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View.py
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#####################################################################
# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# 2008 QQStarS #
# #
# 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 __future__ import division
from OpenGL.GL import *
from OpenGL.GLU import *
import Log
from Task import Task
class Layer(Task):
def render(self, visibility, topMost):
pass
def shown(self):
pass
def hidden(self):
pass
def run(self, ticks):
pass
def isBackgroundLayer(self):
return False
class BackgroundLayer(Layer):
def isBackgroundLayer(self):
return True
class View(Task):
def __init__(self, engine, geometry = None, screens = 1):
Task.__init__(self)
self.layers = []
self.incoming = []
self.outgoing = []
self.visibility = {}
self.transitionTime = 512.0
self.geometry = geometry or glGetIntegerv(GL_VIEWPORT)
self.savedGeometry = None
self.engine = engine
w = self.geometry[2] - self.geometry[0]
h = self.geometry[3] - self.geometry[1]
self.aspectRatio = float(w) / float(h)
def pushLayer(self, layer):
Log.debug("View: Push: %s" % layer.__class__.__name__)
if not layer in self.layers:
self.layers.append(layer)
self.incoming.append(layer)
self.visibility[layer] = 0.0
layer.shown()
elif layer in self.outgoing:
layer.hidden()
layer.shown()
self.outgoing.remove(layer)
self.engine.addTask(layer)
def topLayer(self):
layers = list(self.layers)
layers.reverse()
for layer in layers:
if layer not in self.outgoing:
return layer
def popLayer(self, layer):
Log.debug("View: Pop: %s" % layer.__class__.__name__)
if layer in self.incoming:
self.incoming.remove(layer)
if layer in self.layers and not layer in self.outgoing:
self.outgoing.append(layer)
def popAllLayers(self):
Log.debug("View: Pop all")
[self.popLayer(l) for l in list(self.layers)]
def isTransitionInProgress(self):
return self.incoming or self.outgoing
def run(self, ticks):
if not self.layers:
return
topLayer = self.topLayer()
#t = ticks / self.transitionTime
t = self.engine.clock.get_time() / self.transitionTime
for layer in list(self.layers):
if not layer in self.visibility:
continue
if layer in self.outgoing or (layer is not topLayer and not layer.isBackgroundLayer()):
if self.visibility[layer] > 0.0:
self.visibility[layer] = max(0.0, self.visibility[layer] - t)
else:
self.visibility[layer] = 0.0
if layer in self.outgoing:
self.outgoing.remove(layer)
self.layers.remove(layer)
del self.visibility[layer]
self.engine.removeTask(layer)
layer.hidden()
# print("del layer ",layer," incoming ",self.incoming," outgoing ",self.outgoing," layers ",self.layers)
# This is really the time to force a garbage collection...
# there are not always miracle results because sometimes a layer is also stored in one object's property
# to be able to recall it more easily later, and in this case nothing is freed.
# but for some normal layer it helps to avoid memory fragmentation and increases chances to return some memory to the OS...
import gc
gc.collect()
if layer in self.incoming:
self.incoming.remove(layer)
elif layer in self.incoming or layer is topLayer:
if self.visibility[layer] < 1.0:
self.visibility[layer] = min(1.0, self.visibility[layer] + t)
else:
self.visibility[layer] = 1.0
if layer in self.incoming:
self.incoming.remove(layer)
def setOrthogonalProjection(self, normalize = True, yIsDown = True):
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
viewport = glGetIntegerv(GL_VIEWPORT)
if normalize:
w = viewport[2] - viewport[0]
h = viewport[3] - viewport[1]
# aspect ratio correction
h *= (float(w) / float(h)) / (4.0 / 3.0)
viewport = [0, 0, 1, h / w]
if yIsDown:
glOrtho(viewport[0], viewport[2] - viewport[0],
viewport[3] - viewport[1], viewport[1], -100, 100);
else:
glOrtho(viewport[0], viewport[2] - viewport[0],
viewport[1], viewport[3] - viewport[1], -100, 100);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
def resetProjection(self):
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
glPopMatrix()
def setGeometry(self, geometry, screens=1):
viewport = glGetIntegerv(GL_VIEWPORT)
w = viewport[2] - viewport[0]
h = viewport[3] - viewport[1]
s = (w, h, w, h)
geometry = [(type(coord) == float) and int(s[i] * coord) or int(coord) for i, coord in enumerate(geometry)]
geometry[0] = int(geometry[0] / screens)
geometry[2] = int(geometry[2] / screens)
geometry = tuple(geometry)
self.savedGeometry, self.geometry = viewport, geometry
glViewport(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
glScissor(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
def setViewport(self, screens=1, screen=0):
geometry = list(self.savedGeometry)
if screens != 1:
geometry[0] = int(geometry[0]+((screen-0.2)*geometry[2]/screens))
geometry[2] = int(geometry[2]*1.4/screens)
geometry[1] = int(geometry[1]) #QQstarS:
geometry[3] = int(geometry[3]*1.6/screens) #QQstarS
geometry = tuple(geometry)
self.geometry = geometry
glViewport(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
glScissor(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
def setViewportHalf(self, screens=1, screen=0):
geometry = list(self.savedGeometry)
if screens != 1:
geometry[0] = int(geometry[0]+(screen*geometry[2]/screens))
geometry[2] = int(geometry[2]/screens)
geometry[1] = int(geometry[1])#+(geometry[3]/screens*2/3)) #QQstarS
geometry[3] = int((geometry[3]/screens)*1.5) #QQstarS: make the Y postion smaller
geometry = tuple(geometry)
self.geometry = geometry
glViewport(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
glScissor(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
def resetGeometry(self):
assert self.savedGeometry
self.savedGeometry, geometry = None, self.savedGeometry
self.geometry = geometry
glViewport(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
glScissor(int(geometry[0]), int(geometry[1]), int(geometry[2]), int(geometry[3]))
def render(self):
#print [(str(m.__class__), v) for m, v in self.visibility.items()]
for layer in self.layers:
layer.render(self.visibility[layer], layer == self.layers[-1])