # if enabled def __setattr__(self, name, value): if len(name) == 1: object.__setattr__(self, name, value) else: try: l = [self.x, self.y] for c, v in map(None, name, value): l['xy'.index(c)] = v self.x, self.y = l except ValueError: raise AttributeError, name def __add__(self, other): if isinstance(other, Vector2): # Vector + Vector -> Vector # Vector + Point -> Point # Point + Point -> Vector if self.__class__ is other.__class__: _class = Vector2 else: _class = Point2 return _class(self.x + other.x, self.y + other.y) else: assert hasattr(other, '__len__') and len(other) == 2 return Vector2(self.x + other[0], self.y + other[1]) __radd__ = __add__ def __iadd__(self, other): if isinstance(other, Vector2): self.x += other.x self.y += other.y else: self.x += other[0] self.y += other[1] return self def __sub__(self, other): if isinstance(other, Vector2): # Vector - Vector -> Vector # Vector - Point -> Point # Point - Point -> Vector if self.__class__ is other.__class__: _class = Vector2 else: _class = Point2 return _class(self.x - other.x, self.y - other.y) else: assert hasattr(other, '__len__') and len(other) == 2 return Vector2(self.x - other[0], self.y - other[1]) def __rsub__(self, other): if isinstance(other, Vector2): return Vector2(other.x - self.x, other.y - self.y) else: assert hasattr(other, '__len__') and len(other) == 2 return Vector2(other[0] - self.x, other[1] - self.y) def __mul__(self, other): assert type(other) in (int, long, float) return Vector2(self.x * other, self.y * other) __rmul__ = __mul__ def __imul__(self, other): assert type(other) in (int, long, float) self.x *= other self.y *= other return self def __div__(self, other): assert type(other) in (int, long, float) return Vector2(operator.div(self.x, other), operator.div(self.y, other)) def __rdiv__(self, other): assert type(other) in (int, long, float) return Vector2(operator.div(other, self.x), operator.div(other, self.y)) def __floordiv__(self, other): assert type(other) in (int, long, float) return Vector2(operator.floordiv(self.x, other), operator.floordiv(self.y, other)) def __rfloordiv__(self, other): assert type(other) in (int, long, float) return Vector2(operator.floordiv(other, self.x), operator.floordiv(other, self.y)) def __truediv__(self, other): assert type(other) in (int, long, float) return Vector2(operator.truediv(self.x, other), operator.truediv(self.y, other)) def __rtruediv__(self, other): assert type(other) in (int, long, float) return Vector2(operator.truediv(other, self.x), operator.truediv(other, self.y)) def __neg__(self): return Vector2(-self.x, -self.y) __pos__ = __copy__ def __abs__(self): return math.sqrt(self.x ** 2 + \ self.y ** 2) magnitude = __abs__ def magnitude_squared(self): return self.x ** 2 + \ self.y ** 2 def normalize(self): d = self.magnitude() if d: self.x /= d self.y /= d return self def normalized(self): d = self.magnitude() if d: return Vector2(self.x / d, self.y / d) return self.copy() def dot(self, other): assert isinstance(other, Vector2) return self.x * other.x + \ self.y * other.y def cross(self): return Vector2(self.y, -self.x) def reflect(self, normal): # assume normal is normalized assert isinstance(normal, Vector2) d = 2 * (self.x * normal.x + self.y * normal.y) return Vector2(self.x - d * normal.x, self.y - d * normal.y) class Vector3: __slots__ = ['x', 'y', 'z'] def __init__(self, x=0, y=0, z=0): self.x = x self.y = y self.z = z def __copy__(self): return self.__class__(self.x, self.y, self.z) copy = __copy__ def __repr__(self): return 'Vector3(%.2f, %.2f, %.2f)' % (self.x, self.y, self.z) def __eq__(self, other): if isinstance(other, Vector3): return self.x == other.x and \ self.y == other.y and \ self.z == other.z else: assert hasattr(other, '__len__') and len(other) == 3 return self.x == other[0] and \ self.y == other[1] and \ self.z == other[2] def __neq__(self, other): return not self.__eq__(other) def __nonzero__(self): return self.x != 0 or self.y != 0 or self.z != 0 def __len__(self): return 3 def __getitem__(self, key): return (self.x, self.y, self.z)[key] def __setitem__(self, key, value): l = [self.x, self.y, self.z] l[key] = value self.x, self.y, self.z = l def __iter__(self): return iter((self.x, self.y, self.z)) def __getattr__(self, name): try: return tuple([(self.x, self.y, self.z)['xyz'.index(c)] \ for c in name]) except ValueError: raise AttributeError, name if _enable_swizzle_set: # This has detrimental performance on ordinary setattr as well # if enabled def __setattr__(self, name, value): if len(name) == 1: object.__setattr__(self, name, value) else: try: l = [self.x, self.y, self.z] for c, v in map(None, name, value): l['xyz'.index(c)] = v self.x, self.y, self.z = l except ValueError: raise AttributeError, name def __add__(self, other): if isinstance(other, Vector3): # Vector + Vector -> Vector # Vector + Point -> Point # Point + Point -> Vector if self.__class__ is other.__class__: _class = Vector3 else: _class = Point3 return _class(self.x + other.x, self.y + other.y, self.z + other.z) else: assert hasattr(other, '__len__') and len(other) == 3 return Vector3(self.x + other[0], self.y + other[1], self.z + other[2]) __radd__ = __add__ def __iadd__(self, other): if isinstance(other, Vector3): self.x += other.x self.y += other.y self.z += other.z else: self.x += other[0] self.y += other[1] self.z += other[2] return self def __sub__(self, other): if isinstance(other, Vector3): # Vector - Vector -> Vector # Vector - Point -> Point # Point - Point -> Vector if self.__class__ is other.__class__: _class = Vector3 else: _class = Point3 return Vector3(self.x - other.x, self.y - other.y, self.z - other.z) else: assert hasattr(other, '__len__') and len(other) == 3 return Vector3(self.x - other[0], self.y - other[1], self.z - other[2]) def __rsub__(self, other): if isinstance(other, Vector3): return Vector3(other.x - self.x, other.y - self.y, other.z - self.z) else: assert hasattr(other, '__len__') and len(other) == 3 return Vector3(other[0] - self.x, other[1] - self.y, other[2] - self.z) def __mul__(self, other): if isinstance(other, Vector3): # TODO component-wise mul/div in-place and on Vector2; docs. if self.__class__ is Point3 or other.__class__ is Point3: _class = Point3 else: _class = Vector3 return _class(self.x * other.x, self.y * other.y, self.z * other.z) else: assert type(other) in (int, long, float) return Vector3(self.x * other, self.y * other, self.z * other) __rmul__ = __mul__ def __imul__(self, other): assert type(other) in (int, long, float) self.x *= other self.y *= other self.z *= other return self def __div__(self, other): assert type(other) in (int, long, float) return Vector3(operator.div(self.x, other), operator.div(self.y, other), operator.div(self.z, other)) def __rdiv__(self, other): assert type(other) in (int, long, float) return Vector3(operator.div(other, self.x), operator.div(other, self.y), operator.div(other, self.z)) def __floordiv__(self, other): assert type(other) in (int, long, float) return Vector3(operator.floordiv(self.x, other), operator.floordiv(self.y, other), operator.floordiv(self.z, other)) def __rfloordiv__(self, other): assert type(other) in (int, long, float) return Vector3(operator.floordiv(other, self.x), operator.floordiv(other, self.y), operator.floordiv(other, self.z)) def __truediv__(self, other): assert type(other) in (int, long, float) return Vector3(operator.truediv(self.x, other), operator.truediv(self.y, other), operator.truediv(self.z, other)) def __rtruediv__(self, other): assert type(other) in (int, long, float) return Vector3(operator.truediv(other, self.x), operator.truediv(other, self.y), operator.truediv(other, self.z)) def __neg__(self): return Vector3(-self.x, -self.y, -self.z) __pos__ = __copy__ def __abs__(self): return math.sqrt(self.x ** 2 + \ self.y ** 2 + \ self.z ** 2) magnitude = __abs__ def magnitude_squared(self): return self.x ** 2 + \ self.y ** 2 + \ self.z ** 2 def normalize(self): d = self.magnitude() if d: self.x /= d self.y /= d self.z /= d return self def normalized(self): d = self.magnitude() if d: return Vector3(self.x / d, self.y / d, self.z / d) return self.copy() def dot(self, other): assert isinstance(other, Vector3) return self.x * other.x + \ self.y * other.y + \ self.z * other.z def cross(self, other): assert isinstance(other, Vector3) return Vector3(self.y * other.z - self.z * other.y, -self.x * other.z + self.z * other.x, self.x * other.y - self.y * other.x) def reflect(self, normal): # assume normal is normalized assert isinstance(normal, Vector3) d = 2 * (self.x * normal.x + self.y * normal.y + self.z * normal.z) return Vector3(self.x - d * normal.x, self.y - d * normal.y, self.z - d * normal.z) # a b c # e f g # i j k class Matrix3: __slots__ = list('abcefgijk') def __init__(self): self.identity() def __copy__(self): M = Matrix3() M.a = self.a M.b = self.b M.c = self.c M.e = self.e M.f = self.f M.g = self.g M.i = self.i M.j = self.j M.k = self.k return M copy = __copy__ def __repr__(self): return ('Matrix3([% 8.2f % 8.2f % 8.2f\n' \ ' % 8.2f % 8.2f % 8.2f\n' \ ' % 8.2f % 8.2f % 8.2f])') \ % (self.a, self.b, self.c, self.e, self.f, self.g, self.i, self.j, self.k) def __getitem__(self, key): return [self.a, self.e, self.i, self.b, self.f, self.j, self.c, self.g, self.k][key] def __setitem__(self, key, value): L = self[:] L[key] = value (self.a, self.e, self.i, self.b, self.f, self.j, self.c, self.g, self.k) = L def __mul__(self, other): if isinstance(other, Matrix3): # Caching repeatedly accessed attributes in local variables # apparently increases performance by 20%. Attrib: Will McGugan. Aa = self.a Ab = self.b Ac = self.c Ae = self.e Af = self.f Ag = self.g Ai = self.i Aj = self.j Ak = self.k Ba = other.a Bb = other.b Bc = other.c Be = other.e Bf = other.f Bg = other.g Bi = other.i Bj = other.j Bk = other.k C = Matrix3() C.a = Aa * Ba + Ab * Be + Ac * Bi C.b = Aa * Bb + Ab * Bf + Ac * Bj C.c = Aa * Bc + Ab * Bg + Ac * Bk C.e = Ae * Ba + Af * Be + Ag * Bi C.f = Ae * Bb + Af * Bf + Ag * Bj C.g = Ae * Bc + Af * Bg + Ag * Bk C.i = Ai * Ba + Aj * Be + Ak * Bi C.j = Ai * Bb + Aj * Bf + Ak * Bj C.k = Ai * Bc + Aj * Bg + Ak * Bk return C elif isinstance(other, Point2): A = self B = other P = Point2(0, 0) P.x = A.a * B.x + A.b * B.y + A.c P.y = A.e * B.x + A.f * B.y + A.g return P elif isinstance(other, Vector2): A = self B = other V = Vector2(0, 0) V.x = A.a * B.x + A.b * B.y V.y = A.e * B.x + A.f * B.y return V else: other = other.copy() other._apply_transform(self) return other def __imul__(self, other): assert isinstance(other, Matrix3) # Cache attributes in local vars (see Matrix3.__mul__). Aa = self.a Ab = self.b Ac = self.c Ae = self.e Af = self.f Ag = self.g Ai = self.i Aj = self.j Ak = self.k Ba = other.a Bb = other.b Bc = other.c Be = other.e Bf = other.f Bg = other.g Bi = other.i Bj = other.j Bk = other.k self.a = Aa * Ba + Ab * Be + Ac * Bi self.b = Aa * Bb + Ab * Bf + Ac * Bj self.c = Aa * Bc + Ab * Bg + Ac * Bk self.e = Ae * Ba + Af * Be + Ag * Bi self.f = Ae * Bb + Af * Bf + Ag * Bj self.g = Ae * Bc + Af * Bg + Ag * Bk self.i = Ai * Ba + Aj * Be + Ak * Bi self.j = Ai * Bb + Aj * Bf + Ak * Bj self.k = Ai * Bc + Aj * Bg + Ak * Bk return self def identity(self): self.a = self.f = self.k = 1. self.b = self.c = self.e = self.g = self.i = self.j = 0 return self def scale(self, x, y): self *= Matrix3.new_scale(x, y) return self def translate(self, x, y): self *= Matrix3.new_translate(x, y) return self def rotate(self, angle): self *= Matrix3.new_rotate(angle) return self # Static constructors def new_identity(cls): self = cls() return self new_identity = classmethod(new_identity) def new_scale(cls, x, y): self = cls() self.a = x self.f = y return self new_scale = classmethod(new_scale) def new_translate(cls, x, y): self = cls() self.c = x self.g = y return self new_translate = classmethod(new_translate) def new_rotate(cls, angle): self = cls() s = math.sin(angle) c = math.cos(angle) self.a = self.f = c self.b = -s self.e = s return self new_rotate = classmethod(new_rotate) def determinant(self): m00 = self.a m10 = self.b m20 = self.c m01 = self.e m11 = self.f m21 = self.g m02 = self.i m12 = self.j m22 = self.k return m00*m11*m22 + m01*m12*m20 + m02*m10*m21 - m00*m12*m21 - m01*m10*m22 - m02*m11*m20 def inverse(self): tmp = Matrix3() det = self.determinant() if abs(det) < 0.001: # No inverse, return identity return tmp else: m00 = self.a m10 = self.b m20 = self.c m01 = self.e m11 = self.f m21 = self.g m02 = self.i m12 = self.j m22 = self.k det = 1.0 / det tmp.a = det * (m11*m22 - m12*m21) tmp.b = det * (m12*m20 - m10*m22) tmp.c = det * (m10*m21 - m11*m20) tmp.e = det * (m02*m21 - m01*m22) tmp.f = det * (m00*m22 - m02*m20) tmp.g = det * (m01*m20 - m00*m21) tmp.i = det * (m01*m12 - m02*m11) tmp.j = det * (m02*m10 - m00*m12) tmp.k = det * (m00*m11 - m01*m10) return tmp # a b c d # e f g h # i j k l # m n o p class Matrix4: __slots__ = list('abcdefghijklmnop') def __init__(self): self.identity() def __copy__(self): M = Matrix4() M.a = self.a M.b = self.b M.c = self.c M.d = self.d M.e = self.e M.f = self.f M.g = self.g M.h = self.h M.i = self.i M.j = self.j M.k = self.k M.l = self.l M.m = self.m M.n = self.n M.o = self.o M.p = self.p return M copy = __copy__ def __repr__(self): return ('Matrix4([% 8.2f % 8.2f % 8.2f % 8.2f\n' \ ' % 8.2f % 8.2f % 8.2f % 8.2f\n' \ ' % 8.2f % 8.2f % 8.2f % 8.2f\n' \ ' % 8.2f % 8.2f % 8.2f % 8.2f])') \ % (self.a, self.b, self.c, self.d, self.e, self.f, self.g, self.h, self.i, self.j, self.k, self.l, self.m, self.n, self.o, self.p) def __getitem__(self, key): return [self.a, self.e, self.i, self.m, self.b, self.f, self.j, self.n, self.c, self.g, self.k, self.o, self.d, self.h, self.l, self.p][key] def __setitem__(self, key, value): L = self[:] L[key] = value (self.a, self.e, self.i, self.m, self.b, self.f, self.j, self.n, self.c, self.g, self.k, self.o, self.d, self.h, self.l, self.p) = L def __mul__(self, other): if isinstance(other, Matrix4): # Cache attributes in local vars (see Matrix3.__mul__). Aa = self.a Ab = self.b Ac = self.c Ad = self.d Ae = self.e Af = self.f Ag = self.g Ah = self.h Ai = self.i Aj = self.j Ak = self.k Al = self.l Am = self.m An = self.n Ao = self.o Ap = self.p Ba = other.a Bb = other.b Bc = other.c Bd = other.d Be = other.e Bf = other.f Bg = other.g Bh = other.h Bi = other.i Bj = other.j Bk = other.k Bl = other.l Bm = other.m Bn = other.n Bo = other.o Bp = other.p C = Matrix4() C.a = Aa * Ba + Ab * Be + Ac * Bi + Ad * Bm C.b = Aa * Bb + Ab * Bf + Ac * Bj + Ad * Bn C.c = Aa * Bc + Ab * Bg + Ac * Bk + Ad * Bo C.d = Aa * Bd + Ab * Bh + Ac * Bl + Ad * Bp C.e = Ae * Ba + Af * Be + Ag * Bi + Ah * Bm C.f = Ae * Bb + Af * Bf + Ag * Bj + Ah * Bn C.g = Ae * Bc + Af * Bg + Ag * Bk + Ah * Bo C.h = Ae * Bd + Af * Bh + Ag * Bl + Ah * Bp C.i = Ai * Ba + Aj * Be + Ak * Bi + Al * Bm C.j = Ai * Bb + Aj * Bf + Ak * Bj + Al * Bn C.k = Ai * Bc + Aj * Bg + Ak * Bk + Al * Bo C.l = Ai * Bd + Aj * Bh + Ak * Bl + Al * Bp C.m = Am * Ba + An * Be + Ao * Bi + Ap * Bm C.n = Am * Bb + An * Bf + Ao * Bj + Ap * Bn C.o = Am * Bc + An * Bg + Ao * Bk + Ap * Bo C.p = Am * Bd + An * Bh + Ao * Bl + Ap * Bp return C elif isinstance(other, Point3): A = self B = other P = Point3(0, 0, 0) P.x = A.a * B.x + A.b * B.y + A.c * B.z + A.d P.y = A.e * B.x + A.f * B.y + A.g * B.z + A.h P.z = A.i * B.x + A.j * B.y + A.k * B.z + A.l return P elif isinstance(other, Vector3): A = self B = other V = Vector3(0, 0, 0) V.x = A.a * B.x + A.b * B.y + A.c * B.z V.y = A.e * B.x + A.f * B.y + A.g * B.z V.z = A.i * B.x + A.j * B.y + A.k * B.z return V else: other = other.copy() other._apply_transform(self) return other def __imul__(self, other): assert isinstance(other, Matrix4) # Cache attributes in local vars (see Matrix3.__mul__). Aa = self.a Ab = self.b Ac = self.c Ad = self.d Ae = self.e Af = self.f Ag = self.g Ah = self.h Ai = self.i Aj = self.j Ak = self.k Al = self.l Am = self.m An = self.n Ao = self.o Ap = self.p Ba = other.a Bb = other.b Bc = other.c Bd = other.d Be = other.e Bf = other.f Bg = other.g Bh = other.h Bi = other.i Bj = other.j Bk = other.k Bl = other.l Bm = other.m Bn = other.n Bo = other.o Bp = other.p self.a = Aa * Ba + Ab * Be + Ac * Bi + Ad * Bm self.b = Aa * Bb + Ab * Bf + Ac * Bj + Ad * Bn self.c = Aa * Bc + Ab * Bg + Ac * Bk + Ad * Bo self.d = Aa * Bd + Ab * Bh + Ac * Bl + Ad * Bp self.e = Ae * Ba + Af * Be + Ag * Bi + Ah * Bm self.f = Ae * Bb + Af * Bf + Ag * Bj + Ah * Bn self.g = Ae * Bc + Af * Bg + Ag * Bk + Ah * Bo self.h = Ae * Bd + Af * Bh + Ag * Bl + Ah * Bp self.i = Ai * Ba + Aj * Be + Ak * Bi + Al * Bm self.j = Ai * Bb + Aj * Bf + Ak * Bj + Al * Bn self.k = Ai * Bc + Aj * Bg + Ak * Bk + Al * Bo self.l = Ai * Bd + Aj * Bh + Ak * Bl + Al * Bp self.m = Am * Ba + An * Be + Ao * Bi + Ap * Bm self.n = Am * Bb + An * Bf + Ao * Bj + Ap * Bn self.o = Am * Bc + An * Bg + Ao * Bk + Ap * Bo self.p = Am * Bd + An * Bh + Ao * Bl + Ap * Bp return self def transform(self, other): A = self B = other P = Point3(0, 0, 0) P.x = A.a * B.x + A.b * B.y + A.c * B.z + A.d P.y = A.e * B.x + A.f * B.y + A.g * B.z + A.h P.z = A.i * B.x + A.j * B.y + A.k * B.z + A.l w = A.m * B.x + A.n * B.y + A.o * B.z + A.p if w != 0: P.x /= w P.y /= w P.z /= w return P def identity(self): self.a = self.f = self.k = self.p = 1. self.b = self.c = self.d = self.e = self.g = self.h = \ self.i = self.j = self.l = self.m = self.n = self.o = 0 return self def scale(self, x, y, z): self *= Matrix4.new_scale(x, y, z) return self def translate(self, x, y, z): self *= Matrix4.new_translate(x, y, z) return self def rotatex(self, angle): self *= Matrix4.new_rotatex(angle) return self def rotatey(self, angle): self *= Matrix4.new_rotatey(angle) return self def rotatez(self, angle): self *= Matrix4.new_rotatez(angle) return self def rotate_axis(self, angle, axis): self *= Matrix4.new_rotate_axis(angle, axis) return self def rotate_euler(self, heading, attitude, bank): self *= Matrix4.new_rotate_euler(heading, attitude, bank) return self def rotate_triple_axis(self, x, y, z): self *= Matrix4.new_rotate_triple_axis(x, y, z) return self def transpose(self): (self.a, self.e, self.i, self.m, self.b, self.f, self.j, self.n, self.c, self.g, self.k, self.o, self.d, self.h, self.l, self.p) = \ (self.a, self.b, self.c, self.d, self.e, self.f, self.g, self.h, self.i, self.j, self.k, self.l, self.m, self.n, self.o, self.p) def transposed(self): M = self.copy() M.transpose() return M # Static constructors def new(cls, *values): M = cls() M[:] = values return M new = classmethod(new) def new_identity(cls): self = cls() return self new_identity = classmethod(new_identity) def new_scale(cls, x, y, z): self = cls() self.a = x self.f = y self.k = z return self new_scale = classmethod(new_scale) def new_translate(cls, x, y, z): self = cls() self.d = x self.h = y self.l = z return self new_translate = classmethod(new_translate) def new_rotatex(cls, angle): self = cls() s = math.sin(angle) c = math.cos(angle) self.f = self.k = c self.g = -s self.j = s return self new_rotatex = classmethod(new_rotatex) def new_rotatey(cls, angle): self = cls() s = math.sin(angle) c = math.cos(angle) self.a = self.k = c self.c = s self.i = -s return self new_rotatey = classmethod(new_rotatey) def new_rotatez(cls, angle): self = cls() s = math.sin(angle) c = math.cos(angle) self.a = self.f = c self.b = -s self.e = s return self new_rotatez = classmethod(new_rotatez) def new_rotate_axis(cls, angle, axis): assert(isinstance(axis, Vector3)) vector = axis.normalized() x = vector.x y = vector.y z = vector.z self = cls() s = math.sin(angle) c = math.cos(angle) c1 = 1. - c # from the glRotate man page self.a = x * x * c1 + c self.b = x * y * c1 - z * s self.c = x * z * c1 + y * s self.e = y * x * c1 + z * s self.f = y * y * c1 + c self.g = y * z * c1 - x * s self.i = x * z * c1 - y * s self.j = y * z * c1 + x * s self.k = z * z * c1 + c return self new_rotate_axis = classmethod(new_rotate_axis) def new_rotate_euler(cls, heading, attitude, bank): # from http://www.euclideanspace.com/ ch = math.cos(heading) sh = math.sin(heading) ca = math.cos(attitude) sa = math.sin(attitude) cb = math.cos(bank) sb = math.sin(bank) self = cls() self.a = ch * ca self.b = sh * sb - ch * sa * cb self.c = ch * sa * sb + sh * cb self.e = sa self.f = ca * cb self.g = -ca * sb self.i = -sh * ca self.j = sh * sa * cb + ch * sb self.k = -sh * sa * sb + ch * cb return self new_rotate_euler = classmethod(new_rotate_euler) def new_rotate_triple_axis(cls, x, y, z): m = cls() m.a, m.b, m.c = x.x, y.x, z.x m.e, m.f, m.g = x.y, y.y, z.y m.i, m.j, m.k = x.z, y.z, z.z return m new_rotate_triple_axis = classmethod(new_rotate_triple_axis) def new_look_at(cls, eye, at, up): z = (eye - at).normalized() x = up.cross(z).normalized() y = z.cross(x) m = cls.new_rotate_triple_axis(x, y, z) m.d, m.h, m.l = eye.x, eye.y, eye.z return m new_look_at = classmethod(new_look_at) def new_perspective(cls, fov_y, aspect, near, far): # from the gluPerspective man page f = 1 / math.tan(fov_y / 2) self = cls() assert near != 0.0 and near != far self.a = f / aspect self.f = f self.k = (far + near) / (near - far) self.l = 2 * far * near / (near - far) self.o = -1 self.p = 0 return self new_perspective = classmethod(new_perspective) def determinant(self): return ((self.a * self.f - self.e * self.b) * (self.k * self.p - self.o * self.l) - (self.a * self.j - self.i * self.b) * (self.g * self.p - self.o * self.h) + (self.a * self.n - self.m * self.b) * (self.g * self.l - self.k * self.h) + (self.e * self.j - self.i * self.f) * (self.c * self.p - self.o * self.d) - (self.e * self.n - self.m * self.f) * (self.c * self.l - self.k * self.d) + (self.i * self.n - self.m * self.j) * (self.c * self.h - self.g * self.d)) def inverse(self): tmp = Matrix4() d = self.determinant(); if abs(d) < 0.001: # No inverse, return identity return tmp else: d = 1.0 / d; tmp.a = d * (self.f * (self.k * self.p - self.o * self.l) + self.j * (self.o * self.h - self.g * self.p) + self.n * (self.g * self.l - self.k * self.h)); tmp.e = d * (self.g * (self.i * self.p - self.m * self.l) + self.k * (self.m * self.h - self.e * self.p) + self.o * (self.e * self.l - self.i * self.h)); tmp.i = d * (self.h * (self.i * self.n - self.m * self.j) + self.l * (self.m * self.f - self.e * self.n) + self.p * (self.e * self.j - self.i * self.f)); tmp.m = d * (self.e * (self.n * self.k - self.j * self.o) + self.i * (self.f * self.o - self.n * self.g) + self.m * (self.j * self.g - self.f * self.k)); tmp.b = d * (self.j * (self.c * self.p - self.o * self.d) + self.n * (self.k * self.d - self.c * self.l) + self.b * (self.o * self.l - self.k * self.p)); tmp.f = d * (self.k * (self.a * self.p - self.m * self.d) + self.o * (self.i * self.d - self.a * self.l) + self.c * (self.m * self.l - self.i * self.p)); tmp.j = d * (self.l * (self.a * self.n - self.m * self.b) + self.p * (self.i * self.b - self.a * self.j) + self.d * (self.m * self.j - self.i * self.n)); tmp.n = d * (self.i * (self.n * self.c - self.b * self.o) + self.m * (self.b * self.k - self.j * self.c) + self.a * (self.j * self.o - self.n * self.k)); tmp.c = d * (self.n * (self.c * self.h - self.g * self.d) + self.b * (self.g * self.p - self.o * self.h) + self.f * (self.o * self.d - self.c * self.p)); tmp.g = d * (self.o * (self.a * self.h - self.e * self.d) + self.c * (self.e * self.p - self.m * self.h) + self.g * (self.m * self.d - self.a * self.p)); tmp.k = d * (self.p * (self.a * self.f - self.e * self.b) + self.d * (self.e * self.n - self.m * self.f) + self.h * (self.m * self.b - self.a * self.n)); tmp.o = d * (self.m * (self.f * self.c - self.b * self.g) + self.a * (self.n * self.g - self.f * self.o) + self.e * (self.b * self.o - self.n * self.c)); tmp.d = d * (self.b * (self.k * self.h - self.g * self.l) + self.f * (self.c * self.l - self.k * self.d) + self.j * (self.g * self.d - self.c * self.h)); tmp.h = d * (self.c * (self.i * self.h - self.e * self.l) + self.g * (self.a * self.l - self.i * self.d) + self.k * (self.e * self.d - self.a * self.h)); tmp.l = d * (self.d * (self.i * self.f - self.e * self.j) + self.h * (self.a * self.j - self.i * self.b) + self.l * (self.e * self.b - self.a * self.f)); tmp.p = d * (self.a * (self.f * self.k - self.j * self.g) + self.e * (self.j * self.c - self.b * self.k) + self.i * (self.b * self.g - self.f * self.c)); return tmp; class Quaternion: # All methods and naming conventions based off # http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions # w is the real part, (x, y, z) are the imaginary parts __slots__ = ['w', 'x', 'y', 'z'] def __init__(self, w=1, x=0, y=0, z=0): self.w = w self.x = x self.y = y self.z = z def __copy__(self): Q = Quaternion() Q.w = self.w Q.x = self.x Q.y = self.y Q.z = self.z return Q copy = __copy__ def __repr__(self): return 'Quaternion(real=%.2f, imag=<%.2f, %.2f, %.2f>)' % \ (self.w, self.x, self.y, self.z) def __mul__(self, other): if isinstance(other, Quaternion): Ax = self.x Ay = self.y Az = self.z Aw = self.w Bx = other.x By = other.y Bz = other.z Bw = other.w Q = Quaternion() Q.x = Ax * Bw + Ay * Bz - Az * By + Aw * Bx Q.y = -Ax * Bz + Ay * Bw + Az * Bx + Aw * By Q.z = Ax * By - Ay * Bx + Az * Bw + Aw * Bz Q.w = -Ax * Bx - Ay * By - Az * Bz + Aw * Bw return Q elif isinstance(other, Vector3): w = self.w x = self.x y = self.y z = self.z Vx = other.x Vy = other.y Vz = other.z return other.__class__(\ w * w * Vx + 2 * y * w * Vz - 2 * z * w * Vy + \ x * x * Vx + 2 * y * x * Vy + 2 * z * x * Vz - \ z * z * Vx - y * y * Vx, 2 * x * y * Vx + y * y * Vy + 2 * z * y * Vz + \ 2 * w * z * Vx - z * z * Vy + w * w * Vy - \ 2 * x * w * Vz - x * x * Vy, 2 * x * z * Vx + 2 * y * z * Vy + \ z * z * Vz - 2 * w * y * Vx - y * y * Vz + \ 2 * w * x * Vy - x * x * Vz + w * w * Vz) else: other = other.copy() other._apply_transform(self) return other def __imul__(self, other): assert isinstance(other, Quaternion) Ax = self.x Ay = self.y Az = self.z Aw = self.w Bx = other.x By = other.y Bz = other.z Bw = other.w self.x = Ax * Bw + Ay * Bz - Az * By + Aw * Bx self.y = -Ax * Bz + Ay * Bw + Az * Bx + Aw * By self.z = Ax * By - Ay * Bx + Az * Bw + Aw * Bz self.w = -Ax * Bx - Ay * By - Az * Bz + Aw * Bw return self def __abs__(self): return math.sqrt(self.w ** 2 + \ self.x ** 2 + \ self.y ** 2 + \ self.z ** 2) magnitude = __abs__ def magnitude_squared(self): return self.w ** 2 + \ self.x ** 2 + \ self.y ** 2 + \ self.z ** 2 def identity(self): self.w = 1 self.x = 0 self.y = 0 self.z = 0 return self def rotate_axis(self, angle, axis): self *= Quaternion.new_rotate_axis(angle, axis) return self def rotate_euler(self, heading, attitude, bank): self *= Quaternion.new_rotate_euler(heading, attitude, bank) return self def rotate_matrix(self, m): self *= Quaternion.new_rotate_matrix(m) return self def conjugated(self): Q = Quaternion() Q.w = self.w Q.x = -self.x Q.y = -self.y Q.z = -self.z return Q def normalize(self): d = self.magnitude() if d != 0: self.w /= d self.x /= d self.y /= d self.z /= d return self def normalized(self): d = self.magnitude() if d != 0: Q = Quaternion() Q.w = self.w / d Q.x = self.x / d Q.y = self.y / d Q.z = self.z / d return Q else: return self.copy() def get_angle_axis(self): if self.w > 1: self = self.normalized() angle = 2 * math.acos(self.w) s = math.sqrt(1 - self.w ** 2) if s < 0.001: return angle, Vector3(1, 0, 0) else: return angle, Vector3(self.x / s, self.y / s, self.z / s) def get_euler(self): t = self.x * self.y + self.z * self.w if t > 0.4999: heading = 2 * math.atan2(self.x, self.w) attitude = math.pi / 2 bank = 0 elif t < -0.4999: heading = -2 * math.atan2(self.x, self.w) attitude = -math.pi / 2 bank = 0 else: sqx = self.x ** 2 sqy = self.y ** 2 sqz = self.z ** 2 heading = math.atan2(2 * self.y * self.w - 2 * self.x * self.z, 1 - 2 * sqy - 2 * sqz) attitude = math.asin(2 * t) bank = math.atan2(2 * self.x * self.w - 2 * self.y * self.z, 1 - 2 * sqx - 2 * sqz) return heading, attitude, bank def get_matrix(self): xx = self.x ** 2 xy = self.x * self.y xz = self.x * self.z xw = self.x * self.w yy = self.y ** 2 yz = self.y * self.z yw = self.y * self.w zz = self.z ** 2 zw = self.z * self.w M = Matrix4() M.a = 1 - 2 * (yy + zz) M.b = 2 * (xy - zw) M.c = 2 * (xz + yw) M.e = 2 * (xy + zw) M.f = 1 - 2 * (xx + zz) M.g = 2 * (yz - xw) M.i = 2 * (xz - yw) M.j = 2 * (yz + xw) M.k = 1 - 2 * (xx + yy) return M # Static constructors def new_identity(cls): return cls() new_identity = classmethod(new_identity) def new_rotate_axis(cls, angle, axis): assert(isinstance(axis, Vector3)) axis = axis.normalized() s = math.sin(angle / 2) Q = cls() Q.w = math.cos(angle / 2) Q.x = axis.x * s Q.y = axis.y * s Q.z = axis.z * s return Q new_rotate_axis = classmethod(new_rotate_axis) def new_rotate_euler(cls, heading, attitude, bank): Q = cls() c1 = math.cos(heading / 2) s1 = math.sin(heading / 2) c2 = math.cos(attitude / 2) s2 = math.sin(attitude / 2) c3 = math.cos(bank / 2) s3 = math.sin(bank / 2) Q.w = c1 * c2 * c3 - s1 * s2 * s3 Q.x = s1 * s2 * c3 + c1 * c2 * s3 Q.y = s1 * c2 * c3 + c1 * s2 * s3 Q.z = c1 * s2 * c3 - s1 * c2 * s3 return Q new_rotate_euler = classmethod(new_rotate_euler) def new_rotate_matrix(cls, m): if m[0*4 + 0] + m[1*4 + 1] + m[2*4 + 2] > 0.00000001: t = m[0*4 + 0] + m[1*4 + 1] + m[2*4 + 2] + 1.0 s = 0.5/math.sqrt(t) return cls( s*t, (m[1*4 + 2] - m[2*4 + 1])*s, (m[2*4 + 0] - m[0*4 + 2])*s, (m[0*4 + 1] - m[1*4 + 0])*s ) elif m[0*4 + 0] > m[1*4 + 1] and m[0*4 + 0] > m[2*4 + 2]: t = m[0*4 + 0] - m[1*4 + 1] - m[2*4 + 2] + 1.0 s = 0.5/math.sqrt(t) return cls( (m[1*4 + 2] - m[2*4 + 1])*s, s*t, (m[0*4 + 1] + m[1*4 + 0])*s, (m[2*4 + 0] + m[0*4 + 2])*s ) elif m[1*4 + 1] > m[2*4 + 2]: t = -m[0*4 + 0] + m[1*4 + 1] - m[2*4 + 2] + 1.0 s = 0.5/math.sqrt(t) return cls( (m[2*4 + 0] - m[0*4 + 2])*s, (m[0*4 + 1] + m[1*4 + 0])*s, s*t, (m[1*4 + 2] + m[2*4 + 1])*s ) else: t = -m[0*4 + 0] - m[1*4 + 1] + m[2*4 + 2] + 1.0 s = 0.5/math.sqrt(t) return cls( (m[0*4 + 1] - m[1*4 + 0])*s, (m[2*4 + 0] + m[0*4 + 2])*s, (m[1*4 + 2] + m[2*4 + 1])*s, s*t ) new_rotate_matrix = classmethod(new_rotate_matrix) def new_interpolate(cls, q1, q2, t): assert isinstance(q1, Quaternion) and isinstance(q2, Quaternion) Q = cls() costheta = q1.w * q2.w + q1.x * q2.x + q1.y * q2.y + q1.z * q2.z if costheta < 0.: costheta = -costheta q1 = q1.conjugated() elif costheta > 1: costheta = 1 theta = math.acos(costheta) if abs(theta) < 0.01: Q.w = q2.w Q.x = q2.x Q.y = q2.y Q.z = q2.z return Q sintheta = math.sqrt(1.0 - costheta * costheta) if abs(sintheta) < 0.01: Q.w = (q1.w + q2.w) * 0.5 Q.x = (q1.x + q2.x) * 0.5 Q.y = (q1.y + q2.y) * 0.5 Q.z = (q1.z + q2.z) * 0.5 return Q ratio1 = math.sin((1 - t) * theta) / sintheta ratio2 = math.sin(t * theta) / sintheta Q.w = q1.w * ratio1 + q2.w * ratio2 Q.x = q1.x * ratio1 + q2.x * ratio2 Q.y = q1.y * ratio1 + q2.y * ratio2 Q.z = q1.z * ratio1 + q2.z * ratio2 return Q new_interpolate = classmethod(new_interpolate) # Geometry # Much maths thanks to Paul Bourke, http://astronomy.swin.edu.au/~pbourke # --------------------------------------------------------------------------- class Geometry: def _connect_unimplemented(self, other): raise AttributeError, 'Cannot connect %s to %s' % \ (self.__class__, other.__class__) def _intersect_unimplemented(self, other): raise AttributeError, 'Cannot intersect %s and %s' % \ (self.__class__, other.__class__) _intersect_point2 = _intersect_unimplemented _intersect_line2 = _intersect_unimplemented _intersect_circle = _intersect_unimplemented _connect_point2 = _connect_unimplemented _connect_line2 = _connect_unimplemented _connect_circle = _connect_unimplemented _intersect_point3 = _intersect_unimplemented _intersect_line3 = _intersect_unimplemented _intersect_sphere = _intersect_unimplemented _intersect_plane = _intersect_unimplemented _connect_point3 = _connect_unimplemented _connect_line3 = _connect_unimplemented _connect_sphere = _connect_unimplemented _connect_plane = _connect_unimplemented def intersect(self, other): raise NotImplementedError def connect(self, other): raise NotImplementedError def distance(self, other): c = self.connect(other) if c: return c.length return 0.0 def _intersect_point2_circle(P, C): return abs(P - C.c) <= C.r def _intersect_line2_line2(A, B): d = B.v.y * A.v.x - B.v.x * A.v.y if d == 0: return None dy = A.p.y - B.p.y dx = A.p.x - B.p.x ua = (B.v.x * dy - B.v.y * dx) / d if not A._u_in(ua): return None ub = (A.v.x * dy - A.v.y * dx) / d if not B._u_in(ub): return None return Point2(A.p.x + ua * A.v.x, A.p.y + ua * A.v.y) def _intersect_line2_circle(L, C): a = L.v.magnitude_squared() b = 2 * (L.v.x * (L.p.x - C.c.x) + \ L.v.y * (L.p.y - C.c.y)) c = C.c.magnitude_squared() + \ L.p.magnitude_squared() - \ 2 * C.c.dot(L.p) - \ C.r ** 2 det = b ** 2 - 4 * a * c if det < 0: return None sq = math.sqrt(det) u1 = (-b + sq) / (2 * a) u2 = (-b - sq) / (2 * a) if not L._u_in(u1): u1 = max(min(u1, 1.0), 0.0) if not L._u_in(u2): u2 = max(min(u2, 1.0), 0.0) # Tangent if u1 == u2: return Point2(L.p.x + u1 * L.v.x, L.p.y + u1 * L.v.y) return LineSegment2(Point2(L.p.x + u1 * L.v.x, L.p.y + u1 * L.v.y), Point2(L.p.x + u2 * L.v.x, L.p.y + u2 * L.v.y)) def _connect_point2_line2(P, L): d = L.v.magnitude_squared() assert d != 0 u = ((P.x - L.p.x) * L.v.x + \ (P.y - L.p.y) * L.v.y) / d if not L._u_in(u): u = max(min(u, 1.0), 0.0) return LineSegment2(P, Point2(L.p.x + u * L.v.x, L.p.y + u * L.v.y)) def _connect_point2_circle(P, C): v = P - C.c v.normalize() v *= C.r return LineSegment2(P, Point2(C.c.x + v.x, C.c.y + v.y)) def _connect_line2_line2(A, B): d = B.v.y * A.v.x - B.v.x * A.v.y if d == 0: # Parallel, connect an endpoint with a line if isinstance(B, Ray2) or isinstance(B, LineSegment2): p1, p2 = _connect_point2_line2(B.p, A) return p2, p1 # No endpoint (or endpoint is on A), possibly choose arbitrary point # on line. return _connect_point2_line2(A.p, B) dy = A.p.y - B.p.y dx = A.p.x - B.p.x ua = (B.v.x * dy - B.v.y * dx) / d if not A._u_in(ua): ua = max(min(ua, 1.0), 0.0) ub = (A.v.x * dy - A.v.y * dx) / d if not B._u_in(ub): ub = max(min(ub, 1.0), 0.0) return LineSegment2(Point2(A.p.x + ua * A.v.x, A.p.y + ua * A.v.y), Point2(B.p.x + ub * B.v.x, B.p.y + ub * B.v.y)) def _connect_circle_line2(C, L): d = L.v.magnitude_squared() assert d != 0 u = ((C.c.x - L.p.x) * L.v.x + (C.c.y - L.p.y) * L.v.y) / d if not L._u_in(u): u = max(min(u, 1.0), 0.0) point = Point2(L.p.x + u * L.v.x, L.p.y + u * L.v.y) v = (point - C.c) v.normalize() v *= C.r return LineSegment2(Point2(C.c.x + v.x, C.c.y + v.y), point) def _connect_circle_circle(A, B): v = B.c - A.c v.normalize() return LineSegment2(Point2(A.c.x + v.x * A.r, A.c.y + v.y * A.r), Point2(B.c.x - v.x * B.r, B.c.y - v.y * B.r)) class Point2(Vector2, Geometry): def __repr__(self): return 'Point2(%.2f, %.2f)' % (self.x, self.y) def intersect(self, other): return other._intersect_point2(self) def _intersect_circle(self, other): return _intersect_point2_circle(self, other) def connect(self, other): return other._connect_point2(self) def _connect_point2(self, other): return LineSegment2(other, self) def _connect_line2(self, other): c = _connect_point2_line2(self, other) if c: return c._swap() def _connect_circle(self, other): c = _connect_point2_circle(self, other) if c: return c._swap() class Line2(Geometry): __slots__ = ['p', 'v'] def __init__(self, *args): if len(args) == 3: assert isinstance(args[0], Point2) and \ isinstance(args[1], Vector2) and \ type(args[2]) == float self.p = args[0].copy() self.v = args[1] * args[2] / abs(args[1]) elif len(args) == 2: if isinstance(args[0], Point2) and isinstance(args[1], Point2): self.p = args[0].copy() self.v = args[1] - args[0] elif isinstance(args[0], Point2) and isinstance(args[1], Vector2): self.p = args[0].copy() self.v = args[1].copy() else: raise AttributeError, '%r' % (args,) elif len(args) == 1: if isinstance(args[0], Line2): self.p = args[0].p.copy() self.v = args[0].v.copy() else: raise AttributeError, '%r' % (args,) else: raise AttributeError, '%r' % (args,) if not self.v: raise AttributeError, 'Line has zero-length vector' def __copy__(self): return self.__class__(self.p, self.v) copy = __copy__ def __repr__(self): return 'Line2(<%.2f, %.2f> + u<%.2f, %.2f>)' % \ (self.p.x, self.p.y, self.v.x, self.v.y) p1 = property(lambda self: self.p) p2 = property(lambda self: Point2(self.p.x + self.v.x, self.p.y + self.v.y)) def _apply_transform(self, t): self.p = t * self.p self.v = t * self.v def _u_in(self, u): return True def intersect(self, other): return other._intersect_line2(self) def _intersect_line2(self, other): return _intersect_line2_line2(self, other) def _intersect_circle(self, other): return _intersect_line2_circle(self, other) def connect(self, other): return other._connect_line2(self) def _connect_point2(self, other): return _connect_point2_line2(other, self) def _connect_line2(self, other): return _connect_line2_line2(other, self) def _connect_circle(self, other): return _connect_circle_line2(other, self) class Ray2(Line2): def __repr__(self): return 'Ray2(<%.2f, %.2f> + u<%.2f, %.2f>)' % \ (self.p.x, self.p.y, self.v.x, self.v.y) def _u_in(self, u): return u >= 0.0 class LineSegment2(Line2): def __repr__(self): return 'LineSegment2(<%.2f, %.2f> to <%.2f, %.2f>)' % \ (self.p.x, self.p.y, self.p.x + self.v.x, self.p.y + self.v.y) def _u_in(self, u): return u >= 0.0 and u <= 1.0 def __abs__(self): return abs(self.v) def magnitude_squared(self): return self.v.magnitude_squared() def _swap(self): # used by connect methods to switch order of points self.p = self.p2 self.v *= -1 return self length = property(lambda self: abs(self.v)) class Circle(Geometry): __slots__ = ['c', 'r'] def __init__(self, center, radius): assert isinstance(center, Vector2) and type(radius) == float self.c = center.copy() self.r = radius def __copy__(self): return self.__class__(self.c, self.r) copy = __copy__ def __repr__(self): return 'Circle(<%.2f, %.2f>, radius=%.2f)' % \ (self.c.x, self.c.y, self.r) def _apply_transform(self, t): self.c = t * self.c def intersect(self, other): return other._intersect_circle(self) def _intersect_point2(self, other): return _intersect_point2_circle(other, self) def _intersect_line2(self, other): return _intersect_line2_circle(other, self) def connect(self, other): return other._connect_circle(self) def _connect_point2(self, other): return _connect_point2_circle(other, self) def _connect_line2(self, other): c = _connect_circle_line2(self, other) if c: return c._swap() def _connect_circle(self, other): return _connect_circle_circle(other, self) # 3D Geometry # ------------------------------------------------------------------------- def _connect_point3_line3(P, L): d = L.v.magnitude_squared() assert d != 0 u = ((P.x - L.p.x) * L.v.x + \ (P.y - L.p.y) * L.v.y + \ (P.z - L.p.z) * L.v.z) / d if not L._u_in(u): u = max(min(u, 1.0), 0.0) return LineSegment3(P, Point3(L.p.x + u * L.v.x, L.p.y + u * L.v.y, L.p.z + u * L.v.z)) def _connect_point3_sphere(P, S): v = P - S.c v.normalize() v *= S.r return LineSegment3(P, Point3(S.c.x + v.x, S.c.y + v.y, S.c.z + v.z)) def _connect_point3_plane(p, plane): n = plane.n.normalized() d = p.dot(plane.n) - plane.k return LineSegment3(p, Point3(p.x - n.x * d, p.y - n.y * d, p.z - n.z * d)) def _connect_line3_line3(A, B): assert A.v and B.v p13 = A.p - B.p d1343 = p13.dot(B.v) d4321 = B.v.dot(A.v) d1321 = p13.dot(A.v) d4343 = B.v.magnitude_squared() denom = A.v.magnitude_squared() * d4343 - d4321 ** 2 if denom == 0: # Parallel, connect an endpoint with a line if isinstance(B, Ray3) or isinstance(B, LineSegment3): return _connect_point3_line3(B.p, A)._swap() # No endpoint (or endpoint is on A), possibly choose arbitrary # point on line. return _connect_point3_line3(A.p, B) ua = (d1343 * d4321 - d1321 * d4343) / denom if not A._u_in(ua): ua = max(min(ua, 1.0), 0.0) ub = (d1343 + d4321 * ua) / d4343 if not B._u_in(ub): ub = max(min(ub, 1.0), 0.0) return LineSegment3(Point3(A.p.x + ua * A.v.x, A.p.y + ua * A.v.y, A.p.z + ua * A.v.z), Point3(B.p.x + ub * B.v.x, B.p.y + ub * B.v.y, B.p.z + ub * B.v.z)) def _connect_line3_plane(L, P): d = P.n.dot(L.v) if not d: # Parallel, choose an endpoint return _connect_point3_plane(L.p, P) u = (P.k - P.n.dot(L.p)) / d if not L._u_in(u): # intersects out of range, choose nearest endpoint u = max(min(u, 1.0), 0.0) return _connect_point3_plane(Point3(L.p.x + u * L.v.x, L.p.y + u * L.v.y, L.p.z + u * L.v.z), P) # Intersection return None def _connect_sphere_line3(S, L): d = L.v.magnitude_squared() assert d != 0 u = ((S.c.x - L.p.x) * L.v.x + \ (S.c.y - L.p.y) * L.v.y + \ (S.c.z - L.p.z) * L.v.z) / d if not L._u_in(u): u = max(min(u, 1.0), 0.0) point = Point3(L.p.x + u * L.v.x, L.p.y + u * L.v.y, L.p.z + u * L.v.z) v = (point - S.c) v.normalize() v *= S.r return LineSegment3(Point3(S.c.x + v.x, S.c.y + v.y, S.c.z + v.z), point) def _connect_sphere_sphere(A, B): v = B.c - A.c v.normalize() return LineSegment3(Point3(A.c.x + v.x * A.r, A.c.y + v.y * A.r, A.c.x + v.z * A.r), Point3(B.c.x + v.x * B.r, B.c.y + v.y * B.r, B.c.x + v.z * B.r)) def _connect_sphere_plane(S, P): c = _connect_point3_plane(S.c, P) if not c: return None p2 = c.p2 v = p2 - S.c v.normalize() v *= S.r return LineSegment3(Point3(S.c.x + v.x, S.c.y + v.y, S.c.z + v.z), p2) def _connect_plane_plane(A, B): if A.n.cross(B.n): # Planes intersect return None else: # Planes are parallel, connect to arbitrary point return _connect_point3_plane(A._get_point(), B) def _intersect_point3_sphere(P, S): return abs(P - S.c) <= S.r def _intersect_line3_sphere(L, S): a = L.v.magnitude_squared() b = 2 * (L.v.x * (L.p.x - S.c.x) + \ L.v.y * (L.p.y - S.c.y) + \ L.v.z * (L.p.z - S.c.z)) c = S.c.magnitude_squared() + \ L.p.magnitude_squared() - \ 2 * S.c.dot(L.p) - \ S.r ** 2 det = b ** 2 - 4 * a * c if det < 0: return None sq = math.sqrt(det) u1 = (-b + sq) / (2 * a) u2 = (-b - sq) / (2 * a) if not L._u_in(u1): u1 = max(min(u1, 1.0), 0.0) if not L._u_in(u2): u2 = max(min(u2, 1.0), 0.0) return LineSegment3(Point3(L.p.x + u1 * L.v.x, L.p.y + u1 * L.v.y, L.p.z + u1 * L.v.z), Point3(L.p.x + u2 * L.v.x, L.p.y + u2 * L.v.y, L.p.z + u2 * L.v.z)) def _intersect_line3_plane(L, P): d = P.n.dot(L.v) if not d: # Parallel return None u = (P.k - P.n.dot(L.p)) / d if not L._u_in(u): return None return Point3(L.p.x + u * L.v.x, L.p.y + u * L.v.y, L.p.z + u * L.v.z) def _intersect_plane_plane(A, B): n1_m = A.n.magnitude_squared() n2_m = B.n.magnitude_squared() n1d2 = A.n.dot(B.n) det = n1_m * n2_m - n1d2 ** 2 if det == 0: # Parallel return None c1 = (A.k * n2_m - B.k * n1d2) / det c2 = (B.k * n1_m - A.k * n1d2) / det return Line3(Point3(c1 * A.n.x + c2 * B.n.x, c1 * A.n.y + c2 * B.n.y, c1 * A.n.z + c2 * B.n.z), A.n.cross(B.n)) class Point3(Vector3, Geometry): def __repr__(self): return 'Point3(%.2f, %.2f, %.2f)' % (self.x, self.y, self.z) def intersect(self, other): return other._intersect_point3(self) def _intersect_sphere(self, other): return _intersect_point3_sphere(self, other) def connect(self, other): return other._connect_point3(self) def _connect_point3(self, other): if self != other: return LineSegment3(other, self) return None def _connect_line3(self, other): c = _connect_point3_line3(self, other) if c: return c._swap() def _connect_sphere(self, other): c = _connect_point3_sphere(self, other) if c: return c._swap() def _connect_plane(self, other): c = _connect_point3_plane(self, other) if c: return c._swap() class Line3: __slots__ = ['p', 'v'] def __init__(self, *args): if len(args) == 3: assert isinstance(args[0], Point3) and \ isinstance(args[1], Vector3) and \ type(args[2]) == float self.p = args[0].copy() self.v = args[1] * args[2] / abs(args[1]) elif len(args) == 2: if isinstance(args[0], Point3) and isinstance(args[1], Point3): self.p = args[0].copy() self.v = args[1] - args[0] elif isinstance(args[0], Point3) and isinstance(args[1], Vector3): self.p = args[0].copy() self.v = args[1].copy() else: raise AttributeError, '%r' % (args,) elif len(args) == 1: if isinstance(args[0], Line3): self.p = args[0].p.copy() self.v = args[0].v.copy() else: raise AttributeError, '%r' % (args,) else: raise AttributeError, '%r' % (args,) # XXX This is annoying. #if not self.v: # raise AttributeError, 'Line has zero-length vector' def __copy__(self): return self.__class__(self.p, self.v) copy = __copy__ def __repr__(self): return 'Line3(<%.2f, %.2f, %.2f> + u<%.2f, %.2f, %.2f>)' % \ (self.p.x, self.p.y, self.p.z, self.v.x, self.v.y, self.v.z) p1 = property(lambda self: self.p) p2 = property(lambda self: Point3(self.p.x + self.v.x, self.p.y + self.v.y, self.p.z + self.v.z)) def _apply_transform(self, t): self.p = t * self.p self.v = t * self.v def _u_in(self, u): return True def intersect(self, other): return other._intersect_line3(self) def _intersect_sphere(self, other): return _intersect_line3_sphere(self, other) def _intersect_plane(self, other): return _intersect_line3_plane(self, other) def connect(self, other): return other._connect_line3(self) def _connect_point3(self, other): return _connect_point3_line3(other, self) def _connect_line3(self, other): return _connect_line3_line3(other, self) def _connect_sphere(self, other): return _connect_sphere_line3(other, self) def _connect_plane(self, other): c = _connect_line3_plane(self, other) if c: return c class Ray3(Line3): def __repr__(self): return 'Ray3(<%.2f, %.2f, %.2f> + u<%.2f, %.2f, %.2f>)' % \ (self.p.x, self.p.y, self.p.z, self.v.x, self.v.y, self.v.z) def _u_in(self, u): return u >= 0.0 class LineSegment3(Line3): def __repr__(self): return 'LineSegment3(<%.2f, %.2f, %.2f> to <%.2f, %.2f, %.2f>)' % \ (self.p.x, self.p.y, self.p.z, self.p.x + self.v.x, self.p.y + self.v.y, self.p.z + self.v.z) def _u_in(self, u): return u >= 0.0 and u <= 1.0 def __abs__(self): return abs(self.v) def magnitude_squared(self): return self.v.magnitude_squared() def _swap(self): # used by connect methods to switch order of points self.p = self.p2 self.v *= -1 return self length = property(lambda self: abs(self.v)) class Sphere: __slots__ = ['c', 'r'] def __init__(self, center, radius): assert isinstance(center, Vector3) and type(radius) == float self.c = center.copy() self.r = radius def __copy__(self): return self.__class__(self.c, self.r) copy = __copy__ def __repr__(self): return 'Sphere(<%.2f, %.2f, %.2f>, radius=%.2f)' % \ (self.c.x, self.c.y, self.c.z, self.r) def _apply_transform(self, t): self.c = t * self.c def intersect(self, other): return other._intersect_sphere(self) def _intersect_point3(self, other): return _intersect_point3_sphere(other, self) def _intersect_line3(self, other): return _intersect_line3_sphere(other, self) def connect(self, other): return other._connect_sphere(self) def _connect_point3(self, other): return _connect_point3_sphere(other, self) def _connect_line3(self, other): c = _connect_sphere_line3(self, other) if c: return c._swap() def _connect_sphere(self, other): return _connect_sphere_sphere(other, self) def _connect_plane(self, other): c = _connect_sphere_plane(self, other) if c: return c class Plane: # n.p = k, where n is normal, p is point on plane, k is constant scalar __slots__ = ['n', 'k'] def __init__(self, *args): if len(args) == 3: assert isinstance(args[0], Point3) and \ isinstance(args[1], Point3) and \ isinstance(args[2], Point3) self.n = (args[1] - args[0]).cross(args[2] - args[0]) self.n.normalize() self.k = self.n.dot(args[0]) elif len(args) == 2: if isinstance(args[0], Point3) and isinstance(args[1], Vector3): self.n = args[1].normalized() self.k = self.n.dot(args[0]) elif isinstance(args[0], Vector3) and type(args[1]) == float: self.n = args[0].normalized() self.k = args[1] else: raise AttributeError, '%r' % (args,) else: raise AttributeError, '%r' % (args,) if not self.n: raise AttributeError, 'Points on plane are colinear' def __copy__(self): return self.__class__(self.n, self.k) copy = __copy__ def __repr__(self): return 'Plane(<%.2f, %.2f, %.2f>.p = %.2f)' % \ (self.n.x, self.n.y, self.n.z, self.k) def _get_point(self): # Return an arbitrary point on the plane if self.n.z: return Point3(0., 0., self.k / self.n.z) elif self.n.y: return Point3(0., self.k / self.n.y, 0.) else: return Point3(self.k / self.n.x, 0., 0.) def _apply_transform(self, t): p = t * self._get_point() self.n = t * self.n self.k = self.n.dot(p) def intersect(self, other): return other._intersect_plane(self) def _intersect_line3(self, other): return _intersect_line3_plane(other, self) def _intersect_plane(self, other): return _intersect_plane_plane(self, other) def connect(self, other): return other._connect_plane(self) def _connect_point3(self, other): return _connect_point3_plane(other, self) def _connect_line3(self, other): return _connect_line3_plane(other, self) def _connect_sphere(self, other): return _connect_sphere_plane(other, self) def _connect_plane(self, other): return _connect_plane_plane(other, self)
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''a framework for building 2D games, demos, and other graphical/interactive applications. Main Features ------------- * Flow control: Manage the flow control between different scenes in an easy way * Sprites: Fast and easy sprites * Actions: Just tell sprites what you want them to do. Composable actions like move, rotate, scale and much more * Effects: Effects like waves, twirl, lens and much more * Tiled Maps: Support for rectangular and hexagonal tiled maps * Transitions: Move from scene to scene with style * Menus: Built in classes to create menus * Text Rendering: Label and HTMLLabel with action support * Documentation: Programming Guide + API Reference + Video Tutorials + Lots of simple tests showing how to use it * Built-in Python Interpreter: For debugging purposes * BSD License: Just use it * Pyglet Based: No external dependencies * OpenGL Based: Hardware Acceleration http://cocos2d.org ''' __docformat__ = 'restructuredtext' __version__ = "0.4rc0" __author__ = "cocos2d team" version = __version__ import sys # add the cocos resources path import os, pyglet pyglet.resource.path.append( os.path.join(os.path.dirname(os.path.realpath(__file__)), "resources") ) pyglet.resource.reindex() try: unittesting = os.environ['cocos_utest'] except KeyError: unittesting = False del os, pyglet # in windows we use the pygame package to get the SDL dlls # we must get the path here because the inner pygame module will hide the real if sys.platform == 'win32': import imp try: dummy, sdl_lib_path, dummy = imp.find_module('pygame') del dummy except ImportError: sdl_lib_path = None def import_all(): import actions import director import layer import menu import sprite import path import scene import grid import text import camera import draw import skeleton import rect import tiles if not unittesting: import_all()
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- import math import cPickle import cocos from cocos import euclid import pyglet from pyglet.gl import * import copy class Skin(cocos.cocosnode.CocosNode): def __init__(self, skeleton): super(Skin, self).__init__() self.skeleton = skeleton class ColorSkin(Skin): def __init__(self, skeleton, color): super(ColorSkin, self).__init__(skeleton) self.color = color def draw(self): self.skeleton.propagate_matrix() glPushMatrix() self.transform() self.skeleton.visit_children( lambda bone: self.draw_bone( bone ) ) bones = self.skeleton.visit_children( lambda bone: (bone.label, bone.parent_matrix*bone.matrix)) bones = dict(bones) glPopMatrix() def draw_bone(self, bone): p1 = bone.get_start() p2 = bone.get_end() glColor4ub(*self.color) glLineWidth(5) glBegin(GL_LINES) glVertex2f(*p1) glVertex2f(*p2) glEnd() class BitmapSkin(Skin): skin_parts = [] def __init__(self, skeleton, skin_def, alpha=255): super(BitmapSkin, self).__init__(skeleton) self.alpha = alpha self.skin_parts = skin_def self.regenerate() def move(self, idx, dx, dy): sp = self.skin_parts pos = sp[idx][1] sp[idx] = sp[idx][0], (pos[0]+dx, pos[1]+dy), sp[idx][2], \ sp[idx][3], sp[idx][4], sp[idx][5] self.regenerate() def get_control_points(self): return [ (i, p[0]) for i,p in enumerate(self.skin_parts) ] def regenerate(self): # print self.skin_parts self.parts = [ (name, position, scale,\ pyglet.resource.image(image,flip_y=flip_y, flip_x=flip_x)) \ for name, position, image, flip_x, flip_y, scale in self.skin_parts ] def draw(self): self.skeleton.propagate_matrix() glPushMatrix() self.transform() bones = self.skeleton.visit_children( lambda bone: (bone.label, bone.parent_matrix*bone.matrix)) bones = dict(bones) for bname, position, scale, image in self.parts: matrix = bones[bname] self.blit_image(matrix, position, scale, image) glPopMatrix() def blit_image(self, matrix, position, scale, image): x, y = image.width*scale, image.height*scale #dx = self.x + position[0] #dy = self.y + position[1] dx, dy = position glEnable(image.target) glBindTexture(image.target, image.id) glPushAttrib(GL_COLOR_BUFFER_BIT) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) # blit img points = [ (-dx, -dy), (x-dx, -dy), (x-dx, y-dy), (-dx, y-dy) ] a,b,_,c,d,_,e,f,_,g,h,_ = image.texture.tex_coords textures = [ a,b,c,d,e,f,g,h ] np = [ matrix*euclid.Point2(*p) for p in points ] glColor4ub(255,255,255,self.alpha) glBegin(GL_QUADS) glTexCoord2f(a,b) glVertex2f(*np[0]) glTexCoord2f(c,d) glVertex2f(*np[1]) glTexCoord2f(e,f) glVertex2f(*np[2]) glTexCoord2f(g,h) glVertex2f(*np[3]) glEnd() glColor4ub(255,255,255,255) #pyglet.graphics.draw(4, GL_QUADS, # ("v2f", new_points), # ("t2f", textures), # ("c4B", [255,255,255,self.alpha]*4), # ) glPopAttrib() glDisable(image.target) def flip(self): nsp = [] for name, position, image, flip_x, flip_y, scale in self.skin_parts: im = pyglet.resource.image(image,flip_y=flip_y, flip_x=flip_x) x = im.width*scale - position[0] y = position[1] nsp.append( (name, (x,y), image, not flip_x, flip_y, scale)) self.skin_parts = nsp self.regenerate() self.skeleton = self.skeleton.flipped() class Animate(cocos.actions.IntervalAction): def init(self, animation, recenter=False, recenter_x=False, recenter_y=False): if recenter: recenter_x = recenter_y = True self.recenter_x = recenter_x self.recenter_y = recenter_y self.duration = animation.get_duration() self.animation = animation def start(self): nsk = copy.deepcopy(self.target.skeleton) if self.recenter_x: self.target.x += nsk.translation.x nsk.translation.x = 0 if self.recenter_y: self.target.y += nsk.translation.y nsk.translation.y = 0 self.start_skeleton = nsk def update(self, t): self.animation.pose(self.target.skeleton, t, self.start_skeleton) def __reversed__(self): raise NotImplementedError("gimme some time") class Skeleton(object): def __init__(self, bone): super(Skeleton, self).__init__() self.bone = bone self.matrix = euclid.Matrix3.new_identity() self.translation = euclid.Vector2(0,0) def flipped(self): sk = Skeleton(self.bone.flipped()) sk.translation.x = -self.translation.x sk.translation.y = self.translation.y sk.matrix = euclid.Matrix3.new_translate( *sk.translation ) return sk def save(self, name): f = open(name, "w") cPickle.dump(self, f) f.close() def move(self, dx, dy): self.matrix.translate(dx, dy) self.translation.x += dx self.translation.y += dy def propagate_matrix(self): def visit(matrix, child): child.parent_matrix = matrix matrix = matrix * child.matrix for c in child.children: visit(matrix, c) visit(self.matrix, self.bone) def visit_children(self, func): result = [] def inner(bone): result.append( func( bone ) ) for b in bone.children: inner(b) inner(self.bone) return result def get_control_points(self): points = [self] self.propagate_matrix() points += self.visit_children( lambda bone: bone ) return points def interpolated_to(self, next, delta): sk = Skeleton(self.bone.interpolated_to(next.bone, delta)) sk.translation = (next.translation-self.translation) * delta + self.translation sk.matrix = euclid.Matrix3.new_translate( *sk.translation ) return sk def pose_from(self, other): self.matrix = other.matrix self.translation = other.translation self.bone = copy.deepcopy(other.bone) class Bone(object): def __init__(self, label, size, rotation, translation): self.size = size self.label = label self.children = [] self.matrix = euclid.Matrix3.new_translate(*translation) * \ euclid.Matrix3.new_rotate( math.radians(rotation) ) self.parent_matrix = euclid.Matrix3.new_identity() self.translation = euclid.Point2(*translation) self.rotation = math.radians(rotation) def move(self, dx, dy): self.translation.x += dx self.translation.y += dy self.matrix = euclid.Matrix3.new_translate(*self.translation) * \ euclid.Matrix3.new_rotate( self.rotation) def flipped(self): bone = Bone(self.label, self.size, -math.degrees(self.rotation), (-self.translation[0], self.translation[1])) for b in self.children: bone.add( b.flipped() ) return bone def rotate(self, angle): self.rotation += angle self.matrix.rotate( angle ) def add(self, bone): self.children.append(bone) return self def get_end(self): return self.parent_matrix * self.matrix * euclid.Point2(0, -self.size) def get_start(self): return self.parent_matrix * self.matrix * euclid.Point2(0, 0) def interpolated_to(self, next, delta): ea = next.rotation%(math.pi*2) sa = self.rotation %(math.pi*2) angle = ((ea%(math.pi*2)) - (sa%(math.pi*2))) if angle > math.pi: angle = -math.pi*2+angle if angle < -math.pi: angle = math.pi*2+angle nr = ( sa + angle * delta ) % (math.pi*2) nr = math.degrees( nr ) bone = Bone(self.label, self.size, nr, self.translation) for i, c in enumerate(self.children): nc = c.interpolated_to(next.children[i], delta) bone.add( nc ) return bone def dump(self, depth=0): print "-"*depth, self for c in self.children: c.dump(depth+1) def repr(self, depth=0): repr = " "*depth*4 + "Bone('%s', %s, %s, %s)"%( self.label, self.size, math.degrees(self.rotation), self.translation ) for c in self.children: repr += " "*depth*4 +".add(\n" + c.repr(depth+1) + ")" repr += "\n" return repr class Animation(object): def __init__(self, skeleton): self.frames = {} self.position = 0 self.skeleton = skeleton def flipped(self): c = copy.deepcopy(self) for t, sk in c.frames.items(): c.frames[t] = sk.flipped() return c def pose(self, who, t, start): dt = t * self.get_duration() self.position = dt ct, curr = self.get_keyframe() #print who.tranlation # if we are in a keyframe, pose that if curr: who.pose_from( curr ) return # find previous, if not, use start pt, prev = self.get_keyframe(-1) if not prev: prev = start pt = 0 # find next, if not, pose at prev nt, next = self.get_keyframe(1) if not next: who.pose_from( prev ) return # we find the dt betwen prev and next and pose from it ft = (nt-dt)/(nt-pt) who.pose_from( next.interpolated_to( prev, ft ) ) def get_duration(self): if self.frames: return max(max( self.frames ), self.position ) else: return self.position def get_markers(self): return self.frames.keys() def get_position(self): return self.position def get_keyframe(self, offset=0): if offset == 0: if self.position in self.frames: return self.position, self.frames[self.position] else: return None, None elif offset < 0: prevs = [ t for t in self.frames if t < self.position ] prevs.sort() if abs(offset) <= len(prevs): return prevs[offset], self.frames[prevs[offset]] else: return None, None elif offset > 0: next = [ t for t in self.frames if t > self.position ] next.sort() if abs(offset) <= len(next): return next[offset-1], self.frames[next[offset-1]] else: return None, None def next_keyframe(self): next = [ t for t in self.frames if t > self.position ] if not next: return False self.position = min(next) return True def prev_keyframe(self): prevs = [ t for t in self.frames if t < self.position ] if not prevs: return False self.position = max(prevs) return True def move_position(self, delta): self.position = max(self.position+delta, 0) return True def move_start(self): self.position = 0 return True def move_end(self): if self.frames: self.position = max( self.frames ) else: self.position = 0 return True def insert_keyframe(self): if self.position not in self.frames: t, sk = self.get_keyframe(-1) if not sk: sk = self.skeleton self.frames[ self.position ] = copy.deepcopy(sk) return True return False def remove_keyframe(self): if self.position in self.frames: del self.frames[ self.position ] return True return False def insert_time(self, delta): new_frames = {} for t, sk in sorted(self.frames.items()): if t >= self.position: t += delta new_frames[ t ] = sk self.frames = new_frames def delete_time(self, delta): for t in self.frames: if self.position <= t < self.position + delta: return False new_frames = {} for t, sk in sorted(self.frames.items()): if t > self.position: t -= delta new_frames[ t ] = sk self.frames = new_frames
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- class Path: def at(self, t): pass class Bezier(Path): def __init__(self, a, b, ac, bc): self.a = a self.b = b self.ac = ac self.bc = bc def at(self, t): def calc(i): a = self.a[i] b = self.ac[i] c = self.bc[i] d = self.b[i] return ( ((1-t)**3) * a + 3*t*((1-t)**2)*b + 3*(t**2)*(1-t)*c + (t**3)*d ) return calc(0), calc(1) def __repr__(self): return "Bezier( (%i,%i), (%i,%i), (%i, %i), (%i,%i) )"%( self.a[0], self.a[0], self.b[0], self.b[1], self.ac[0], self.ac[1], self.bc[0], self.bc[1], )
Python
# ---------------------------------------------------------------------------- # cocos2d # Copyright (c) 2008-2010 Daniel Moisset, Ricardo Quesada, Rayentray Tappa, # Lucio Torre # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of cocos2d nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- ''' Sprites allows to display a image in a rectangular area, which can be rotated, scaled and moved. The placement in the scene follows the standard CocosNode rules. Also, all stock actions will work with sprites. Animating a sprite ================== Animation as in cartoon style animation, that is, replacing the image fast enough to give the illusion of movement, can be accomplished by: - using an animated .gif file as source for the image - passing a pyglet.image.Animation as image, which collects a number of images - have an array of images and let your code assign to the sprite image member Changing a sprite by way of actions =================================== To execute any action you need to create an action:: move = MoveBy( (50,0), 5 ) In this case, ``move`` is an action that will move the sprite 50 pixels to the right (``x`` coordinate) and 0 pixel in the ``y`` coordinate in 5 seconds. And now tell the sprite to execute it:: sprite.do( move ) ''' __docformat__ = 'restructuredtext' import math import pyglet from pyglet import image from pyglet.gl import * import cocosnode from batch import * import rect import euclid import math __all__ = [ 'Sprite', # Sprite class ] class Sprite( BatchableNode, pyglet.sprite.Sprite): '''A CocosNode that displays a rectangular image. Example:: sprite = Sprite('grossini.png') ''' def __init__( self, image, position=(0,0), rotation=0, scale=1, opacity = 255, color=(255,255,255), anchor = None ): '''Initialize the sprite :Parameters: `image` : string or image name of the image resource or a pyglet image. `position` : tuple position of the anchor. Defaults to (0,0) `rotation` : float the rotation (degrees). Defaults to 0. `scale` : float the zoom factor. Defaults to 1. `opacity` : int the opacity (0=transparent, 255=opaque). Defaults to 255. `color` : tuple the color to colorize the child (RGB 3-tuple). Defaults to (255,255,255). `anchor` : (float, float) (x,y)-point from where the image will be positions, rotated and scaled in pixels. For example (image.width/2, image.height/2) is the center (default). ''' if isinstance(image, str): image = pyglet.resource.image(image) self.transform_anchor_x = 0 self.transform_anchor_y = 0 self._image_anchor_x = 0 self._image_anchor_y = 0 pyglet.sprite.Sprite.__init__(self, image) BatchableNode.__init__(self) if anchor is None: if isinstance(self.image, pyglet.image.Animation): anchor = (image.frames[0].image.width / 2, image.frames[0].image.height / 2) else: anchor = image.width / 2, image.height / 2 self.image_anchor = anchor # group. # This is for batching self.group = None # children group. # This is for batching self.children_group = None #: position of the sprite in (x,y) coordinates self.position = position #: rotation degrees of the sprite. Default: 0 degrees self.rotation = rotation #: scale of the sprite where 1.0 the default value self.scale = scale #: opacity of the sprite where 0 is transparent and 255 is solid self.opacity = opacity #: color of the sprite in R,G,B format where 0,0,0 is black and 255,255,255 is white self.color = color def get_rect(self): '''Get a cocos.rect.Rect for this sprite.''' x, y = self.position x -= self.image_anchor_x y -= self.image_anchor_y return rect.Rect(x, y, self.width, self.height) def get_AABB(self): '''Returns a local-coordinates Axis aligned Bounding Box''' v = self._vertex_list.vertices x = v[0], v[2], v[4], v[6] y = v[1], v[3], v[5], v[7] return rect.Rect(min(x),min(y),max(x)-min(x),max(y)-min(y)) def _set_rotation( self, a ): pyglet.sprite.Sprite._set_rotation(self, a) BatchableNode._set_rotation(self,a) def _set_scale( self, s ): pyglet.sprite.Sprite._set_scale(self,s) BatchableNode._set_scale(self,s) def _set_position( self, p ): pyglet.sprite.Sprite.position = p BatchableNode._set_position(self,p) def _set_x(self, x ): pyglet.sprite.Sprite._set_x( self, x ) BatchableNode._set_x( self, x) def _set_y(self, y ): pyglet.sprite.Sprite._set_y( self, y ) BatchableNode._set_y( self, y) def contains(self, x, y): '''Test whether this (untransformed) Sprite contains the pixel coordinates given. ''' sx, sy = self.position ax, ay = self.image_anchor sx -= ax sy -= ay if x < sx or x > sx + self.width: return False if y < sy or y > sy + self.height: return False return True def _set_anchor_x(self, value): self._image_anchor_x = value self._update_position() def _get_anchor_x(self): return self._image_anchor_x image_anchor_x = property(_get_anchor_x, _set_anchor_x) def _set_anchor_y(self, value): self._image_anchor_y = value self._update_position() def _get_anchor_y(self): return self._image_anchor_y image_anchor_y = property(_get_anchor_y, _set_anchor_y) def _set_anchor(self, value): self._image_anchor_x = value[0] self._image_anchor_y = value[1] self._update_position() def _get_anchor(self): return (self._get_anchor_x(), self._get_anchor_y()) image_anchor = property(_get_anchor, _set_anchor) def draw(self): """ When the sprite is not into a batch it will be draw with this method. If in a batch, this method is not called, and the draw is done by the batch. """ self._group.set_state() if self._vertex_list is not None: self._vertex_list.draw(GL_QUADS) self._group.unset_state() def _update_position(self): """updates vertex list""" if not self._visible: self._vertex_list.vertices[:] = [0, 0, 0, 0, 0, 0, 0, 0] return img = self._texture if self.transform_anchor_x == self.transform_anchor_y == 0: if self._rotation: x1 = -self._image_anchor_x * self._scale y1 = -self._image_anchor_y * self._scale x2 = x1 + img.width * self._scale y2 = y1 + img.height * self._scale x = self._x y = self._y r = -math.radians(self._rotation) cr = math.cos(r) sr = math.sin(r) ax = int(x1 * cr - y1 * sr + x) ay = int(x1 * sr + y1 * cr + y) bx = int(x2 * cr - y1 * sr + x) by = int(x2 * sr + y1 * cr + y) cx = int(x2 * cr - y2 * sr + x) cy = int(x2 * sr + y2 * cr + y) dx = int(x1 * cr - y2 * sr + x) dy = int(x1 * sr + y2 * cr + y) self._vertex_list.vertices[:] = [ax, ay, bx, by, cx, cy, dx, dy] elif self._scale != 1.0: x1 = int(self._x - self._image_anchor_x * self._scale) y1 = int(self._y - self._image_anchor_y * self._scale) x2 = int(x1 + img.width * self._scale) y2 = int(y1 + img.height * self._scale) self._vertex_list.vertices[:] = [x1, y1, x2, y1, x2, y2, x1, y2] else: x1 = int(self._x - self._image_anchor_x) y1 = int(self._y - self._image_anchor_y) x2 = x1 + img.width y2 = y1 + img.height self._vertex_list.vertices[:] = [x1, y1, x2, y1, x2, y2, x1, y2] else: x1 = int(- self._image_anchor_x) y1 = int(- self._image_anchor_y) x2 = x1 + img.width y2 = y1 + img.height m = self.get_local_transform() p1 = m * euclid.Point2(x1, y1) p2 = m * euclid.Point2(x2, y1) p3 = m * euclid.Point2(x2, y2) p4 = m * euclid.Point2(x1, y2) self._vertex_list.vertices[:] = [ int(p1.x), int(p1.y), int(p2.x), int(p2.y), int(p3.x), int(p3.y), int(p4.x), int(p4.y)] Sprite.supported_classes = Sprite
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- ''' ''' __docformat__ = 'restructuredtext' __version__ = '$Id: xlib.py 2496 2009-08-19 01:17:30Z benjamin.coder.smith $' import select from pyglet.app import displays, windows, BaseEventLoop from pyglet.window.xlib import xlib class XlibEventLoop(BaseEventLoop): def run(self): self._setup() e = xlib.XEvent() t = 0 sleep_time = 0. self.dispatch_event('on_enter') while not self.has_exit: # Check for already pending events for display in displays: if xlib.XPending(display._display): pending_displays = (display,) break else: # None found; select on all file descriptors or timeout iwtd = self.get_select_files() pending_displays, _, _ = select.select(iwtd, (), (), sleep_time) # Dispatch platform events for display in pending_displays: while xlib.XPending(display._display): xlib.XNextEvent(display._display, e) # Key events are filtered by the xlib window event # handler so they get a shot at the prefiltered event. if e.xany.type not in (xlib.KeyPress, xlib.KeyRelease): if xlib.XFilterEvent(e, e.xany.window): continue try: window = display._window_map[e.xany.window] except KeyError: continue window.dispatch_platform_event(e) # Dispatch resize events for window in windows: if window._needs_resize: window.switch_to() window.dispatch_event('on_resize', window._width, window._height) window.dispatch_event('on_expose') window._needs_resize = False sleep_time = self.idle() self.dispatch_event('on_exit') def get_select_files(self): return list(displays)
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- # $Id:$ __docformat__ = 'restructuredtext' __version__ = '$Id: $' import ctypes import time from pyglet.app import windows, BaseEventLoop from pyglet.window.win32 import _user32, types, constants class Win32EventLoop(BaseEventLoop): def run(self): self._setup() self._timer_proc = types.TIMERPROC(self._timer_func) self._timer = timer = _user32.SetTimer(0, 0, 0, self._timer_proc) self._polling = False self._allow_polling = True msg = types.MSG() self.dispatch_event('on_enter') while not self.has_exit: if self._polling: while _user32.PeekMessageW(ctypes.byref(msg), 0, 0, 0, constants.PM_REMOVE): _user32.TranslateMessage(ctypes.byref(msg)) _user32.DispatchMessageW(ctypes.byref(msg)) self._timer_func(0, 0, timer, 0) else: _user32.GetMessageW(ctypes.byref(msg), 0, 0, 0) _user32.TranslateMessage(ctypes.byref(msg)) _user32.DispatchMessageW(ctypes.byref(msg)) # Manual idle event msg_types = \ _user32.GetQueueStatus(constants.QS_ALLINPUT) & 0xffff0000 if (msg.message != constants.WM_TIMER and not msg_types & ~(constants.QS_TIMER<<16)): self._timer_func(0, 0, timer, 0) self.dispatch_event('on_exit') def _idle_chance(self): if (self._next_idle_time is not None and self._next_idle_time <= time.time()): self._timer_func(0, 0, self._timer, 0) def _timer_func(self, hwnd, msg, timer, t): sleep_time = self.idle() if sleep_time is None: # Block indefinitely millis = constants.USER_TIMER_MAXIMUM self._next_idle_time = None self._polling = False _user32.SetTimer(0, timer, millis, self._timer_proc) elif sleep_time < 0.01 and self._allow_polling: # Degenerate to polling millis = constants.USER_TIMER_MAXIMUM self._next_idle_time = 0. if not self._polling: self._polling = True _user32.SetTimer(0, timer, millis, self._timer_proc) else: # Block until timer # XXX hack to avoid oversleep; needs to be api sleep_time = max(sleep_time - 0.01, 0) millis = int(sleep_time * 1000) self._next_idle_time = time.time() + sleep_time self._polling = False _user32.SetTimer(0, timer, millis, self._timer_proc)
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Application-wide functionality. Most applications need only call `run` after creating one or more windows to begin processing events. For example, a simple application consisting of one window is:: from pyglet import app from pyglet import window win = window.Window() app.run() To handle events on the main event loop, instantiate it manually. The following example exits the application as soon as any window is closed (the default policy is to wait until all windows are closed):: event_loop = app.EventLoop() @event_loop.event def on_window_close(window): event_loop.exit() :since: pyglet 1.1 ''' __docformat__ = 'restructuredtext' __version__ = '$Id: __init__.py 2140 2008-07-27 04:15:52Z Alex.Holkner $' import sys import weakref from pyglet import clock from pyglet import event _is_epydoc = hasattr(sys, 'is_epydoc') and sys.is_epydoc class WeakSet(object): '''Set of objects, referenced weakly. Adding an object to this set does not prevent it from being garbage collected. Upon being garbage collected, the object is automatically removed from the set. ''' def __init__(self): self._dict = weakref.WeakKeyDictionary() def add(self, value): self._dict[value] = True def remove(self, value): del self._dict[value] def __iter__(self): for key in self._dict.keys(): yield key def __contains__(self, other): return other in self._dict def __len__(self): return len(self._dict) #: Set of all open displays. Instances of `Display` are automatically added #: to this set upon construction. The set uses weak references, so displays #: are removed from the set when they are no longer referenced. #: #: :type: `WeakSet` displays = WeakSet() #: Set of all open windows (including invisible windows). Instances of #: `Window` are automatically added to this set upon construction. The set #: uses weak references, so windows are removed from the set when they are no #: longer referenced or are closed explicitly. #: #: :type: `WeakSet` windows = WeakSet() class BaseEventLoop(event.EventDispatcher): '''The main run loop of the application. Calling `run` begins the application event loop, which processes operating system events, calls `pyglet.clock.tick` to call scheduled functions and calls `pyglet.window.Window.on_draw` and `pyglet.window.Window.flip` to update window contents. Applications can subclass `EventLoop` and override certain methods to integrate another framework's run loop, or to customise processing in some other way. You should not in general override `run`, as this method contains platform-specific code that ensures the application remains responsive to the user while keeping CPU usage to a minimum. ''' #: Flag indicating if the event loop will exit in the next iteration. #: This is has_exit = False def run(self): '''Begin processing events, scheduled functions and window updates. This method returns when `has_exit` is set to True. Developers are discouraged from overriding this method, as the implementation is platform-specific. ''' raise NotImplementedError('abstract') def _setup(self): global event_loop event_loop = self # Disable event queuing for dispatch_events from pyglet.window import Window Window._enable_event_queue = False # Dispatch pending events for window in windows: window.switch_to() window.dispatch_pending_events() def _idle_chance(self): '''If timeout has expired, manually force an idle loop. Called by window that have blocked the event loop (e.g. during resizing). ''' def idle(self): '''Called during each iteration of the event loop. The method is called immediately after any window events (i.e., after any user input). The method can return a duration after which the idle method will be called again. The method may be called earlier if the user creates more input events. The method can return `None` to only wait for user events. For example, return ``1.0`` to have the idle method called every second, or immediately after any user events. The default implementation dispatches the `pyglet.window.Window.on_draw` event for all windows and uses `pyglet.clock.tick` and `pyglet.clock.get_sleep_time` on the default clock to determine the return value. This method should be overridden by advanced users only. To have code execute at regular intervals, use the `pyglet.clock.schedule` methods. :rtype: float :return: The number of seconds before the idle method should be called again, or `None` to block for user input. ''' dt = clock.tick(True) # Redraw all windows for window in windows: if window.invalid: window.switch_to() window.dispatch_event('on_draw') window.flip() # Update timout return clock.get_sleep_time(True) def exit(self): '''Safely exit the event loop at the end of the current iteration. This method is convenience for setting `has_exit` to ``True``. ''' self.has_exit = True def on_window_close(self, window): '''Default window close handler.''' if not windows: self.exit() if _is_epydoc: def on_window_close(window): '''A window was closed. This event is dispatched when a window is closed. It is not dispatched if the window's close button was pressed but the window did not close. The default handler calls `exit` if no more windows are open. You can override this handler to base your application exit on some other policy. :event: ''' def on_enter(): '''The event loop is about to begin. This is dispatched when the event loop is prepared to enter the main run loop, and represents the last chance for an application to initialise itself. :event: ''' def on_exit(): '''The event loop is about to exit. After dispatching this event, the `run` method returns (the application may not actually exit if you have more code following the `run` invocation). :event: ''' BaseEventLoop.register_event_type('on_window_close') BaseEventLoop.register_event_type('on_enter') BaseEventLoop.register_event_type('on_exit') #: The global event loop. Set to the correct instance when an `EventLoop` is #: started. #: #: :type: `EventLoop` event_loop = None def run(): '''Begin processing events, scheduled functions and window updates. This is a convenience function, equivalent to:: EventLoop().run() ''' EventLoop().run() def exit(): '''Exit the application event loop. Causes the application event loop to finish, if an event loop is currently running. The application may not necessarily exit (for example, there may be additional code following the `run` invocation). This is a convenience function, equivalent to:: event_loop.exit() ''' if event_loop: event_loop.exit() if _is_epydoc: EventLoop = BaseEventLoop EventLoop.__name__ = 'EventLoop' del BaseEventLoop else: # Permit cyclic import. import pyglet pyglet.app = sys.modules[__name__] if sys.platform == 'darwin': from pyglet.app.carbon import CarbonEventLoop as EventLoop elif sys.platform in ('win32', 'cygwin'): from pyglet.app.win32 import Win32EventLoop as EventLoop else: from pyglet.app.xlib import XlibEventLoop as EventLoop
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- ''' ''' __docformat__ = 'restructuredtext' __version__ = '$Id: $' import ctypes from pyglet.app import windows, BaseEventLoop from pyglet.window.carbon import carbon, types, constants, _oscheck EventLoopTimerProc = ctypes.CFUNCTYPE(None, ctypes.c_void_p, ctypes.c_void_p) kEventDurationForever = ctypes.c_double(constants.kEventDurationForever) class CarbonEventLoop(BaseEventLoop): def run(self): self._setup() e = ctypes.c_void_p() event_dispatcher = carbon.GetEventDispatcherTarget() self._event_loop = event_loop = carbon.GetMainEventLoop() event_queue = carbon.GetMainEventQueue() self._timer = timer = ctypes.c_void_p() idle_event_proc = EventLoopTimerProc(self._timer_proc) carbon.InstallEventLoopTimer(event_loop, ctypes.c_double(0.1), #? kEventDurationForever, idle_event_proc, None, ctypes.byref(timer)) self._force_idle = False self._allow_polling = True self.dispatch_event('on_enter') while not self.has_exit: if self._force_idle: duration = 0 else: duration = kEventDurationForever if carbon.ReceiveNextEvent(0, None, duration, True, ctypes.byref(e)) == 0: carbon.SendEventToEventTarget(e, event_dispatcher) carbon.ReleaseEvent(e) # Manual idle event if carbon.GetNumEventsInQueue(event_queue) == 0 or self._force_idle: self._force_idle = False self._timer_proc(timer, None, False) carbon.RemoveEventLoopTimer(self._timer) self.dispatch_event('on_exit') def _stop_polling(self): carbon.SetEventLoopTimerNextFireTime(self._timer, ctypes.c_double(0.0)) def _enter_blocking(self): carbon.SetEventLoopTimerNextFireTime(self._timer, ctypes.c_double(0.0)) self._allow_polling = False def _exit_blocking(self): self._allow_polling = True def _timer_proc(self, timer, data, in_events=True): allow_polling = True for window in windows: # Check for live resizing if window._resizing is not None: allow_polling = False old_width, old_height = window._resizing rect = types.Rect() carbon.GetWindowBounds(window._window, constants.kWindowContentRgn, ctypes.byref(rect)) width = rect.right - rect.left height = rect.bottom - rect.top if width != old_width or height != old_height: window._resizing = width, height window.switch_to() window.dispatch_event('on_resize', width, height) # Check for live dragging if window._dragging: allow_polling = False # Check for deferred recreate if window._recreate_deferred: if in_events: # Break out of ReceiveNextEvent so it can be processed # in next iteration. carbon.QuitEventLoop(self._event_loop) self._force_idle = True else: # Do it now. window._recreate_immediate() sleep_time = self.idle() if sleep_time is None: sleep_time = constants.kEventDurationForever elif sleep_time < 0.01 and allow_polling and self._allow_polling: # Switch event loop to polling. if in_events: carbon.QuitEventLoop(self._event_loop) self._force_idle = True sleep_time = constants.kEventDurationForever carbon.SetEventLoopTimerNextFireTime(timer, ctypes.c_double(sleep_time))
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Information about version and extensions of current GLX implementation. Usage:: from pyglet.gl import glx_info if glx_info.have_extension('GLX_NV_float_buffer'): # ... Or, if using more than one display:: from pyglet.gl.glx_info import GLXInfo info = GLXInfo(window._display) if info.get_server_vendor() == 'ATI': # ... ''' __docformat__ = 'restructuredtext' __version__ = '$Id: glx_info.py 1579 2008-01-15 14:47:19Z Alex.Holkner $' from ctypes import * from pyglet.gl.glx import * from pyglet.gl.glx import Display class GLXInfoException(Exception): pass class GLXInfo(object): def __init__(self, display=None): self.display = display def set_display(self, display): self.display = cast(pointer(display), POINTER(Display)) def check_display(self): if not self.display: raise GLXInfoException('No X11 display has been set yet.') def have_version(self, major, minor=0): self.check_display() if not glXQueryExtension(self.display, None, None): raise GLXInfoException('pyglet requires an X server with GLX') server_version = self.get_server_version().split()[0] client_version = self.get_client_version().split()[0] server = [int(i) for i in server_version.split('.')] client = [int(i) for i in client_version.split('.')] return (tuple(server) >= (major, minor) and tuple(client) >= (major, minor)) def get_server_vendor(self): self.check_display() return glXQueryServerString(self.display, 0, GLX_VENDOR) def get_server_version(self): # glXQueryServerString was introduced in GLX 1.1, so we need to use the # 1.0 function here which queries the server implementation for its # version. self.check_display() major = c_int() minor = c_int() if not glXQueryVersion(self.display, byref(major), byref(minor)): raise GLXInfoException('Could not determine GLX server version') return '%s.%s'%(major.value, minor.value) def get_server_extensions(self): self.check_display() return glXQueryServerString(self.display, 0, GLX_EXTENSIONS).split() def get_client_vendor(self): self.check_display() return glXGetClientString(self.display, GLX_VENDOR) def get_client_version(self): self.check_display() return glXGetClientString(self.display, GLX_VERSION) def get_client_extensions(self): self.check_display() return glXGetClientString(self.display, GLX_EXTENSIONS).split() def get_extensions(self): self.check_display() return glXQueryExtensionsString(self.display, 0).split() def have_extension(self, extension): self.check_display() if not self.have_version(1, 1): return False return extension in self.get_extensions() # Single instance suitable for apps that use only a single display. _glx_info = GLXInfo() set_display = _glx_info.set_display check_display = _glx_info.check_display have_version = _glx_info.have_version get_server_vendor = _glx_info.get_server_vendor get_server_version = _glx_info.get_server_version get_server_extensions = _glx_info.get_server_extensions get_client_vendor = _glx_info.get_client_vendor get_client_version = _glx_info.get_client_version get_client_extensions = _glx_info.get_client_extensions get_extensions = _glx_info.get_extensions have_extension = _glx_info.have_extension
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- ''' ''' __docformat__ = 'restructuredtext' __version__ = '$Id: lib_glx.py 597 2007-02-03 16:13:07Z Alex.Holkner $' import ctypes from ctypes import * import pyglet from pyglet.gl.lib import missing_function, decorate_function __all__ = ['link_GL', 'link_GLU', 'link_WGL'] _debug_trace = pyglet.options['debug_trace'] gl_lib = ctypes.windll.opengl32 glu_lib = ctypes.windll.glu32 wgl_lib = gl_lib if _debug_trace: from pyglet.lib import _TraceLibrary gl_lib = _TraceLibrary(gl_lib) glu_lib = _TraceLibrary(glu_lib) wgl_lib = _TraceLibrary(wgl_lib) try: wglGetProcAddress = wgl_lib.wglGetProcAddress wglGetProcAddress.restype = CFUNCTYPE(POINTER(c_int)) wglGetProcAddress.argtypes = [c_char_p] _have_get_proc_address = True except AttributeError: _have_get_proc_address = False class WGLFunctionProxy(object): __slots__ = ['name', 'requires', 'suggestions', 'ftype', 'func'] def __init__(self, name, ftype, requires, suggestions): assert _have_get_proc_address self.name = name self.ftype = ftype self.requires = requires self.suggestions = suggestions self.func = None def __call__(self, *args, **kwargs): if self.func: return self.func(*args, **kwargs) from pyglet.gl import current_context if not current_context: raise Exception( 'Call to function "%s" before GL context created' % self.name) address = wglGetProcAddress(self.name) if cast(address, POINTER(c_int)): # check cast because address is func self.func = cast(address, self.ftype) decorate_function(self.func, self.name) else: self.func = missing_function( self.name, self.requires, self.suggestions) result = self.func(*args, **kwargs) return result def link_GL(name, restype, argtypes, requires=None, suggestions=None): try: func = getattr(gl_lib, name) func.restype = restype func.argtypes = argtypes decorate_function(func, name) return func except AttributeError, e: # Not in opengl32.dll. Try and get a pointer from WGL. try: fargs = (restype,) + tuple(argtypes) ftype = ctypes.WINFUNCTYPE(*fargs) if _have_get_proc_address: from pyglet.gl import gl_info if gl_info.have_context(): address = wglGetProcAddress(name) if address: func = cast(address, ftype) decorate_function(func, name) return func else: # Insert proxy until we have a context return WGLFunctionProxy(name, ftype, requires, suggestions) except: pass return missing_function(name, requires, suggestions) def link_GLU(name, restype, argtypes, requires=None, suggestions=None): try: func = getattr(glu_lib, name) func.restype = restype func.argtypes = argtypes decorate_function(func, name) return func except AttributeError, e: # Not in glu32.dll. Try and get a pointer from WGL. try: fargs = (restype,) + tuple(argtypes) ftype = ctypes.WINFUNCTYPE(*fargs) if _have_get_proc_address: from pyglet.gl import gl_info if gl_info.have_context(): address = wglGetProcAddress(name) if address: func = cast(address, ftype) decorate_function(func, name) return func else: # Insert proxy until we have a context return WGLFunctionProxy(name, ftype, requires, suggestions) except: pass return missing_function(name, requires, suggestions) link_WGL = link_GL
Python
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- '''Wrapper for /usr/include/GL/glu.h Generated by tools/gengl.py. Do not modify this file. ''' __docformat__ = 'restructuredtext' __version__ = '$Id: glu.py 1579 2008-01-15 14:47:19Z Alex.Holkner $' from ctypes import * from pyglet.gl.lib import link_GLU as _link_function from pyglet.gl.lib import c_ptrdiff_t # BEGIN GENERATED CONTENT (do not edit below this line) # This content is generated by tools/gengl.py. # Wrapper for /usr/include/GL/glu.h GLU_EXT_object_space_tess = 1 # /usr/include/GL/glu.h:58 GLU_EXT_nurbs_tessellator = 1 # /usr/include/GL/glu.h:59 GLU_FALSE = 0 # /usr/include/GL/glu.h:62 GLU_TRUE = 1 # /usr/include/GL/glu.h:63 GLU_VERSION_1_1 = 1 # /usr/include/GL/glu.h:66 GLU_VERSION_1_2 = 1 # /usr/include/GL/glu.h:67 GLU_VERSION_1_3 = 1 # /usr/include/GL/glu.h:68 GLU_VERSION = 100800 # /usr/include/GL/glu.h:71 GLU_EXTENSIONS = 100801 # /usr/include/GL/glu.h:72 GLU_INVALID_ENUM = 100900 # /usr/include/GL/glu.h:75 GLU_INVALID_VALUE = 100901 # /usr/include/GL/glu.h:76 GLU_OUT_OF_MEMORY = 100902 # /usr/include/GL/glu.h:77 GLU_INCOMPATIBLE_GL_VERSION = 100903 # /usr/include/GL/glu.h:78 GLU_INVALID_OPERATION = 100904 # /usr/include/GL/glu.h:79 GLU_OUTLINE_POLYGON = 100240 # /usr/include/GL/glu.h:83 GLU_OUTLINE_PATCH = 100241 # /usr/include/GL/glu.h:84 GLU_NURBS_ERROR = 100103 # /usr/include/GL/glu.h:87 GLU_ERROR = 100103 # /usr/include/GL/glu.h:88 GLU_NURBS_BEGIN = 100164 # /usr/include/GL/glu.h:89 GLU_NURBS_BEGIN_EXT = 100164 # /usr/include/GL/glu.h:90 GLU_NURBS_VERTEX = 100165 # /usr/include/GL/glu.h:91 GLU_NURBS_VERTEX_EXT = 100165 # /usr/include/GL/glu.h:92 GLU_NURBS_NORMAL = 100166 # /usr/include/GL/glu.h:93 GLU_NURBS_NORMAL_EXT = 100166 # /usr/include/GL/glu.h:94 GLU_NURBS_COLOR = 100167 # /usr/include/GL/glu.h:95 GLU_NURBS_COLOR_EXT = 100167 # /usr/include/GL/glu.h:96 GLU_NURBS_TEXTURE_COORD = 100168 # /usr/include/GL/glu.h:97 GLU_NURBS_TEX_COORD_EXT = 100168 # /usr/include/GL/glu.h:98 GLU_NURBS_END = 100169 # /usr/include/GL/glu.h:99 GLU_NURBS_END_EXT = 100169 # /usr/include/GL/glu.h:100 GLU_NURBS_BEGIN_DATA = 100170 # /usr/include/GL/glu.h:101 GLU_NURBS_BEGIN_DATA_EXT = 100170 # /usr/include/GL/glu.h:102 GLU_NURBS_VERTEX_DATA = 100171 # /usr/include/GL/glu.h:103 GLU_NURBS_VERTEX_DATA_EXT = 100171 # /usr/include/GL/glu.h:104 GLU_NURBS_NORMAL_DATA = 100172 # /usr/include/GL/glu.h:105 GLU_NURBS_NORMAL_DATA_EXT = 100172 # /usr/include/GL/glu.h:106 GLU_NURBS_COLOR_DATA = 100173 # /usr/include/GL/glu.h:107 GLU_NURBS_COLOR_DATA_EXT = 100173 # /usr/include/GL/glu.h:108 GLU_NURBS_TEXTURE_COORD_DATA = 100174 # /usr/include/GL/glu.h:109 GLU_NURBS_TEX_COORD_DATA_EXT = 100174 # /usr/include/GL/glu.h:110 GLU_NURBS_END_DATA = 100175 # /usr/include/GL/glu.h:111 GLU_NURBS_END_DATA_EXT = 100175 # /usr/include/GL/glu.h:112 GLU_NURBS_ERROR1 = 100251 # /usr/include/GL/glu.h:115 GLU_NURBS_ERROR2 = 100252 # /usr/include/GL/glu.h:116 GLU_NURBS_ERROR3 = 100253 # /usr/include/GL/glu.h:117 GLU_NURBS_ERROR4 = 100254 # /usr/include/GL/glu.h:118 GLU_NURBS_ERROR5 = 100255 # /usr/include/GL/glu.h:119 GLU_NURBS_ERROR6 = 100256 # /usr/include/GL/glu.h:120 GLU_NURBS_ERROR7 = 100257 # /usr/include/GL/glu.h:121 GLU_NURBS_ERROR8 = 100258 # /usr/include/GL/glu.h:122 GLU_NURBS_ERROR9 = 100259 # /usr/include/GL/glu.h:123 GLU_NURBS_ERROR10 = 100260 # /usr/include/GL/glu.h:124 GLU_NURBS_ERROR11 = 100261 # /usr/include/GL/glu.h:125 GLU_NURBS_ERROR12 = 100262 # /usr/include/GL/glu.h:126 GLU_NURBS_ERROR13 = 100263 # /usr/include/GL/glu.h:127 GLU_NURBS_ERROR14 = 100264 # /usr/include/GL/glu.h:128 GLU_NURBS_ERROR15 = 100265 # /usr/include/GL/glu.h:129 GLU_NURBS_ERROR16 = 100266 # /usr/include/GL/glu.h:130 GLU_NURBS_ERROR17 = 100267 # /usr/include/GL/glu.h:131 GLU_NURBS_ERROR18 = 100268 # /usr/include/GL/glu.h:132 GLU_NURBS_ERROR19 = 100269 # /usr/include/GL/glu.h:133 GLU_NURBS_ERROR20 = 100270 # /usr/include/GL/glu.h:134 GLU_NURBS_ERROR21 = 100271 # /usr/include/GL/glu.h:135 GLU_NURBS_ERROR22 = 100272 # /usr/include/GL/glu.h:136 GLU_NURBS_ERROR23 = 100273 # /usr/include/GL/glu.h:137 GLU_NURBS_ERROR24 = 100274 # /usr/include/GL/glu.h:138 GLU_NURBS_ERROR25 = 100275 # /usr/include/GL/glu.h:139 GLU_NURBS_ERROR26 = 100276 # /usr/include/GL/glu.h:140 GLU_NURBS_ERROR27 = 100277 # /usr/include/GL/glu.h:141 GLU_NURBS_ERROR28 = 100278 # /usr/include/GL/glu.h:142 GLU_NURBS_ERROR29 = 100279 # /usr/include/GL/glu.h:143 GLU_NURBS_ERROR30 = 100280 # /usr/include/GL/glu.h:144 GLU_NURBS_ERROR31 = 100281 # /usr/include/GL/glu.h:145 GLU_NURBS_ERROR32 = 100282 # /usr/include/GL/glu.h:146 GLU_NURBS_ERROR33 = 100283 # /usr/include/GL/glu.h:147 GLU_NURBS_ERROR34 = 100284 # /usr/include/GL/glu.h:148 GLU_NURBS_ERROR35 = 100285 # /usr/include/GL/glu.h:149 GLU_NURBS_ERROR36 = 100286 # /usr/include/GL/glu.h:150 GLU_NURBS_ERROR37 = 100287 # /usr/include/GL/glu.h:151 GLU_AUTO_LOAD_MATRIX = 100200 # /usr/include/GL/glu.h:154 GLU_CULLING = 100201 # /usr/include/GL/glu.h:155 GLU_SAMPLING_TOLERANCE = 100203 # /usr/include/GL/glu.h:156 GLU_DISPLAY_MODE = 100204 # /usr/include/GL/glu.h:157 GLU_PARAMETRIC_TOLERANCE = 100202 # /usr/include/GL/glu.h:158 GLU_SAMPLING_METHOD = 100205 # /usr/include/GL/glu.h:159 GLU_U_STEP = 100206 # /usr/include/GL/glu.h:160 GLU_V_STEP = 100207 # /usr/include/GL/glu.h:161 GLU_NURBS_MODE = 100160 # /usr/include/GL/glu.h:162 GLU_NURBS_MODE_EXT = 100160 # /usr/include/GL/glu.h:163 GLU_NURBS_TESSELLATOR = 100161 # /usr/include/GL/glu.h:164 GLU_NURBS_TESSELLATOR_EXT = 100161 # /usr/include/GL/glu.h:165 GLU_NURBS_RENDERER = 100162 # /usr/include/GL/glu.h:166 GLU_NURBS_RENDERER_EXT = 100162 # /usr/include/GL/glu.h:167 GLU_OBJECT_PARAMETRIC_ERROR = 100208 # /usr/include/GL/glu.h:170 GLU_OBJECT_PARAMETRIC_ERROR_EXT = 100208 # /usr/include/GL/glu.h:171 GLU_OBJECT_PATH_LENGTH = 100209 # /usr/include/GL/glu.h:172 GLU_OBJECT_PATH_LENGTH_EXT = 100209 # /usr/include/GL/glu.h:173 GLU_PATH_LENGTH = 100215 # /usr/include/GL/glu.h:174 GLU_PARAMETRIC_ERROR = 100216 # /usr/include/GL/glu.h:175 GLU_DOMAIN_DISTANCE = 100217 # /usr/include/GL/glu.h:176 GLU_MAP1_TRIM_2 = 100210 # /usr/include/GL/glu.h:179 GLU_MAP1_TRIM_3 = 100211 # /usr/include/GL/glu.h:180 GLU_POINT = 100010 # /usr/include/GL/glu.h:183 GLU_LINE = 100011 # /usr/include/GL/glu.h:184 GLU_FILL = 100012 # /usr/include/GL/glu.h:185 GLU_SILHOUETTE = 100013 # /usr/include/GL/glu.h:186 GLU_SMOOTH = 100000 # /usr/include/GL/glu.h:192 GLU_FLAT = 100001 # /usr/include/GL/glu.h:193 GLU_NONE = 100002 # /usr/include/GL/glu.h:194 GLU_OUTSIDE = 100020 # /usr/include/GL/glu.h:197 GLU_INSIDE = 100021 # /usr/include/GL/glu.h:198 GLU_TESS_BEGIN = 100100 # /usr/include/GL/glu.h:201 GLU_BEGIN = 100100 # /usr/include/GL/glu.h:202 GLU_TESS_VERTEX = 100101 # /usr/include/GL/glu.h:203 GLU_VERTEX = 100101 # /usr/include/GL/glu.h:204 GLU_TESS_END = 100102 # /usr/include/GL/glu.h:205 GLU_END = 100102 # /usr/include/GL/glu.h:206 GLU_TESS_ERROR = 100103 # /usr/include/GL/glu.h:207 GLU_TESS_EDGE_FLAG = 100104 # /usr/include/GL/glu.h:208 GLU_EDGE_FLAG = 100104 # /usr/include/GL/glu.h:209 GLU_TESS_COMBINE = 100105 # /usr/include/GL/glu.h:210 GLU_TESS_BEGIN_DATA = 100106 # /usr/include/GL/glu.h:211 GLU_TESS_VERTEX_DATA = 100107 # /usr/include/GL/glu.h:212 GLU_TESS_END_DATA = 100108 # /usr/include/GL/glu.h:213 GLU_TESS_ERROR_DATA = 100109 # /usr/include/GL/glu.h:214 GLU_TESS_EDGE_FLAG_DATA = 100110 # /usr/include/GL/glu.h:215 GLU_TESS_COMBINE_DATA = 100111 # /usr/include/GL/glu.h:216 GLU_CW = 100120 # /usr/include/GL/glu.h:219 GLU_CCW = 100121 # /usr/include/GL/glu.h:220 GLU_INTERIOR = 100122 # /usr/include/GL/glu.h:221 GLU_EXTERIOR = 100123 # /usr/include/GL/glu.h:222 GLU_UNKNOWN = 100124 # /usr/include/GL/glu.h:223 GLU_TESS_WINDING_RULE = 100140 # /usr/include/GL/glu.h:226 GLU_TESS_BOUNDARY_ONLY = 100141 # /usr/include/GL/glu.h:227 GLU_TESS_TOLERANCE = 100142 # /usr/include/GL/glu.h:228 GLU_TESS_ERROR1 = 100151 # /usr/include/GL/glu.h:231 GLU_TESS_ERROR2 = 100152 # /usr/include/GL/glu.h:232 GLU_TESS_ERROR3 = 100153 # /usr/include/GL/glu.h:233 GLU_TESS_ERROR4 = 100154 # /usr/include/GL/glu.h:234 GLU_TESS_ERROR5 = 100155 # /usr/include/GL/glu.h:235 GLU_TESS_ERROR6 = 100156 # /usr/include/GL/glu.h:236 GLU_TESS_ERROR7 = 100157 # /usr/include/GL/glu.h:237 GLU_TESS_ERROR8 = 100158 # /usr/include/GL/glu.h:238 GLU_TESS_MISSING_BEGIN_POLYGON = 100151 # /usr/include/GL/glu.h:239 GLU_TESS_MISSING_BEGIN_CONTOUR = 100152 # /usr/include/GL/glu.h:240 GLU_TESS_MISSING_END_POLYGON = 100153 # /usr/include/GL/glu.h:241 GLU_TESS_MISSING_END_CONTOUR = 100154 # /usr/include/GL/glu.h:242 GLU_TESS_COORD_TOO_LARGE = 100155 # /usr/include/GL/glu.h:243 GLU_TESS_NEED_COMBINE_CALLBACK = 100156 # /usr/include/GL/glu.h:244 GLU_TESS_WINDING_ODD = 100130 # /usr/include/GL/glu.h:247 GLU_TESS_WINDING_NONZERO = 100131 # /usr/include/GL/glu.h:248 GLU_TESS_WINDING_POSITIVE = 100132 # /usr/include/GL/glu.h:249 GLU_TESS_WINDING_NEGATIVE = 100133 # /usr/include/GL/glu.h:250 GLU_TESS_WINDING_ABS_GEQ_TWO = 100134 # /usr/include/GL/glu.h:251 class struct_GLUnurbs(Structure): __slots__ = [ ] struct_GLUnurbs._fields_ = [ ('_opaque_struct', c_int) ] GLUnurbs = struct_GLUnurbs # /usr/include/GL/glu.h:261 class struct_GLUquadric(Structure): __slots__ = [ ] struct_GLUquadric._fields_ = [ ('_opaque_struct', c_int) ] GLUquadric = struct_GLUquadric # /usr/include/GL/glu.h:262 class struct_GLUtesselator(Structure): __slots__ = [ ] struct_GLUtesselator._fields_ = [ ('_opaque_struct', c_int) ] GLUtesselator = struct_GLUtesselator # /usr/include/GL/glu.h:263 GLUnurbsObj = GLUnurbs # /usr/include/GL/glu.h:266 GLUquadricObj = GLUquadric # /usr/include/GL/glu.h:267 GLUtesselatorObj = GLUtesselator # /usr/include/GL/glu.h:268 GLUtriangulatorObj = GLUtesselator # /usr/include/GL/glu.h:269 GLU_TESS_MAX_COORD = 9.9999999999999998e+149 # /usr/include/GL/glu.h:271 _GLUfuncptr = CFUNCTYPE(None) # /usr/include/GL/glu.h:274 # /usr/include/GL/glu.h:276 gluBeginCurve = _link_function('gluBeginCurve', None, [POINTER(GLUnurbs)], None) # /usr/include/GL/glu.h:277 gluBeginPolygon = _link_function('gluBeginPolygon', None, [POINTER(GLUtesselator)], None) # /usr/include/GL/glu.h:278 gluBeginSurface = _link_function('gluBeginSurface', None, [POINTER(GLUnurbs)], None) # /usr/include/GL/glu.h:279 gluBeginTrim = _link_function('gluBeginTrim', None, [POINTER(GLUnurbs)], None) GLint = c_int # /usr/include/GL/gl.h:58 GLenum = c_uint # /usr/include/GL/gl.h:53 GLsizei = c_int # /usr/include/GL/gl.h:59 # /usr/include/GL/glu.h:280 gluBuild1DMipmapLevels = _link_function('gluBuild1DMipmapLevels', GLint, [GLenum, GLint, GLsizei, GLenum, GLenum, GLint, GLint, GLint, POINTER(None)], None) # /usr/include/GL/glu.h:281 gluBuild1DMipmaps = _link_function('gluBuild1DMipmaps', GLint, [GLenum, GLint, GLsizei, GLenum, GLenum, POINTER(None)], None) # /usr/include/GL/glu.h:282 gluBuild2DMipmapLevels = _link_function('gluBuild2DMipmapLevels', GLint, [GLenum, GLint, GLsizei, GLsizei, GLenum, GLenum, GLint, GLint, GLint, POINTER(None)], None) # /usr/include/GL/glu.h:283 gluBuild2DMipmaps = _link_function('gluBuild2DMipmaps', GLint, [GLenum, GLint, GLsizei, GLsizei, GLenum, GLenum, POINTER(None)], None) # /usr/include/GL/glu.h:284 gluBuild3DMipmapLevels = _link_function('gluBuild3DMipmapLevels', GLint, [GLenum, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, GLint, GLint, GLint, POINTER(None)], None) # /usr/include/GL/glu.h:285 gluBuild3DMipmaps = _link_function('gluBuild3DMipmaps', GLint, [GLenum, GLint, GLsizei, GLsizei, GLsizei, GLenum, GLenum, POINTER(None)], None) GLboolean = c_ubyte # /usr/include/GL/gl.h:54 GLubyte = c_ubyte # /usr/include/GL/gl.h:60 # /usr/include/GL/glu.h:286 gluCheckExtension = _link_function('gluCheckExtension', GLboolean, [POINTER(GLubyte), POINTER(GLubyte)], None) GLdouble = c_double # /usr/include/GL/gl.h:65 # /usr/include/GL/glu.h:287 gluCylinder = _link_function('gluCylinder', None, [POINTER(GLUquadric), GLdouble, GLdouble, GLdouble, GLint, GLint], None) # /usr/include/GL/glu.h:288 gluDeleteNurbsRenderer = _link_function('gluDeleteNurbsRenderer', None, [POINTER(GLUnurbs)], None) # /usr/include/GL/glu.h:289 gluDeleteQuadric = _link_function('gluDeleteQuadric', None, [POINTER(GLUquadric)], None) # /usr/include/GL/glu.h:290 gluDeleteTess = _link_function('gluDeleteTess', None, [POINTER(GLUtesselator)], None) # /usr/include/GL/glu.h:291 gluDisk = _link_function('gluDisk', None, [POINTER(GLUquadric), GLdouble, GLdouble, GLint, GLint], None) # /usr/include/GL/glu.h:292 gluEndCurve = _link_function('gluEndCurve', None, [POINTER(GLUnurbs)], None) # /usr/include/GL/glu.h:293 gluEndPolygon = _link_function('gluEndPolygon', None, [POINTER(GLUtesselator)], None) # /usr/include/GL/glu.h:294 gluEndSurface = _link_function('gluEndSurface', None, [POINTER(GLUnurbs)], None) # /usr/include/GL/glu.h:295 gluEndTrim = _link_function('gluEndTrim', None, [POINTER(GLUnurbs)], None) # /usr/include/GL/glu.h:296 gluErrorString = _link_function('gluErrorString', POINTER(GLubyte), [GLenum], None) GLfloat = c_float # /usr/include/GL/gl.h:63 # /usr/include/GL/glu.h:297 gluGetNurbsProperty = _link_function('gluGetNurbsProperty', None, [POINTER(GLUnurbs), GLenum, POINTER(GLfloat)], None) # /usr/include/GL/glu.h:298 gluGetString = _link_function('gluGetString', POINTER(GLubyte), [GLenum], None) # /usr/include/GL/glu.h:299 gluGetTessProperty = _link_function('gluGetTessProperty', None, [POINTER(GLUtesselator), GLenum, POINTER(GLdouble)], None) # /usr/include/GL/glu.h:300 gluLoadSamplingMatrices = _link_function('gluLoadSamplingMatrices', None, [POINTER(GLUnurbs), POINTER(GLfloat), POINTER(GLfloat), POINTER(GLint)], None) # /usr/include/GL/glu.h:301 gluLookAt = _link_function('gluLookAt', None, [GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble, GLdouble], None) # /usr/include/GL/glu.h:302 gluNewNurbsRenderer = _link_function('gluNewNurbsRenderer', POINTER(GLUnurbs), [], None) # /usr/include/GL/glu.h:303 gluNewQuadric = _link_function('gluNewQuadric', POINTER(GLUquadric), [], None) # /usr/include/GL/glu.h:304 gluNewTess = _link_function('gluNewTess', POINTER(GLUtesselator), [], None) # /usr/include/GL/glu.h:305 gluNextContour = _link_function('gluNextContour', None, [POINTER(GLUtesselator), GLenum], None) # /usr/include/GL/glu.h:306 gluNurbsCallback = _link_function('gluNurbsCallback', None, [POINTER(GLUnurbs), GLenum, _GLUfuncptr], None) GLvoid = None # /usr/include/GL/gl.h:67 # /usr/include/GL/glu.h:307 gluNurbsCallbackData = _link_function('gluNurbsCallbackData', None, [POINTER(GLUnurbs), POINTER(GLvoid)], None) # /usr/include/GL/glu.h:308 gluNurbsCallbackDataEXT = _link_function('gluNurbsCallbackDataEXT', None, [POINTER(GLUnurbs), POINTER(GLvoid)], None) # /usr/include/GL/glu.h:309 gluNurbsCurve = _link_function('gluNurbsCurve', None, [POINTER(GLUnurbs), GLint, POINTER(GLfloat), GLint, POINTER(GLfloat), GLint, GLenum], None) # /usr/include/GL/glu.h:310 gluNurbsProperty = _link_function('gluNurbsProperty', None, [POINTER(GLUnurbs), GLenum, GLfloat], None) # /usr/include/GL/glu.h:311 gluNurbsSurface = _link_function('gluNurbsSurface', None, [POINTER(GLUnurbs), GLint, POINTER(GLfloat), GLint, POINTER(GLfloat), GLint, GLint, POINTER(GLfloat), GLint, GLint, GLenum], None) # /usr/include/GL/glu.h:312 gluOrtho2D = _link_function('gluOrtho2D', None, [GLdouble, GLdouble, GLdouble, GLdouble], None) # /usr/include/GL/glu.h:313 gluPartialDisk = _link_function('gluPartialDisk', None, [POINTER(GLUquadric), GLdouble, GLdouble, GLint, GLint, GLdouble, GLdouble], None) # /usr/include/GL/glu.h:314 gluPerspective = _link_function('gluPerspective', None, [GLdouble, GLdouble, GLdouble, GLdouble], None) # /usr/include/GL/glu.h:315 gluPickMatrix = _link_function('gluPickMatrix', None, [GLdouble, GLdouble, GLdouble, GLdouble, POINTER(GLint)], None) # /usr/include/GL/glu.h:316 gluProject = _link_function('gluProject', GLint, [GLdouble, GLdouble, GLdouble, POINTER(GLdouble), POINTER(GLdouble), POINTER(GLint), POINTER(GLdouble), POINTER(GLdouble), POINTER(GLdouble)], None) # /usr/include/GL/glu.h:317 gluPwlCurve = _link_function('gluPwlCurve', None, [POINTER(GLUnurbs), GLint, POINTER(GLfloat), GLint, GLenum], None) # /usr/include/GL/glu.h:318 gluQuadricCallback = _link_function('gluQuadricCallback', None, [POINTER(GLUquadric), GLenum, _GLUfuncptr], None) # /usr/include/GL/glu.h:319 gluQuadricDrawStyle = _link_function('gluQuadricDrawStyle', None, [POINTER(GLUquadric), GLenum], None) # /usr/include/GL/glu.h:320 gluQuadricNormals = _link_function('gluQuadricNormals', None, [POINTER(GLUquadric), GLenum], None) # /usr/include/GL/glu.h:321 gluQuadricOrientation = _link_function('gluQuadricOrientation', None, [POINTER(GLUquadric), GLenum], None) # /usr/include/GL/glu.h:322 gluQuadricTexture = _link_function('gluQuadricTexture', None, [POINTER(GLUquadric), GLboolean], None) # /usr/include/GL/glu.h:323 gluScaleImage = _link_function('gluScaleImage', GLint, [GLenum, GLsizei, GLsizei, GLenum, POINTER(None), GLsizei, GLsizei, GLenum, POINTER(GLvoid)], None) # /usr/include/GL/glu.h:324 gluSphere = _link_function('gluSphere', None, [POINTER(GLUquadric), GLdouble, GLint, GLint], None) # /usr/include/GL/glu.h:325 gluTessBeginContour = _link_function('gluTessBeginContour', None, [POINTER(GLUtesselator)], None) # /usr/include/GL/glu.h:326 gluTessBeginPolygon = _link_function('gluTessBeginPolygon', None, [POINTER(GLUtesselator), POINTER(GLvoid)], None) # /usr/include/GL/glu.h:327 gluTessCallback = _link_function('gluTessCallback', None, [POINTER(GLUtesselator), GLenum, _GLUfuncptr], None) # /usr/include/GL/glu.h:328 gluTessEndContour = _link_function('gluTessEndContour', None, [POINTER(GLUtesselator)], None) # /usr/include/GL/glu.h:329 gluTessEndPolygon = _link_function('gluTessEndPolygon', None, [POINTER(GLUtesselator)], None) # /usr/include/GL/glu.h:330 gluTessNormal = _link_function('gluTessNormal', None, [POINTER(GLUtesselator), GLdouble, GLdouble, GLdouble], None) # /usr/include/GL/glu.h:331 gluTessProperty = _link_function('gluTessProperty', None, [POINTER(GLUtesselator), GLenum, GLdouble], None) # /usr/include/GL/glu.h:332 gluTessVertex = _link_function('gluTessVertex', None, [POINTER(GLUtesselator), POINTER(GLdouble), POINTER(GLvoid)], None) # /usr/include/GL/glu.h:333 gluUnProject = _link_function('gluUnProject', GLint, [GLdouble, GLdouble, GLdouble, POINTER(GLdouble), POINTER(GLdouble), POINTER(GLint), POINTER(GLdouble), POINTER(GLdouble), POINTER(GLdouble)], None) # /usr/include/GL/glu.h:334 gluUnProject4 = _link_function('gluUnProject4', GLint, [GLdouble, GLdouble, GLdouble, GLdouble, POINTER(GLdouble), POINTER(GLdouble), POINTER(GLint), GLdouble, GLdouble, POINTER(GLdouble), POINTER(GLdouble), POINTER(GLdouble), POINTER(GLdouble)], None) __all__ = ['GLU_EXT_object_space_tess', 'GLU_EXT_nurbs_tessellator', 'GLU_FALSE', 'GLU_TRUE', 'GLU_VERSION_1_1', 'GLU_VERSION_1_2', 'GLU_VERSION_1_3', 'GLU_VERSION', 'GLU_EXTENSIONS', 'GLU_INVALID_ENUM', 'GLU_INVALID_VALUE', 'GLU_OUT_OF_MEMORY', 'GLU_INCOMPATIBLE_GL_VERSION', 'GLU_INVALID_OPERATION', 'GLU_OUTLINE_POLYGON', 'GLU_OUTLINE_PATCH', 'GLU_NURBS_ERROR', 'GLU_ERROR', 'GLU_NURBS_BEGIN', 'GLU_NURBS_BEGIN_EXT', 'GLU_NURBS_VERTEX', 'GLU_NURBS_VERTEX_EXT', 'GLU_NURBS_NORMAL', 'GLU_NURBS_NORMAL_EXT', 'GLU_NURBS_COLOR', 'GLU_NURBS_COLOR_EXT', 'GLU_NURBS_TEXTURE_COORD', 'GLU_NURBS_TEX_COORD_EXT', 'GLU_NURBS_END', 'GLU_NURBS_END_EXT', 'GLU_NURBS_BEGIN_DATA', 'GLU_NURBS_BEGIN_DATA_EXT', 'GLU_NURBS_VERTEX_DATA', 'GLU_NURBS_VERTEX_DATA_EXT', 'GLU_NURBS_NORMAL_DATA', 'GLU_NURBS_NORMAL_DATA_EXT', 'GLU_NURBS_COLOR_DATA', 'GLU_NURBS_COLOR_DATA_EXT', 'GLU_NURBS_TEXTURE_COORD_DATA', 'GLU_NURBS_TEX_COORD_DATA_EXT', 'GLU_NURBS_END_DATA', 'GLU_NURBS_END_DATA_EXT', 'GLU_NURBS_ERROR1', 'GLU_NURBS_ERROR2', 'GLU_NURBS_ERROR3', 'GLU_NURBS_ERROR4', 'GLU_NURBS_ERROR5', 'GLU_NURBS_ERROR6', 'GLU_NURBS_ERROR7', 'GLU_NURBS_ERROR8', 'GLU_NURBS_ERROR9', 'GLU_NURBS_ERROR10', 'GLU_NURBS_ERROR11', 'GLU_NURBS_ERROR12', 'GLU_NURBS_ERROR13', 'GLU_NURBS_ERROR14', 'GLU_NURBS_ERROR15', 'GLU_NURBS_ERROR16', 'GLU_NURBS_ERROR17', 'GLU_NURBS_ERROR18', 'GLU_NURBS_ERROR19', 'GLU_NURBS_ERROR20', 'GLU_NURBS_ERROR21', 'GLU_NURBS_ERROR22', 'GLU_NURBS_ERROR23', 'GLU_NURBS_ERROR24', 'GLU_NURBS_ERROR25', 'GLU_NURBS_ERROR26', 'GLU_NURBS_ERROR27', 'GLU_NURBS_ERROR28', 'GLU_NURBS_ERROR29', 'GLU_NURBS_ERROR30', 'GLU_NURBS_ERROR31', 'GLU_NURBS_ERROR32', 'GLU_NURBS_ERROR33', 'GLU_NURBS_ERROR34', 'GLU_NURBS_ERROR35', 'GLU_NURBS_ERROR36', 'GLU_NURBS_ERROR37', 'GLU_AUTO_LOAD_MATRIX', 'GLU_CULLING', 'GLU_SAMPLING_TOLERANCE', 'GLU_DISPLAY_MODE', 'GLU_PARAMETRIC_TOLERANCE', 'GLU_SAMPLING_METHOD', 'GLU_U_STEP', 'GLU_V_STEP', 'GLU_NURBS_MODE', 'GLU_NURBS_MODE_EXT', 'GLU_NURBS_TESSELLATOR', 'GLU_NURBS_TESSELLATOR_EXT', 'GLU_NURBS_RENDERER', 'GLU_NURBS_RENDERER_EXT', 'GLU_OBJECT_PARAMETRIC_ERROR', 'GLU_OBJECT_PARAMETRIC_ERROR_EXT', 'GLU_OBJECT_PATH_LENGTH', 'GLU_OBJECT_PATH_LENGTH_EXT', 'GLU_PATH_LENGTH', 'GLU_PARAMETRIC_ERROR', 'GLU_DOMAIN_DISTANCE', 'GLU_MAP1_TRIM_2', 'GLU_MAP1_TRIM_3', 'GLU_POINT', 'GLU_LINE', 'GLU_FILL', 'GLU_SILHOUETTE', 'GLU_SMOOTH', 'GLU_FLAT', 'GLU_NONE', 'GLU_OUTSIDE', 'GLU_INSIDE', 'GLU_TESS_BEGIN', 'GLU_BEGIN', 'GLU_TESS_VERTEX', 'GLU_VERTEX', 'GLU_TESS_END', 'GLU_END', 'GLU_TESS_ERROR', 'GLU_TESS_EDGE_FLAG', 'GLU_EDGE_FLAG', 'GLU_TESS_COMBINE', 'GLU_TESS_BEGIN_DATA', 'GLU_TESS_VERTEX_DATA', 'GLU_TESS_END_DATA', 'GLU_TESS_ERROR_DATA', 'GLU_TESS_EDGE_FLAG_DATA', 'GLU_TESS_COMBINE_DATA', 'GLU_CW', 'GLU_CCW', 'GLU_INTERIOR', 'GLU_EXTERIOR', 'GLU_UNKNOWN', 'GLU_TESS_WINDING_RULE', 'GLU_TESS_BOUNDARY_ONLY', 'GLU_TESS_TOLERANCE', 'GLU_TESS_ERROR1', 'GLU_TESS_ERROR2', 'GLU_TESS_ERROR3', 'GLU_TESS_ERROR4', 'GLU_TESS_ERROR5', 'GLU_TESS_ERROR6', 'GLU_TESS_ERROR7', 'GLU_TESS_ERROR8', 'GLU_TESS_MISSING_BEGIN_POLYGON', 'GLU_TESS_MISSING_BEGIN_CONTOUR', 'GLU_TESS_MISSING_END_POLYGON', 'GLU_TESS_MISSING_END_CONTOUR', 'GLU_TESS_COORD_TOO_LARGE', 'GLU_TESS_NEED_COMBINE_CALLBACK', 'GLU_TESS_WINDING_ODD', 'GLU_TESS_WINDING_NONZERO', 'GLU_TESS_WINDING_POSITIVE', 'GLU_TESS_WINDING_NEGATIVE', 'GLU_TESS_WINDING_ABS_GEQ_TWO', 'GLUnurbs', 'GLUquadric', 'GLUtesselator', 'GLUnurbsObj', 'GLUquadricObj', 'GLUtesselatorObj', 'GLUtriangulatorObj', 'GLU_TESS_MAX_COORD', '_GLUfuncptr', 'gluBeginCurve', 'gluBeginPolygon', 'gluBeginSurface', 'gluBeginTrim', 'gluBuild1DMipmapLevels', 'gluBuild1DMipmaps', 'gluBuild2DMipmapLevels', 'gluBuild2DMipmaps', 'gluBuild3DMipmapLevels', 'gluBuild3DMipmaps', 'gluCheckExtension', 'gluCylinder', 'gluDeleteNurbsRenderer', 'gluDeleteQuadric', 'gluDeleteTess', 'gluDisk', 'gluEndCurve', 'gluEndPolygon', 'gluEndSurface', 'gluEndTrim', 'gluErrorString', 'gluGetNurbsProperty', 'gluGetString', 'gluGetTessProperty', 'gluLoadSamplingMatrices', 'gluLookAt', 'gluNewNurbsRenderer', 'gluNewQuadric', 'gluNewTess', 'gluNextContour', 'gluNurbsCallback', 'gluNurbsCallbackData', 'gluNurbsCallbackDataEXT', 'gluNurbsCurve', 'gluNurbsProperty', 'gluNurbsSurface', 'gluOrtho2D', 'gluPartialDisk', 'gluPerspective', 'gluPickMatrix', 'gluProject', 'gluPwlCurve', 'gluQuadricCallback', 'gluQuadricDrawStyle', 'gluQuadricNormals', 'gluQuadricOrientation', 'gluQuadricTexture', 'gluScaleImage', 'gluSphere', 'gluTessBeginContour', 'gluTessBeginPolygon', 'gluTessCallback', 'gluTessEndContour', 'gluTessEndPolygon', 'gluTessNormal', 'gluTessProperty', 'gluTessVertex', 'gluUnProject', 'gluUnProject4'] # END GENERATED CONTENT (do not edit above this line)
Python