heroes-renaissance/lib/mapview.py

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#!/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')
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self.animate = True
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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
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def draw(self):
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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)
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pyglet.gl.glEnable(pyglet.gl.GL_TEXTURE_2D)
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self.batch.draw()
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pyglet.gl.glDisable(pyglet.gl.GL_TEXTURE_2D)
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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.atlases]
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# 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_Object) and len(obj.animation) > 1:
self.cur_objects[obj.animation.atlas].append(obj.animation)
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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
for i, atlas in enumerate(self.mapset.atlases):
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self.cur_objects[i] = list(set(self.cur_objects[i]))
def on_key_press(self, symbol, modifiers):
if symbol == pyglet.window.key.PLUS and self.tile_size < 32:
self.tile_size+=8
self._init_view()
elif symbol == pyglet.window.key.MINUS and self.tile_size > 16:
self.tile_size-=8
self._init_view()
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elif symbol == pyglet.window.key.A:
if self.animate:
pyglet.clock.unschedule(self.animate_water)
self.animate = False
else:
pyglet.clock.schedule_interval(self.animate_water, 1/6.0)
self.animate = True
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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
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, atlas in enumerate(self.mapset.atlases):
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if len(self.cur_objects[i]) > 0:
pyglet.gl.glBindTexture(atlas.texture.target, atlas.texture.id)
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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())