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