Example #1
0
    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)

        self.rightGuiTex = Texture("guiTex")
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                      WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                      Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)

        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)
    def _createMaskTextureCard(self):
        """
        This will return a NodePath with a card textured with the map mask.  It
        also creates several other members that re needed to change the mask.
        """
        # create and fill empty mask image
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution,
                                   4)
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                #maskImage.setXel(x,y,mapImage.getRed(x/13,y/10),mapImage.getGreen(x/13,y/10),mapImage.getBlue(x/13,y/10))
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        # create the texture for the mask
        self.maskTexture = Texture("maskTexture")
        self.maskTexture.setupTexture(Texture.TT2dTexture,
                                      self._maskResolution,
                                      self._maskResolution, 1,
                                      Texture.TUnsignedByte, Texture.FRgba)
        self.maskTexture.setMinfilter(Texture.FTLinear)
        self.maskTexture.setWrapU(Texture.WMClamp)
        self.maskTexture.setWrapV(Texture.WMClamp)

        self.maskTexture.load(self._maskImage)
        base.graphicsEngine.renderFrame()

        # put the mask texture on a card and return it
        cm = CardMaker("mask_cardMaker")
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask
Example #3
0
    def update(self, task):
        global GlobalWebcore
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            #self.notify.debug('got mouse move %d %d' % (x,y))
            #self.webView.injectMouseMove(x, y)

            if (self.mx - x) != 0 or (self.my - y) != 0:
                self.webView.injectMouseMove(x, y)
                #self.notify.debug('injecting mouse move %d %d' % (x,y))
                self.mx, self.my = x, y

            if self.webView.isDirty():
                #self.notify.debug("webview is dirty")
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                #Texture.setTexturesPower2(AutoTextureScale.ATSUp)
                Texture.setTexturesPower2(2)
                #self.notify.debug("about to modify ram image")
                textureBuffer = self.guiTex.modifyRamImage()
                #import pdb; pdb.set_trace()
                #self.notify.debug("about to call textureBuffer.setData")
                textureBuffer.setData(self.imgBuffer.tostring())
                #self.notify.debug("done calling setData")
                if self.useHalfTexture:
                    # TODO check with DRose, this feels inefficient
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0,
                                                   0, WEB_HALF_WIDTH,
                                                   WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0,
                                                    WEB_HALF_WIDTH, 0,
                                                    WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                #Texture.setTexturesPower2(AutoTextureScale.ATSDown)
                Texture.setTexturesPower2(1)

            GlobalWebcore.update()
        return Task.cont
Example #4
0
    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)

        bottomRightX = (WEB_WIDTH_PIXELS) / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)

        #cm.setUvRange(Point2(0,0), Point2(bottomRightX, bottomRightY))
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))

        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)

        self.guiTex = Texture("guiTex")
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                 Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)

        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)

        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

        self.calcMouseLimits()
class MazeMapGui(DirectFrame):

    notify = directNotify.newCategory("MazeMapGui")

    def __init__(self, mazeLayout, maskResolution=None, radiusRatio=None):
        """
        Constructor for a MazeMap.  the mazeLayout parameter is a 2d array of
        bools (or ints... maybe more depth will be added with that).
        maskResolution is a value for the resolution of the mask covering the
        map.  It should range from 32 to 256.  radiusRatio is essentially
        the percentage of the map that is revealed with each step.
        """
        DirectFrame.__init__(
            self,
            relief=None,
            state=DGG.NORMAL,
            sortOrder=DGG.BACKGROUND_SORT_INDEX,
        )

        # store / set parameters
        self._mazeLayout = mazeLayout
        self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
        if radiusRatio is None:
            self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio

        # store false for all maze cells to represent that none of them have
        # been revealed yet.  This can prevent the expensive call to altering
        # the mask if a cell is already revealed
        self._revealedCells = []
        for y in range(len(self._mazeLayout)):
            self._revealedCells.append([])
            for x in range(len(self._mazeLayout[0])):
                self._revealedCells[y].append(False)

        # create reveal function mappings
        self._revealFunctions = {
            MazeRevealType.SmoothCircle: self._revealSmoothCircle,
            MazeRevealType.HardCircle: self._revealHardCircle,
            MazeRevealType.Square: self._revealSquare,
        }
        self._revealFunction = MAZE_REVEAL_TYPE

        # create the map and the mask
        self.map = self._createMapTextureCard()
        self.map.reparentTo(self)
        self.maskedLayer = self.attachNewNode("maskedLayer")
        self.mask = self._createMaskTextureCard()
        self.mask.reparentTo(self)
        self.visibleLayer = self.attachNewNode("visibleLayer")

        #TODO:maze: handle locks and doors
        self._players = []
        self._locks = []
        self._doors = []

    #--- Initialization, Destruction, and Resetting ---#########################

    def _createMapTextureCard(self):
        """
        This will return a NodePath with a card textured with the minimap.  The
        minimap texture is dynamically created from the map data.
        """
        # create and fill empty map image
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        blockFiles = []
        for i in range(5):
            blockFiles.append(PNMImage())
            #blockFiles[i].read(Filename("mapBlock%i.png"%(i+1)))
            # TODO:maze either reference a set of textures for each piece or fill with color
            blockFiles[i].read(Filename('phase_4/maps/male_sleeve4New.png'))
        mapImage.fill(0.8, 0.8, 0.8)

        # iterate through the map data and place a block in the map image where appropriate
        for x in range(len(self._mazeLayout[0])):
            for y in range(len(self._mazeLayout)):
                if self._mazeLayout[y][x]:
                    ax = float(x) / len(self._mazeLayout[0]) * MAP_RESOLUTION
                    ay = float(y) / len(self._mazeLayout) * MAP_RESOLUTION

                    #TODO:maze use different blocks for different wall types or items
                    #mapImage.copySubImage(random.choice(blockFiles), int(ax), int(ay), 20, 20, 32, 32)

                    #TODO:maze find the ideal block texture size for the map so we dont
                    #          have to do this strange offset
                    #mapImage.copySubImage(blockFiles[0], int(ax), int(ay), 0, 0, 32, 32)
                    self._drawSquare(mapImage, int(ax), int(ay), 10,
                                     VBase4D(0.5, 0.5, 0.5, 1.0))

        # create a texture from the map image
        mapTexture = Texture("mapTexture")
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution,
                                self._maskResolution, 1, Texture.TUnsignedByte,
                                Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)

        mapImage.clear()
        del mapImage

        # put the texture on a card and return it
        cm = CardMaker("map_cardMaker")
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map

    def _createMaskTextureCard(self):
        """
        This will return a NodePath with a card textured with the map mask.  It
        also creates several other members that re needed to change the mask.
        """
        # create and fill empty mask image
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution,
                                   4)
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                #maskImage.setXel(x,y,mapImage.getRed(x/13,y/10),mapImage.getGreen(x/13,y/10),mapImage.getBlue(x/13,y/10))
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        # create the texture for the mask
        self.maskTexture = Texture("maskTexture")
        self.maskTexture.setupTexture(Texture.TT2dTexture,
                                      self._maskResolution,
                                      self._maskResolution, 1,
                                      Texture.TUnsignedByte, Texture.FRgba)
        self.maskTexture.setMinfilter(Texture.FTLinear)
        self.maskTexture.setWrapU(Texture.WMClamp)
        self.maskTexture.setWrapV(Texture.WMClamp)

        self.maskTexture.load(self._maskImage)
        base.graphicsEngine.renderFrame()

        # put the mask texture on a card and return it
        cm = CardMaker("mask_cardMaker")
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, color):
        """
        Draws a square on the supplied PNMImage starting at (ulx, uly) with a
        size of "size" and a color of "color".
        """
        x = int(ulx)
        while x <= ulx + size:
            y = int(uly)
            while y <= uly + size:
                if x > 0 and y > 0 and x < image.getXSize(
                ) and y < image.getYSize():
                    image.setXelA(x, y, color)
                y += 1
            x += 1

    def destroy(self):
        del self._mazeLayout
        del self._maskResolution
        del self._radius
        del self._revealedCells

        del self._revealFunctions
        del self._revealFunction

        # remove and delete all nodes
        self.map.removeNode()
        del self.map
        self.mask.removeNode()
        del self.mask
        self.maskedLayer.removeNode()
        del self.maskedLayer
        self.visibleLayer.removeNode()
        del self.visibleLayer

        # remove and delete all lists of nodes
        for p in self._players:
            p.removeNode()
        del self._players
        for k in self._locks:
            k.removeNode()
        del self._locks
        for d in self._doors:
            d.removeNode()
        del self._doors

        self._maskImage.clear()
        del self._maskImage

        self.maskTexture.clear()
        del self.maskTexture

        DirectFrame.destroy(self)

    #--- Reveal shape functions ---#############################################

    def _revealSmoothCircle(self, x, y, center):
        length = (Vec2(x, y) - center).length()
        goalAlpha = max(0.0, (length / float(self._radius)) - 0.5)
        self._maskImage.setXelA(
            x, y,
            VBase4D(0.0, 0.0, 0.0,
                    min(self._maskImage.getAlpha(x, y), goalAlpha * 2.0)))

    def _revealHardCircle(self, x, y, center):
        length = (Vec2(x, y) - center).length()
        if length <= self._radius:
            self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))

    def _revealSquare(self, x, y, center):
        self._maskImage.setXelA(x, y, VBase4D(0, 0, 0, 0))

    #--- Private Functions ---##################################################

    def _drawHole(self, x, y):
        center = Vec2(x, y)
        ul = center - Vec2(self._radius, self._radius)
        lr = center + Vec2(self._radius, self._radius)
        x = int(ul[0])
        while x <= lr[0]:
            y = int(ul[1])
            while y <= lr[1]:
                if x > 0 and y > 0 and x < self._maskResolution and y < self._maskResolution:
                    self._revealFunctions[self._revealFunction](x, y, center)
                y += 1
            x += 1

        self.maskTexture.load(self._maskImage)
        self.mask.setTexture(self.maskTexture, 1)

    def _tileToActualPosition(self, x, y):
        y = len(self._mazeLayout) - y
        cellWidth = self._maskResolution / len(self._mazeLayout[0])
        cellHeight = self._maskResolution / len(self._mazeLayout)
        ax = float(x) / len(self._mazeLayout[0]) * self._maskResolution
        ax += cellWidth
        ay = float(y) / len(self._mazeLayout) * self._maskResolution
        ay += cellHeight
        return ax, ay

    #--- Member Functions ---###################################################

    def addDoor(self, x, y, color):
        """
        Adds a door to the minimap.  This will add a colored dot to the map
        that represents a door.
        --- This is subject to change pending a new player-lock data system. ---
        """
        assert self.notify.debugCall()

        x, y = self._tileToActualPosition(x, y)

        # TODO:maze: replace with door model / texture
        cm = CardMaker("door_cardMaker")
        cm.setFrame(-0.04, 0.04, -0.04, 0.04)
        #door = self.visibleLayer.attachNewNode(cm.generate())
        door = self.maskedLayer.attachNewNode(cm.generate())

        door.setColor(color)
        door.setPos(x / self._maskResolution * 2.0 - 0.97, 0,
                    y / self._maskResolution * -2.0 + 1.02)

        self._doors.append(door)

    def addLock(self, x, y, color):
        """
        Adds a lock to the minimap.  This will add a colored dot to the map
        that represents a lock.
        --- This is subject to change pending a new player-lock data system. ---
        """
        assert self.notify.debugCall()

        x, y = self._tileToActualPosition(x, y)

        # TODO:maze: replace with lock model / texture
        cm = CardMaker("lock_cardMaker")
        cm.setFrame(-0.04, 0.04, -0.04, 0.04)
        lock = self.maskedLayer.attachNewNode(cm.generate())

        lock.setColor(color)
        lock.setPos(x / self._maskResolution * 2.0 - 0.97, 0,
                    y / self._maskResolution * -2.0 + 1.02)

        self._locks.append(lock)

    def addPlayer(self, x, y, color):
        """
        Adds a player to the minimap.  This will add a colored dot to the map
        that represents the player.  The dot location can then be updated
        using the revealCell call.
        --- This is subject to change pending a new player-lock data system. ---
        """
        assert self.notify.debugCall()

        x, y = self._tileToActualPosition(x, y)

        # TODO:maze: replace with player model / texture
        cm = CardMaker("player_cardMaker")
        cm.setFrame(-0.04, 0.04, -0.04, 0.04)
        player = self.visibleLayer.attachNewNode(cm.generate())

        player.setColor(color)
        player.setPos(x / self._maskResolution * 2.0 - 0.97, 0,
                      y / self._maskResolution * -2.0 + 1.02)

        self._players.append(player)

    def revealCell(self, x, y, playerIndex=None):
        """
        Clears out the mask around the given cell and stores that the cell has
        been revealed to prevent attempting to edit the mask for the cell again.
        """

        ax, ay = self._tileToActualPosition(x, y)

        if not self._revealedCells[y][x]:
            self._drawHole(ax, ay)
            self._revealedCells[y][x] = True

        if playerIndex is not None:
            assert (playerIndex < len(self._players))
            self._players[playerIndex].setPos(
                ax / self._maskResolution * 2.0 - 0.97, 0,
                ay / self._maskResolution * -2.0 + 1.02)

    def revealAll(self):
        """ Clears out all of the mask. """
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 0)

    def reset(self):
        """ Turns all of the mask on, covering the entire map. """
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)
    def _createMapTextureCard(self):
        """
        This will return a NodePath with a card textured with the minimap.  The
        minimap texture is dynamically created from the map data.
        """
        # create and fill empty map image
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        blockFiles = []
        for i in range(5):
            blockFiles.append(PNMImage())
            #blockFiles[i].read(Filename("mapBlock%i.png"%(i+1)))
            # TODO:maze either reference a set of textures for each piece or fill with color
            blockFiles[i].read(Filename('phase_4/maps/male_sleeve4New.png'))
        mapImage.fill(0.8, 0.8, 0.8)

        # iterate through the map data and place a block in the map image where appropriate
        for x in range(len(self._mazeLayout[0])):
            for y in range(len(self._mazeLayout)):
                if self._mazeLayout[y][x]:
                    ax = float(x) / len(self._mazeLayout[0]) * MAP_RESOLUTION
                    ay = float(y) / len(self._mazeLayout) * MAP_RESOLUTION

                    #TODO:maze use different blocks for different wall types or items
                    #mapImage.copySubImage(random.choice(blockFiles), int(ax), int(ay), 20, 20, 32, 32)

                    #TODO:maze find the ideal block texture size for the map so we dont
                    #          have to do this strange offset
                    #mapImage.copySubImage(blockFiles[0], int(ax), int(ay), 0, 0, 32, 32)
                    self._drawSquare(mapImage, int(ax), int(ay), 10,
                                     VBase4D(0.5, 0.5, 0.5, 1.0))

        # create a texture from the map image
        mapTexture = Texture("mapTexture")
        mapTexture.setupTexture(Texture.TT2dTexture, self._maskResolution,
                                self._maskResolution, 1, Texture.TUnsignedByte,
                                Texture.FRgba)
        mapTexture.setMinfilter(Texture.FTLinear)
        mapTexture.load(mapImage)
        mapTexture.setWrapU(Texture.WMClamp)
        mapTexture.setWrapV(Texture.WMClamp)

        mapImage.clear()
        del mapImage

        # put the texture on a card and return it
        cm = CardMaker("map_cardMaker")
        cm.setFrame(-1.0, 1.0, -1.0, 1.0)
        map = self.attachNewNode(cm.generate())
        map.setTexture(mapTexture, 1)
        return map
Example #7
0
class HtmlView(DirectObject):

    notify = DirectNotifyGlobal.directNotify.newCategory("HtmlView")
    useHalfTexture = base.config.GetBool("news-half-texture", 0)

    def __init__(self, parent=aspect2d):
        """Properly initialize ourself."""
        #AwWebViewListener.AwWebViewListener.__init__(self)
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = "index.html"
        self.transparency = False  # this is important looks weird if it's true
        global GlobalWebcore
        if GlobalWebcore:
            # we get a C++ crash if we construct webcore a second time
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True,
                                      AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in range(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, "error.html")

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT,
                                                   self.transparency, False,
                                                   70)
        #self.webView.setListener(self)
        #self.webView.setCallback("requestFPS");
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        #self.webView.loadURL2(inGameNewsUrl)

        self.imgBuffer = array.array('B')
        for i in range(WEB_WIDTH * WEB_HEIGHT):
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(0)
            self.imgBuffer.append(255)

        if self.useHalfTexture:
            self.leftBuffer = array.array('B')
            for i in range(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(0)
                self.leftBuffer.append(255)
            self.rightBuffer = array.array('B')
            for i in range(WEB_HALF_WIDTH * WEB_HEIGHT):
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(0)
                self.rightBuffer.append(255)

        self.setupTexture()
        if self.useHalfTexture:
            self.setupHalfTextures()

        #self.interval = LerpHprInterval(self.quad, 2, Vec3(360, 0, 0), Vec3(0, 0, 0))

        #self.accept("escape", sys.exit, [0])
        #self.accept("w", self.writeTex)

        self.accept("mouse1", self.mouseDown, [AwWebView.LEFTMOUSEBTN])
        self.accept("mouse3", self.mouseDown, [AwWebView.RIGHTMOUSEBTN])
        self.accept("mouse1-up", self.mouseUp, [AwWebView.LEFTMOUSEBTN])
        self.accept("mouse3-up", self.mouseUp, [AwWebView.RIGHTMOUSEBTN])

        #self.accept("f1", self.toggleRotation)
        #self.accept("f2", self.toggleTransparency)
        #self.accept("f3", self.reload)
        #self.accept("f4", self.zoomIn)
        #self.accept("f5", self.zoomOut)

        #taskMgr.doMethodLater(1.0, self.update, 'HtmlViewUpdateTask')
        # we get a problem if a mid-frame hearbeat fires of this task in conjunction with igLoop
        #taskMgr.add(self.update, 'HtmlViewUpdateTask',  priority = 51)
        #taskMgr.add(self.update, 'HtmlViewUpdateTask')
        #base.newsFrame = self

    def getInGameNewsUrl(self):
        """Get the appropriate URL to use if we are in test, qa, or live."""
        # First if all else fails, we hard code the live news url
        result = base.config.GetString(
            "fallback-news-url",
            "http://cdn.toontown.disney.go.com/toontown/en/gamenews/")
        # next check if we have an override, say they want to url to point to a file in their harddisk
        override = base.config.GetString("in-game-news-url", "")
        if override:
            self.notify.info(
                "got an override url,  using %s for in a game news" % override)
            result = override
        else:
            try:
                launcherUrl = base.launcher.getValue("GAME_IN_GAME_NEWS_URL",
                                                     "")
                if launcherUrl:
                    result = launcherUrl
                    self.notify.info(
                        "got GAME_IN_GAME_NEWS_URL from launcher using %s" %
                        result)
                else:
                    self.notify.info(
                        "blank GAME_IN_GAME_NEWS_URL from launcher, using %s" %
                        result)

            except:
                self.notify.warning(
                    "got exception getting GAME_IN_GAME_NEWS_URL from launcher, using %s"
                    % result)
        return result

    def setupTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)

        bottomRightX = (WEB_WIDTH_PIXELS) / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)

        #cm.setUvRange(Point2(0,0), Point2(bottomRightX, bottomRightY))
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))

        card = cm.generate()
        self.quad = NodePath(card)
        self.quad.reparentTo(self.parent)

        self.guiTex = Texture("guiTex")
        self.guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                 Texture.TUnsignedByte, Texture.FRgba)
        self.guiTex.setMinfilter(Texture.FTLinear)
        self.guiTex.setKeepRamImage(True)
        self.guiTex.makeRamImage()
        self.guiTex.setWrapU(Texture.WMRepeat)
        self.guiTex.setWrapV(Texture.WMRepeat)

        ts = TextureStage('webTS')
        self.quad.setTexture(ts, self.guiTex)
        self.quad.setTexScale(ts, 1.0, -1.0)

        self.quad.setTransparency(0)
        self.quad.setTwoSided(True)
        self.quad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

        self.calcMouseLimits()

    def setupHalfTextures(self):
        self.setupLeftTexture()
        self.setupRightTexture()
        self.fullPnmImage = PNMImage(WEB_WIDTH, WEB_HEIGHT, 4)
        self.leftPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)
        self.rightPnmImage = PNMImage(WEB_HALF_WIDTH, WEB_HEIGHT, 4)

    def setupLeftTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, 0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.leftQuad = NodePath(card)
        self.leftQuad.reparentTo(self.parent)

        self.leftGuiTex = Texture("guiTex")
        self.leftGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                     WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                     Texture.FRgba)
        self.leftGuiTex.setKeepRamImage(True)
        self.leftGuiTex.makeRamImage()
        self.leftGuiTex.setWrapU(Texture.WMClamp)
        self.leftGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('leftWebTS')
        self.leftQuad.setTexture(ts, self.leftGuiTex)
        self.leftQuad.setTexScale(ts, 1.0, -1.0)

        self.leftQuad.setTransparency(0)
        self.leftQuad.setTwoSided(True)
        self.leftQuad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

    def setupRightTexture(self):
        cm = CardMaker('quadMaker')
        cm.setColor(1.0, 1.0, 1.0, 1.0)

        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(0, htmlWidth / 2.0, -htmlHeight / 2.0, htmlHeight / 2.0)
        card = cm.generate()
        self.rightQuad = NodePath(card)
        self.rightQuad.reparentTo(self.parent)

        self.rightGuiTex = Texture("guiTex")
        self.rightGuiTex.setupTexture(Texture.TT2dTexture, WEB_HALF_WIDTH,
                                      WEB_HEIGHT, 1, Texture.TUnsignedByte,
                                      Texture.FRgba)
        self.rightGuiTex.setKeepRamImage(True)
        self.rightGuiTex.makeRamImage()
        self.rightGuiTex.setWrapU(Texture.WMClamp)
        self.rightGuiTex.setWrapV(Texture.WMClamp)

        ts = TextureStage('rightWebTS')
        self.rightQuad.setTexture(ts, self.rightGuiTex)
        self.rightQuad.setTexScale(ts, 1.0, -1.0)

        self.rightQuad.setTransparency(0)
        self.rightQuad.setTwoSided(True)
        self.rightQuad.setColor(1.0, 1.0, 1.0, 1.0)
        #self.quad.setZ(0.1) # shtickerbook is moved up by 0.1

    def calcMouseLimits(self):
        ll = Point3()
        ur = Point3()
        self.quad.calcTightBounds(ll, ur)
        self.notify.debug("ll=%s ur=%s" % (ll, ur))

        # we need to get our relative position to aspect2d, since shtiker books is shifted
        offset = self.quad.getPos(aspect2d)
        self.notify.debug("offset = %s " % offset)
        ll.setZ(ll.getZ() + offset.getZ())
        ur.setZ(ur.getZ() + offset.getZ())

        self.notify.debug("new LL=%s, UR=%s" % (ll, ur))

        relPointll = self.quad.getRelativePoint(aspect2d, ll)
        self.notify.debug("relPoint = %s" % relPointll)
        self.mouseLL = (aspect2d.getScale()[0] * ll[0],
                        aspect2d.getScale()[2] * ll[2])
        self.mouseUR = (aspect2d.getScale()[0] * ur[0],
                        aspect2d.getScale()[2] * ur[2])
        self.notify.debug("original mouseLL=%s, mouseUR=%s" %
                          (self.mouseLL, self.mouseUR))

    def writeTex(self, filename="guiText.png"):
        self.notify.debug("writing texture")
        self.guiTex.generateRamMipmapImages()
        self.guiTex.write(filename)

    def toggleRotation(self):
        if self.interval.isPlaying():
            self.interval.finish()
        else:
            self.interval.loop()

    def mouseDown(self, button):
        messenger.send('wakeup')
        self.webView.injectMouseDown(button)

    def mouseUp(self, button):
        self.webView.injectMouseUp(button)

    def reload(self):
        pass
        #self.webView.loadFile(self.htmlFile, '')

    def zoomIn(self):
        self.webView.zoomIn()

    def zoomOut(self):
        self.webView.zoomOut()

    def toggleTransparency(self):
        self.transparency = not self.transparency
        self.webView.setTransparent(self.transparency)

    def update(self, task):
        global GlobalWebcore
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            #self.notify.debug('got mouse move %d %d' % (x,y))
            #self.webView.injectMouseMove(x, y)

            if (self.mx - x) != 0 or (self.my - y) != 0:
                self.webView.injectMouseMove(x, y)
                #self.notify.debug('injecting mouse move %d %d' % (x,y))
                self.mx, self.my = x, y

            if self.webView.isDirty():
                #self.notify.debug("webview is dirty")
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                #Texture.setTexturesPower2(AutoTextureScale.ATSUp)
                Texture.setTexturesPower2(2)
                #self.notify.debug("about to modify ram image")
                textureBuffer = self.guiTex.modifyRamImage()
                #import pdb; pdb.set_trace()
                #self.notify.debug("about to call textureBuffer.setData")
                textureBuffer.setData(self.imgBuffer.tostring())
                #self.notify.debug("done calling setData")
                if self.useHalfTexture:
                    # TODO check with DRose, this feels inefficient
                    self.guiTex.store(self.fullPnmImage)
                    self.leftPnmImage.copySubImage(self.fullPnmImage, 0, 0, 0,
                                                   0, WEB_HALF_WIDTH,
                                                   WEB_HEIGHT)
                    self.rightPnmImage.copySubImage(self.fullPnmImage, 0, 0,
                                                    WEB_HALF_WIDTH, 0,
                                                    WEB_HALF_WIDTH, WEB_HEIGHT)
                    self.leftGuiTex.load(self.leftPnmImage)
                    self.rightGuiTex.load(self.rightPnmImage)
                    self.quad.hide()
                #Texture.setTexturesPower2(AutoTextureScale.ATSDown)
                Texture.setTexturesPower2(1)

            GlobalWebcore.update()
        return Task.cont

    def _translateRelativeCoordinates(self, x, y):
        sx = int((x - self.mouseLL[0]) / (self.mouseUR[0] - self.mouseLL[0]) *
                 WEB_WIDTH_PIXELS)
        sy = WEB_HEIGHT_PIXELS - int(
            (y - self.mouseLL[1]) /
            (self.mouseUR[1] - self.mouseLL[1]) * WEB_HEIGHT_PIXELS)
        return sx, sy

    def unload(self):
        """Clean up everything, especially the awesomium bits."""
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        #global GlobalWebcore
        #GlobalWebcore = None
        pass

    # --------------------[ WebViewListener implementation ]--------------------------
    def onCallback(self, name, args):
        assert self.notify.debugStateCall(self)
        if name == "requestFPS":
            #self.webView.setProperty( "fps", JSValue("%.1f" % (1.0 / globalClock.getDt())) )
            #self.webView.executeJavascript("updateFPS()", "")
            pass

    def onBeginNavigation(self, url, frameName):
        assert self.notify.debugStateCall(self)
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        assert self.notify.debugStateCall(self)
        pass

    def onFinishLoading(self):
        assert self.notify.debugStateCall(self)
        self.notify.debug("finished loading")
        pass

    def onReceiveTitle(self, title, frameName):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeTooltip(self, tooltip):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeCursor(self, cursor):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeKeyboardFocus(self, isFocused):
        assert self.notify.debugStateCall(self)
        pass

    def onChangeTargetURL(self, url):
        assert self.notify.debugStateCall(self)
        pass
Example #8
0
    def loadFlatQuad(self, fullFilename):
        """Load the flat jpg into a quad."""
        assert self.notify.debugStateCall(self)
        #Texture.setTexturesPower2(AutoTextureScale.ATSUp)
        #Texture.setTexturesPower2(2)

        cm = CardMaker('cm-%s' % fullFilename)
        cm.setColor(1.0, 1.0, 1.0, 1.0)
        aspect = base.camLens.getAspectRatio()
        htmlWidth = 2.0 * aspect * WEB_WIDTH_PIXELS / float(WIN_WIDTH)
        htmlHeight = 2.0 * float(WEB_HEIGHT_PIXELS) / float(WIN_HEIGHT)

        # the html area will be center aligned and vertically top aligned
        #cm.setFrame(-htmlWidth/2.0, htmlWidth/2.0, 1.0 - htmlHeight, 1.0)
        cm.setFrame(-htmlWidth / 2.0, htmlWidth / 2.0, -htmlHeight / 2.0,
                    htmlHeight / 2.0)

        bottomRightX = (WEB_WIDTH_PIXELS) / float(WEB_WIDTH + 1)
        bottomRightY = WEB_HEIGHT_PIXELS / float(WEB_HEIGHT + 1)

        #cm.setUvRange(Point2(0,0), Point2(bottomRightX, bottomRightY))
        cm.setUvRange(Point2(0, 1 - bottomRightY), Point2(bottomRightX, 1))

        card = cm.generate()
        quad = NodePath(card)
        #quad.reparentTo(self.parent)

        jpgFile = PNMImage(WEB_WIDTH, WEB_HEIGHT)
        smallerJpgFile = PNMImage()
        readFile = smallerJpgFile.read(Filename(fullFilename))
        if readFile:
            jpgFile.copySubImage(smallerJpgFile, 0, 0)

            guiTex = Texture("guiTex")
            guiTex.setupTexture(Texture.TT2dTexture, WEB_WIDTH, WEB_HEIGHT, 1,
                                Texture.TUnsignedByte, Texture.FRgba)
            guiTex.setMinfilter(Texture.FTLinear)
            guiTex.load(jpgFile)
            #guiTex.setKeepRamImage(True)
            #guiTex.makeRamImage()
            guiTex.setWrapU(Texture.WMClamp)
            guiTex.setWrapV(Texture.WMClamp)

            ts = TextureStage('webTS')
            quad.setTexture(ts, guiTex)
            #quad.setTexScale(ts, 1.0, -1.0)

            quad.setTransparency(0)
            quad.setTwoSided(True)
            quad.setColor(1.0, 1.0, 1.0, 1.0)
            result = quad
        else:
            # if we have an error loading the file, return None to signify an error
            result = None

        #Texture.setTexturesPower2(AutoTextureScale.ATSDown)
        Texture.setTexturesPower2(1)
        return result