2008-11-23 20:07:47 +00:00
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#!/usr/bin/env python
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"""
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heroes renaissance
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copyright 2008 - Johannes 'josch' Schauer <j.schauer@email.de>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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"""
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import pyglet
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from lib.interface import *
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from lib.mapset import *
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class MapView(object):
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def __init__(self, mapset, window):
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self.window = window
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self.mapset = mapset
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self._first_time_init()
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self._init_view()
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# mouse position
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self.label = pyglet.text.Label('',
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font_name="",
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font_size=36,
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bold=True,
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color=(128, 128, 128, 128),
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x=self.window.width - 10, y=0,
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anchor_x='right', anchor_y='bottom')
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2008-12-02 06:50:06 +00:00
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self.animate = True
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2008-11-23 20:07:47 +00:00
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pyglet.clock.schedule_interval(self.animate_water, 1/6.0)
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pyglet.clock.schedule_interval(self.update, 1/60.0)
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def _first_time_init(self):
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self.tile_size = 32
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# size of the viewport
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self.vp_width = self.window.width-IF_RIGHT-IF_LEFT
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self.vp_height = self.window.height-IF_BOTTOM-IF_TOP
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# center map
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self.x = (self.mapset.width * self.tile_size - self.vp_width +
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self.tile_size) // 2
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self.y = (self.mapset.height * self.tile_size - self.vp_height +
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self.tile_size) // 2
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self.mouse_x = self.mouse_dx = 0
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self.mouse_y = self.mouse_dy = 0
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def _init_view(self):
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# initiate new batch
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self.batch = pyglet.graphics.Batch()
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# initiate new vertex list
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self.vl_objects = [None for value in self.mapset.groups]
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# size of the viewport
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self.vp_width = self.window.width - IF_RIGHT - IF_LEFT
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self.vp_height = self.window.height - IF_BOTTOM - IF_TOP
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# center map when viewport is too large, else check if map still fills
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# whole viewport and if not adjust position accordingly
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self.center_x = False
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if self.mapset.width * self.tile_size < self.vp_width:
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# center the map in x direction
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self.center_x = True
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self.x = (self.mapset.width * self.tile_size - self.vp_width) // 2
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elif self.x > self.tile_size * self.mapset.width - self.vp_width:
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# move map back to the right
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self.x = self.tile_size * self.mapset.width - self.vp_width
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elif self.x < 0:
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# move map to the left
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self.x = 0
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self.center_y = False
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if self.mapset.height * self.tile_size < self.vp_height:
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# center the map in y direction
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self.center_y = True
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self.y = (self.mapset.height * self.tile_size -
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self.vp_height) // 2
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elif self.y > self.tile_size * self.mapset.height - self.vp_height:
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# move map up
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self.y = self.tile_size * self.mapset.height - self.vp_height
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elif self.y < 0:
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# move map down
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self.y = 0
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# tiles to be drawn with the current viewport size
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self.tiles_x = min((self.vp_width // self.tile_size) + 2,
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self.mapset.width)
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self.tiles_y = min((self.vp_height // self.tile_size) + 2,
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self.mapset.height)
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# undrawn map size in pixels
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self.undrawn_x = self.tile_size * (self.mapset.width - self.tiles_x)
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self.undrawn_y = self.tile_size * (self.mapset.height - self.tiles_y)
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# reset mouse or keyboard movement
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self.dx = 0
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self.dy = 0
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# calculate modulo pixel position of the map
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if self.x - self.tile_size > self.undrawn_x:
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# dont go right beyond map borders
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mod_x = self.tile_size - self.x + self.undrawn_x
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elif self.x > 0:
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# calculate modulo of current position and tile_size
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mod_x = (self.tile_size - self.x) % self.tile_size
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else:
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# dont go left beyond map borders
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mod_x = self.tile_size - self.x
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if self.y - self.tile_size > self.undrawn_y:
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# dont go up beyond map borders
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mod_y = self.tile_size - self.y + self.undrawn_y
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elif self.y > 0:
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# calculate modulo of current position and tile_size
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mod_y = (self.tile_size - self.y) % self.tile_size
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else:
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# dont go down beyond map borders
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mod_y = self.tile_size - self.y
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# calculate tile position of the map, turn y coordinates upside down
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self.div_x = (self.tile_size - self.x - mod_x) // self.tile_size
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self.div_y = (self.tile_size - self.y - mod_y) // self.tile_size + \
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self.mapset.height - 1
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# update vertex lists with the gathered information
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self.update_vertex_lists()
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# update current current position that is to be glTranslated
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# XXX: dont ask me why i have to add 1/4 and 3/2 but when i do not
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# there are black borders when zooming out
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# plz explain wtf is going on there
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self.view_x = mod_x - self.tile_size - (self.tile_size - 32) // 4
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self.view_y = mod_y - self.tile_size - ((self.tile_size - 32) * 3) // 2
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2008-11-25 14:45:41 +00:00
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def draw(self):
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2008-11-23 20:07:47 +00:00
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pyglet.gl.glTranslatef(self.view_x+IF_LEFT, self.view_y+IF_BOTTOM, 0)
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pyglet.gl.glScalef(self.tile_size/32.0, self.tile_size/32.0, 0.0)
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2014-06-21 12:41:07 +00:00
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pyglet.gl.glEnable(pyglet.gl.GL_TEXTURE_2D)
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2008-11-23 20:07:47 +00:00
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self.batch.draw()
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2014-06-21 12:41:07 +00:00
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pyglet.gl.glDisable(pyglet.gl.GL_TEXTURE_2D)
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2008-11-23 20:07:47 +00:00
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def _move(self, dx, dy):
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# new map position
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new_x = self.x - dx
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new_y = self.y - dy
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# only update textures and vertices when necessary
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retex = False
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# if x or y jump is too big, adjust new position accordingly
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if new_x < 0:
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# move map to the left
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new_x = 0
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retex = True
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if new_x > self.tile_size * self.mapset.width - self.vp_width:
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# move map to the right
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new_x = self.tile_size * self.mapset.width - self.vp_width
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retex = True
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if new_y < 0:
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# move map down
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new_y = 0
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retex = True
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if new_y > self.tile_size * self.mapset.height - self.vp_height:
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# move map up
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new_y = self.tile_size * self.mapset.height - self.vp_height
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retex = True
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# find out how many steps and pixels we have to move and wether we have
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# to retex
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if new_x - self.tile_size > self.undrawn_x:
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# we are at the right border
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mod_x = self.tile_size - new_x + self.undrawn_x
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# only retex if the last position was not at the border
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if self.x - self.tile_size <= self.undrawn_x:
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retex = True
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elif new_x > 0:
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# normal movement: calculate the amount of steps and the modulo
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div_x, mod_x = divmod(self.tile_size - new_x, self.tile_size)
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# only retex if the number of moved steps is not equal to last
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if div_x != (self.tile_size - self.x) // self.tile_size:
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retex = True
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else:
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# we are at the left border
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mod_x = self.tile_size - new_x
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if new_y - self.tile_size > self.undrawn_y:
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# we are at the top
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mod_y = self.tile_size - new_y + self.undrawn_y
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# only retex if the last position was not at the border
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if self.y - self.tile_size <= self.undrawn_y:
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retex = True
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elif new_y > 0:
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# normal movement: calculate the amount of steps and the modulo
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div_y, mod_y = divmod(self.tile_size - new_y, self.tile_size)
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# only retex if the number of moved steps is not equal to last
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if div_y != (self.tile_size - self.y) // self.tile_size:
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retex = True
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else:
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# we are at the bottom
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mod_y = self.tile_size - new_y
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# if we have to update vertices and textures
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if retex:
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# calculate the current position on the tilemap
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self.div_x = (self.tile_size - new_x - mod_x) // \
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self.tile_size
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self.div_y = (self.tile_size - new_y - mod_y) // \
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self.tile_size + self.mapset.height - 1
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self.update_vertex_lists()
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# update position if not centered
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# XXX: dont ask me why i have to add 1/4 and 3/2 but when i do not
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# there are black borders when zooming out
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# plz explain wtf is going on there
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if not self.center_x:
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self.view_x = mod_x-self.tile_size-(self.tile_size-32)//4
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self.x = new_x
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if not self.center_y:
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self.view_y = mod_y-self.tile_size-((self.tile_size-32)*3)//2
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self.y = new_y
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def update_vertex_lists(self):
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# initiate lists of vertex lists, vertices, texture coords, vertices
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# counts and map objects for each group
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vertices = [[] for value in self.mapset.groups]
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tex_coords = [[] for value in self.mapset.groups]
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count = [0 for value in self.mapset.groups]
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2008-11-25 18:15:07 +00:00
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self.cur_objects = [[] for value in self.mapset.atlases]
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2008-11-23 20:07:47 +00:00
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# for each tile in the viewport, update the list of the specific group
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for obj, coords in self.mapset.get_tiles(self.tiles_x, self.tiles_y,
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self.div_x, self.div_y):
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tex_coords[obj.group].extend(obj.tex_coords)
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vertices[obj.group].extend(coords)
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count[obj.group]+=4
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2008-11-25 18:15:07 +00:00
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if isinstance(obj, Animation_Object) and len(obj.animation) > 1:
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self.cur_objects[obj.animation.atlas].append(obj.animation)
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2008-11-23 20:07:47 +00:00
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for i, group in enumerate(self.mapset.groups):
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if count[i] == 0:
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if self.vl_objects[i] is None:
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# let the vertex list be None
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pass
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else:
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# there was a vertex list but now no more - delete it
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self.vl_objects[i].delete()
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self.vl_objects[i] = None
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else:
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if self.vl_objects[i] is None:
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# there was no vertex list but ther now is one - create it
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self.vl_objects[i] = self.batch.add(count[i],
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pyglet.gl.GL_QUADS,
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group,
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('v2i', vertices[i]),
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('t3f', tex_coords[i]),
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('c4B', (255,255,255,255)*count[i]))
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else:
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# there already is a vertex list - resize and refill
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self.vl_objects[i].resize(count[i])
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self.vl_objects[i].tex_coords = tex_coords[i]
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self.vl_objects[i].vertices = vertices[i]
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self.vl_objects[i].colors = (255,255,255,255)*count[i]
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2008-11-25 18:15:07 +00:00
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# make object list unique
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for i, atlas in enumerate(self.mapset.atlases):
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2008-11-23 20:07:47 +00:00
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self.cur_objects[i] = list(set(self.cur_objects[i]))
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2008-11-25 18:38:02 +00:00
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def on_key_press(self, symbol, modifiers):
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if symbol == pyglet.window.key.PLUS and self.tile_size < 32:
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self.tile_size+=8
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self._init_view()
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elif symbol == pyglet.window.key.MINUS and self.tile_size > 16:
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self.tile_size-=8
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self._init_view()
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2008-12-02 06:50:06 +00:00
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elif symbol == pyglet.window.key.A:
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if self.animate:
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pyglet.clock.unschedule(self.animate_water)
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self.animate = False
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else:
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pyglet.clock.schedule_interval(self.animate_water, 1/6.0)
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self.animate = True
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2008-11-25 18:38:02 +00:00
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2008-11-23 20:07:47 +00:00
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def update(self, dt):
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try:
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if self.window.keys[pyglet.window.key.LCTRL] and \
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any([self.window.keys[pyglet.window.key.UP],
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self.window.keys[pyglet.window.key.DOWN],
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self.window.keys[pyglet.window.key.LEFT],
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self.window.keys[pyglet.window.key.RIGHT]]):
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if self.window.keys[pyglet.window.key.LEFT]:
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x = 1
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elif self.window.keys[pyglet.window.key.RIGHT]:
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x = -1
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else:
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x = 0
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if self.window.keys[pyglet.window.key.UP]:
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y = -1
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elif self.window.keys[pyglet.window.key.DOWN]:
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y = 1
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else:
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y = 0
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self.dx += x*8
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self.dy += y*8
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except KeyError:
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pass
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if self.dx or self.dy:
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self._move(self.dx, self.dy)
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self.dx = 0
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self.dy = 0
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# mouse position:
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if self.mouse_x != self.mouse_dx or self.mouse_y != self.mouse_dy:
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self.mouse_x = self.mouse_dx
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self.mouse_y = self.mouse_dy
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x = (self.mouse_x-IF_LEFT-self.view_x
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-(self.tile_size-32)//4)//self.tile_size
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y = (self.mouse_y-IF_BOTTOM-self.view_y
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-((self.tile_size-32)*3)//2)//self.tile_size
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self.label.text = "%03d %03d"%(x-self.div_x, self.div_y-y)
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def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
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self.dx += dx
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self.dy += dy
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self.mouse_dx = x
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|
|
|
self.mouse_dy = y
|
|
|
|
return pyglet.event.EVENT_HANDLED
|
|
|
|
|
|
|
|
def on_mouse_motion(self, x, y, dx, dy):
|
|
|
|
self.mouse_dx = x
|
|
|
|
self.mouse_dy = y
|
|
|
|
return pyglet.event.EVENT_HANDLED
|
|
|
|
|
|
|
|
def on_resize(self, width, height):
|
|
|
|
self._init_view()
|
|
|
|
|
|
|
|
def animate_water(self, dt):
|
2008-11-25 18:15:07 +00:00
|
|
|
for i, atlas in enumerate(self.mapset.atlases):
|
2008-11-23 20:07:47 +00:00
|
|
|
if len(self.cur_objects[i]) > 0:
|
2008-11-25 18:15:07 +00:00
|
|
|
pyglet.gl.glBindTexture(atlas.texture.target, atlas.texture.id)
|
2008-11-23 20:07:47 +00:00
|
|
|
for obj in self.cur_objects[i]:
|
|
|
|
pyglet.gl.glTexSubImage2D(obj.tex.owner.target,
|
|
|
|
obj.tex.owner.level,
|
|
|
|
obj.tex.x, obj.tex.y,
|
|
|
|
obj.tex.width, obj.tex.height,
|
|
|
|
pyglet.gl.GL_RGBA, pyglet.gl.GL_UNSIGNED_BYTE,
|
|
|
|
obj.next_frame())
|