Example #1
0
def start_ui():
    # ATI workarounds
    import pyglet
    from pyglet import gl
    @hook(gl)
    def glDrawArrays(ori, *a, **k):
        from pyglet.gl import glBegin, glEnd, GL_QUADS
        glBegin(GL_QUADS)
        glEnd()
        return ori(*a, **k)

    # ---------------

    from client.ui.base import init_gui, ui_schedule, ui_message

    init_gui()

    # This forces all game resources to initialize,
    # else they will be imported firstly by GameManager,
    # then resources will be loaded at a different thread,
    # resulting white planes.
    # UPDATE: no more threading now, but retain notice above.
    from client.ui.resource import resource
    import gamepack
    gamepack.init_ui_resources()

    from client.ui.resloader import Resource
    Resource.load_resources()

    from client.ui.base.baseclasses import main_window
    main_window.set_icon(resource.icon)
    main_window.set_visible(True)

    # custom errcheck
    import pyglet.gl.lib as gllib
    orig_errcheck = gllib.errcheck

    import ctypes
    def my_errcheck(result, func, arguments):
        from pyglet import gl
        error = gl.glGetError()
        if error and error != 1286:
            # HACK: The 1286(INVALID_FRAMEBUFFER_OPERATION) error again!
            # This time I DIDN'T EVEN USE FBO! ATI!!
            msg = ctypes.cast(gl.gluErrorString(error), ctypes.c_char_p).value
            raise gl.GLException((error, msg))
        return result

    gllib.errcheck = my_errcheck
    # ------------------------------------

    from screens import UpdateScreen, ServerSelectScreen

    us = UpdateScreen()
    us.switch()
    from client.core import Executive
    sss = ServerSelectScreen()

    errmsgs = {
        'update_disabled': u'自动更新已被禁止',
        'error': u'更新过程出现错误,您可能无法正常进行游戏!',
    }

    def display_box(msg):
        from client.ui.controls import ConfirmBox
        b = ConfirmBox(msg, parent=us)
        @b.event
        def on_confirm(val):
            sss.switch()

    def update_callback(msg):
        # executes in logic thread
        # well, intented to be
        # ui and logic now run in the same thread.

        from options import options
        if msg == 'up2date':
            ui_schedule(sss.switch)
        elif msg == 'update_disabled' and options.fastjoin:
            import gevent
            def func():
                from client.ui.soundmgr import SoundManager
                SoundManager.mute()
                gevent.sleep(0.3)
                ui_schedule(sss.switch)
                gevent.sleep(0.3)
                Executive.call('connect_server', ui_message, ('127.0.0.1', 9999), ui_message)
                gevent.sleep(0.3)
                Executive.call('auth', ui_message, ['Proton1', 'abcde'])
                gevent.sleep(0.3)
                Executive.call('quick_start_game', ui_message, 'THBattle')
                gevent.sleep(0.3)
                Executive.call('get_ready', ui_message, [])

            gevent.spawn(func)
                
        elif msg in errmsgs:
            ui_schedule(display_box, errmsgs[msg])
        else:
            os.execv(sys.executable, [sys.executable] + sys.argv)

    Executive.call('update', update_callback, lambda *a: ui_schedule(us.update_message, *a))

    # workaround for pyglet's bug
    if sys.platform == 'win32':
        import pyglet.app.win32
        pyglet.app.win32.Win32EventLoop._next_idle_time = None

    pyglet.app.run()
Example #2
0
def start_ui():
    # ATI workarounds
    import pyglet
    from pyglet import gl

    @hook(gl)
    def glDrawArrays(ori, *a, **k):
        from pyglet.gl import glBegin, glEnd, GL_QUADS

        glBegin(GL_QUADS)
        glEnd()
        return ori(*a, **k)

    # ---------------

    from client.ui.base import init_gui, ui_message

    init_gui()

    # This forces all game resources to initialize,
    # else they will be imported firstly by GameManager,
    # then resources will be loaded at a different thread,
    # resulting white planes.
    # UPDATE: no more threading now, but retain notice above.
    import client.ui.resource  # noqa
    import thb.ui.resource

    """
    from client.ui.resloader import Resource
    Resource.load_resources()
    """
    from client.ui.resloader import L

    from client.ui.base.baseclasses import main_window

    main_window.set_icon(L("c-icon"))
    main_window.set_visible(True)

    # custom errcheck
    import pyglet.gl.lib as gllib

    import ctypes

    def my_errcheck(result, func, arguments):
        from pyglet import gl

        error = gl.glGetError()
        if error and error != 1286:
            # HACK: The 1286(INVALID_FRAMEBUFFER_OPERATION) error again!
            # This time I DIDN'T EVEN USE FBO! ATI!!
            msg = ctypes.cast(gl.gluErrorString(error), ctypes.c_char_p).value
            raise gl.GLException((error, msg))
        return result

    gllib.errcheck = my_errcheck
    # ------------------------------------

    from screens import UpdateScreen, ServerSelectScreen
    from client.core import Executive
    from options import options

    if options.fastjoin:
        sss = ServerSelectScreen()

        @gevent.spawn
        def func():
            from client.ui.soundmgr import SoundManager

            SoundManager.mute()
            gevent.sleep(0.3)
            sss.switch()
            gevent.sleep(0.3)
            Executive.connect_server(("127.0.0.1", 9999), ui_message)
            gevent.sleep(0.3)
            Executive.auth(options.fastjoin, "feisuzhu")
            gevent.sleep(0.3)
            Executive.quick_start_game()
            gevent.sleep(0.3)
            Executive.use_ingame_item("imperial-id:boss")
            gevent.sleep(0.3)
            Executive.get_ready()

    else:
        us = UpdateScreen()
        us.switch()

    # os.execv(sys.executable, [sys.executable] + sys.argv)

    # workaround for pyglet's bug
    if sys.platform == "win32":
        import pyglet.app.win32

        pyglet.app.win32.Win32EventLoop._next_idle_time = None

    pyglet.app.run()
Example #3
0
def start_ui():
    # ATI workarounds
    import pyglet
    from pyglet import gl

    @hook(gl)
    def glDrawArrays(ori, *a, **k):
        from pyglet.gl import glBegin, glEnd, GL_QUADS
        glBegin(GL_QUADS)
        glEnd()
        return ori(*a, **k)

    # ---------------

    from client.ui.base import init_gui, ui_schedule, ui_message

    init_gui()

    # This forces all game resources to initialize,
    # else they will be imported firstly by GameManager,
    # then resources will be loaded at a different thread,
    # resulting white planes.
    # UPDATE: no more threading now, but retain notice above.
    from client.ui.resource import resource
    import gamepack
    gamepack.init_ui_resources()

    from client.ui.resloader import Resource
    Resource.load_resources()

    from client.ui.base.baseclasses import main_window
    main_window.set_icon(resource.icon)
    main_window.set_visible(True)

    # custom errcheck
    import pyglet.gl.lib as gllib
    orig_errcheck = gllib.errcheck

    import ctypes

    def my_errcheck(result, func, arguments):
        from pyglet import gl
        error = gl.glGetError()
        if error and error != 1286:
            # HACK: The 1286(INVALID_FRAMEBUFFER_OPERATION) error again!
            # This time I DIDN'T EVEN USE FBO! ATI!!
            msg = ctypes.cast(gl.gluErrorString(error), ctypes.c_char_p).value
            raise gl.GLException((error, msg))
        return result

    gllib.errcheck = my_errcheck
    # ------------------------------------

    from screens import UpdateScreen, ServerSelectScreen

    us = UpdateScreen()
    us.switch()
    from client.core import Executive
    sss = ServerSelectScreen()

    errmsgs = {
        'update_disabled': u'自动更新已被禁止',
        'error': u'更新过程出现错误,您可能无法正常进行游戏!',
    }

    def display_box(msg):
        from client.ui.controls import ConfirmBox
        b = ConfirmBox(msg, parent=us)

        @b.event
        def on_confirm(val):
            sss.switch()

    def update_callback(msg):
        # executes in logic thread
        # well, intented to be
        # ui and logic now run in the same thread.

        from options import options
        if msg == 'up2date':
            ui_schedule(sss.switch)
        elif msg == 'update_disabled' and options.fastjoin:
            import gevent

            def func():
                from client.ui.soundmgr import SoundManager
                SoundManager.mute()
                gevent.sleep(0.3)
                ui_schedule(sss.switch)
                gevent.sleep(0.3)
                Executive.call('connect_server', ui_message,
                               ('127.0.0.1', 9999), ui_message)
                gevent.sleep(0.3)
                Executive.call('auth', ui_message, ['Proton1', 'abcde'])
                gevent.sleep(0.3)
                Executive.call('quick_start_game', ui_message, 'THBattle')
                gevent.sleep(0.3)
                Executive.call('get_ready', ui_message, [])

            gevent.spawn(func)

        elif msg in errmsgs:
            ui_schedule(display_box, errmsgs[msg])
        else:
            os.execv(sys.executable, [sys.executable] + sys.argv)

    Executive.call('update', update_callback,
                   lambda *a: ui_schedule(us.update_message, *a))

    # workaround for pyglet's bug
    if sys.platform == 'win32':
        import pyglet.app.win32
        pyglet.app.win32.Win32EventLoop._next_idle_time = None

    pyglet.app.run()
Example #4
0
def start_ui():
    # ATI workarounds
    import pyglet
    from pyglet import gl

    @hook(gl)
    def glDrawArrays(ori, *a, **k):
        from pyglet.gl import glBegin, glEnd, GL_QUADS
        glBegin(GL_QUADS)
        glEnd()
        return ori(*a, **k)

    # ---------------

    from client.ui.base import init_gui, ui_message

    init_gui()

    # This forces all game resources to initialize,
    # else they will be imported firstly by GameManager,
    # then resources will be loaded at a different thread,
    # resulting white planes.
    # UPDATE: no more threading now, but retain notice above.
    import client.ui.resource  # noqa
    import gamepack
    gamepack.init_ui_resources()
    '''
    from client.ui.resloader import Resource
    Resource.load_resources()
    '''
    from client.ui.resloader import L

    from client.ui.base.baseclasses import main_window
    main_window.set_icon(L('c-icon'))
    main_window.set_visible(True)

    # custom errcheck
    import pyglet.gl.lib as gllib

    import ctypes

    def my_errcheck(result, func, arguments):
        from pyglet import gl
        error = gl.glGetError()
        if error and error != 1286:
            # HACK: The 1286(INVALID_FRAMEBUFFER_OPERATION) error again!
            # This time I DIDN'T EVEN USE FBO! ATI!!
            msg = ctypes.cast(gl.gluErrorString(error), ctypes.c_char_p).value
            raise gl.GLException((error, msg))
        return result

    gllib.errcheck = my_errcheck
    # ------------------------------------

    from screens import UpdateScreen, ServerSelectScreen
    from client.core import Executive
    from options import options

    if options.fastjoin:
        sss = ServerSelectScreen()

        @gevent.spawn
        def func():
            from client.ui.soundmgr import SoundManager
            SoundManager.mute()
            gevent.sleep(0.3)
            sss.switch()
            gevent.sleep(0.3)
            Executive.connect_server(('127.0.0.1', 9999), ui_message)
            gevent.sleep(0.3)
            Executive.auth('Proton1', 'abcde')
            gevent.sleep(0.3)
            Executive.quick_start_game()
            gevent.sleep(0.3)
            Executive.get_ready()

    else:
        us = UpdateScreen()
        us.switch()

    # os.execv(sys.executable, [sys.executable] + sys.argv)

    # workaround for pyglet's bug
    if sys.platform == 'win32':
        import pyglet.app.win32
        pyglet.app.win32.Win32EventLoop._next_idle_time = None

    pyglet.app.run()