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Stage.py
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from __future__ import division
#####################################################################
# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# 2008 myfingershurt #
# 2008 Blazingamer #
# 2008 evilynux <evilynux@gmail.com> #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# 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, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
from builtins import str
from builtins import range
from builtins import object
from past.utils import old_div
import Config
from OpenGL.GL import *
import math
import Log
from Shader import shaders
import Theme
import os
import random #MFH - needed for new stage background handling
from Language import _
import Version # Provides dataPath
class Stage(object):
def __init__(self, guitarScene, configFileName):
self.scene = guitarScene
self.engine = guitarScene.engine
self.config = Config.MyConfigParser()
self.reset()
self.wFull = None #MFH - needed for new stage background handling
self.hFull = None
# evilynux - imported myfingershurt stuff from GuitarScene
self.mode = self.engine.config.get("game", "stage_mode")
self.songStage = self.engine.config.get("game", "song_stage")
self.animatedFolder = self.engine.config.get("game", "animated_stage_folder")
# evilynux - imported myfingershurt stuff from GuitarScene w/ minor modifs
#MFH TODO - alter logic to accomodate separated animation and slideshow
# settings based on seleted animated stage folder
animationMode = self.engine.config.get("game", "stage_animate")
slideShowMode = self.engine.config.get("game", "rotate_stages")
if self.animatedFolder == _("None"):
self.rotationMode = 0 #MFH: if no animated stage folders are available, disable rotation.
elif self.animatedFolder == "Normal":
self.rotationMode = slideShowMode
else:
self.rotationMode = animationMode
self.imgArr = [] #QQstarS:random
self.imgArrScaleFactors = [] #MFH - for precalculated scale factors
self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay
self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay
self.animation = False
self.indexCount = 0 #QQstarS:random time counter
self.arrNum = 0 #QQstarS:random the array num
self.arrDir = 1 #forwards
self.config.read(configFileName)
# evilynux - Improved stage error handling
self.themename = self.engine.data.themeLabel
self.path = os.path.join("themes",self.themename,"stages")
self.pathfull = self.engine.getPath(self.path)
if not os.path.exists(self.pathfull): # evilynux
Log.warn("Stage folder does not exist: %s" % self.pathfull)
self.mode = 1 # Fallback to song-specific stage
suffix = ".jpg"
def load(self, libraryName, songName, practiceMode = False):
# evilynux - Fixes a self.background not defined crash
self.background = None
#MFH - new background stage logic:
if self.mode == 2: #blank / no stage
self.songStage = 0
self.rotationMode = 0
elif practiceMode: #check for existing practice stage; always disable stage rotation here
self.songStage = 0
self.rotationMode = 0
self.mode = 1
try: #separated practice stages for the instruments by k.i.d
if self.scene.guitars[0].isDrum:
background = "practicedrum"
elif self.scene.guitars[0].isBassGuitar:
background = "practicebass"
else:
background = "practice"
try:
self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"stages",background + ".jpg"))
except IOError:
self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"stages",background + ".png"))
except IOError:
#MFH - must first fall back on the old practice.png before forcing blank stage mode!
try:
try:
self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"stages","practice.jpg"))
except IOError:
self.engine.loadImgDrawing(self, "background", os.path.join("themes",self.themename,"stages","practice.png"))
except IOError:
Log.warn("No practice stage, fallbacking on a forced Blank stage mode") # evilynux
self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode
elif self.songStage == 1: #check for song-specific background
test = True
try:
try:
self.engine.loadImgDrawing(self, "background", os.path.join(libraryName, songName, "background.jpg"))
except IOError:
self.engine.loadImgDrawing(self, "background", os.path.join(libraryName, songName, "background.png"))
except IOError:
Log.notice("No song-specific stage found") # evilynux
test = False
if test: #does a song-specific background exist?
self.rotationMode = 0
self.mode = 1
else:
self.songStage = 0
#MFH - now, after the above logic, we can run the normal stage mode logic
# only worrying about checking for Blank, song-specific and
# practice stage modes
if self.mode != 2 and self.songStage == 0 and not practiceMode: #still need to load stage(s)
#myfingershurt: assign this first
if self.mode == 1: #just use Default.png
try:
try:
self.engine.loadImgDrawing(self, "background", os.path.join(self.path, "default.jpg"))
except IOError:
self.engine.loadImgDrawing(self, "background", os.path.join(self.path, "default.png"))
except IOError:
Log.warn("No default stage; falling back on a forced Blank stage mode") # evilynux
self.mode = 2 #if no practice stage, just fall back on a forced Blank stage mode
##This checks how many Stage-background we have to select from
if self.mode == 0 and self.rotationMode == 0: #MFH: just display a random stage
files = []
fileIndex = 0
allfiles = os.listdir(self.pathfull)
for name in allfiles:
if os.path.splitext(name)[1].lower() == ".png" or os.path.splitext(name)[1].lower() == ".jpg" or os.path.splitext(name)[1].lower() == ".jpeg":
if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass":
Log.debug("Valid background found, index (" + str(fileIndex) + "): " + name)
files.append(name)
fileIndex += 1
else:
Log.debug("Practice background filtered: " + name)
# evilynux - improved error handling, fallback to blank background if no background are found
if fileIndex == 0:
Log.warn("No valid stage found!")
self.mode = 2;
else:
i = random.randint(0,len(files)-1)
filename = files[i]
##End check number of Stage-backgrounds
self.engine.loadImgDrawing(self, "background", os.path.join(self.path, filename))
elif self.rotationMode > 0 and self.mode != 2:
files = []
fileIndex = 0
if self.animatedFolder == "Random": #Select one of the subfolders under stages\ to animate randomly
numAniStageFolders = len(self.engine.stageFolders)
if numAniStageFolders > 0:
self.animatedFolder = random.choice(self.engine.stageFolders)
else:
self.animatedFolder = "Normal"
elif self.animatedFolder == "None":
self.mode = 2
if self.animatedFolder != "Normal" and self.mode != 2: #just use the base Stages folder for rotation
self.path = os.path.join("themes",self.themename,"stages",self.animatedFolder)
self.pathfull = self.engine.getPath(self.path)
self.animation = True
allfiles = os.listdir(self.pathfull)
for name in allfiles:
if os.path.splitext(name)[1].lower() == ".png" or os.path.splitext(name)[1].lower() == ".jpg" or os.path.splitext(name)[1].lower() == ".jpeg":
if os.path.splitext(name)[0].lower() != "practice" and os.path.splitext(name)[0].lower() != "practicedrum" and os.path.splitext(name)[0].lower() != "practicebass":
Log.debug("Valid background found, index (" + str(fileIndex) + "): " + name)
files.append(name)
fileIndex += 1
else:
Log.debug("Practice background filtered: " + name)
files.sort()
if self.rotationMode > 0 and self.mode != 2: #alarian: blank stage option is not selected
#myfingershurt: just populate the image array in order, they are pulled in whatever order requested:
for j in range(len(files)):
self.engine.loadImgDrawing(self, "backgroundA", os.path.join(self.path, files[j]))
#MFH: also precalculate each image's scale factor and store in the array
imgwidth = self.backgroundA.width1()
wfactor = 640.000/imgwidth
self.imgArr.append(getattr(self, "backgroundA", os.path.join(self.path, files[j])))
self.imgArrScaleFactors.append(wfactor)
if self.rotationMode > 0 and len(self.imgArr) == 0:
self.rotationMode = 0
if self.mode != 2 and self.background: #MFH - precalculating scale factor
imgwidth = self.background.width1()
self.backgroundScaleFactor = 640.000/imgwidth
#stage rotation
def rotate(self):
if self.animation:
whichDelay = self.animateDelay
else:
whichDelay = self.rotateDelay
self.indexCount = self.indexCount + 1
if self.indexCount > whichDelay: #myfingershurt - adding user setting for stage rotate delay
self.indexCount = 0
if self.rotationMode == 1: #QQstarS:random
self.arrNum = random.randint(0,len(self.imgArr)-1)
elif self.rotationMode == 2: #myfingershurt: in order display mode
self.arrNum += 1
if self.arrNum > (len(self.imgArr)-1):
self.arrNum = 0
elif self.rotationMode == 3: #myfingershurt: in order, back and forth display mode
if self.arrDir == 1: #forwards
self.arrNum += 1
if self.arrNum > (len(self.imgArr)-1):
self.arrNum -= 2
self.arrDir = 0
else:
self.arrNum -= 1
if self.arrNum < 0:
self.arrNum += 2
self.arrDir = 1
def renderBackground(self):
#myfingershurt: multiple rotation modes
if self.mode != 2:
if self.rotationMode == 0:
self.engine.drawImage(self.background, scale = (self.backgroundScaleFactor,-self.backgroundScaleFactor),
coord = (old_div(self.wFull,2),old_div(self.hFull,2)))
#myfingershurt:
else:
#MFH - use precalculated scale factors instead
self.engine.drawImage(self.imgArr[self.arrNum], scale = (self.imgArrScaleFactors[self.arrNum],-self.imgArrScaleFactors[self.arrNum]),
coord = (old_div(self.wFull,2),old_div(self.hFull,2)))
def updateDelays(self):
self.rotateDelay = self.engine.config.get("game", "stage_rotate_delay") #myfingershurt - user defined stage rotate delay
self.animateDelay = self.engine.config.get("game", "stage_animate_delay") #myfingershurt - user defined stage rotate delay
def reset(self):
self.lastBeatPos = None
self.lastQuarterBeatPos = None
self.lastMissPos = None
self.lastPickPos = None
self.beat = 0
self.quarterBeat = 0
self.pos = 0.0
self.playedNotes = []
self.averageNotes = [0.0]
self.beatPeriod = 0.0
def triggerPick(self, pos, notes):
if notes:
self.lastPickPos = pos
self.playedNotes = self.playedNotes[-3:] + [sum(notes) / float(len(notes))]
self.averageNotes[-1] = sum(self.playedNotes) / float(len(self.playedNotes))
def triggerMiss(self, pos):
self.lastMissPos = pos
def triggerQuarterBeat(self, pos, quarterBeat):
self.lastQuarterBeatPos = pos
self.quarterBeat = quarterBeat
def triggerBeat(self, pos, beat):
self.lastBeatPos = pos
self.beat = beat
self.averageNotes = self.averageNotes[-4:] + self.averageNotes[-1:]
def run(self, pos, period):
self.pos = pos
self.beatPeriod = period
quarterBeat = int(old_div(4 * pos, period))
if quarterBeat > self.quarterBeat:
self.triggerQuarterBeat(pos, quarterBeat)
beat = old_div(quarterBeat, 4)
if beat > self.beat:
self.triggerBeat(pos, beat)
def render(self, visibility):
if self.mode != 3:
self.renderBackground()
if shaders.enable("stage"):
height = 0.0
for i in list(shaders.var["color"].keys()):
shaders.modVar("color",shaders.var["color"][i],0.05,10.0)
height += shaders.var["color"][i][3]/3.0
height=height**2
shaders.setVar("height",2*height)
shaders.setVar("ambientGlow",height/1.5)
shaders.setVar("glowStrength",60+height*80.0)
glBegin(GL_TRIANGLE_STRIP)
glVertex3f(-8.0, 1.0,7.0)
glVertex3f(8.0, 1.0,7.0)
glVertex3f(-8.0, 4.0,7.0)
glVertex3f(8.0, 4.0,7.0)
glEnd()
shaders.disable()
self.scene.renderGuitar()