Esempio n. 1
0
class Localizer():
    def __init__(self, master):
        self.oP = OutPipe("Localizer", 0)
        self.eI = EngineInterface()
        self.master = master
        self.oldLanguage = ""
        self.oldObjectCount = 0
        self.oP("Initialized.")
    
    def getLocalization(self, msg):
        localizationFile = open(LOCALIZATION_PATH+self.master.get("cl_language")+"/"+"strings"+TEXT_EXT, "r")
        
        try:
            strings = eval(localizationFile.read())
            return strings[msg]
        except:
            return msg
        
    def loop(self):
        
        if self.oldLanguage != self.master.get("cl_language"):
            for obj in self.eI.getAllObjects():
                if "localized" in obj:
                    localized = self.getLocalization(obj["localized"])
                    if obj["Text"] != localized:
                        obj["Text"] = localized
            self.oldLanguage = self.master.get("cl_language")
            
        objects = self.eI.getAllObjects()
            
        if self.oldObjectCount != len(objects):
            for obj in objects:
                if hasattr(obj, "resolution"):
                    obj.resolution = 10
                    
                if "localized" in obj and obj["Text"] in ["", "Text", obj["localized"]]:
                    localized = self.getLocalization(obj["localized"])
                    if obj["Text"] != localized:
                        obj["Text"] = localized
            self.oldObjectCount = len(objects)
Esempio n. 2
0
class ShaderHandler():
    def __init__(self):
        self.oP = OutPipe("ShaderHandler", 0)
        self.eI = EngineInterface()

        self.actionQueue = []
        self.actionCooldown = 0

        self.oldObjectCount = 0

        self.oP("Initialized.")

    def enableShader(self, index, name, mode):
        self.actionQueue.append(["enable", index, name, mode])

    def disableShader(self, index):
        self.actionQueue.append(["disable", index])

    def doShaderAction(self):
        if not self.actionQueue:
            return

        action = self.actionQueue.pop()

        if action[0] == "enable":
            index = action[1]
            name = action[2]
            mode = action[3]

            launcher = self.eI.getGlobal("launcher")

            text = ""

            if mode == "fragment":
                fsh = open(SHADER_PATH + name + FSHADER_EXT, "r")

                text = fsh.read()

                fsh.close()
            elif mode == "vertex":
                vsh = open(SHADER_PATH + name + VSHADER_EXT, "r")

                text = vsh.read()

                vsh.close()
            else:
                return

            launcher.enableShader(index, text)

        elif action[0] == "disable":
            index = action[1]

            launcher = self.eI.getGlobal("launcher")

            launcher.disableShader(index)

        self.actionCooldown = 120

    def loop(self):
        objects = self.eI.getAllObjects()

        if self.oldObjectCount != len(objects):
            for obj in objects:
                if "shader" in obj and not "shaderLoaded" in obj:
                    fsh = open(SHADER_PATH + obj["shader"] + FSHADER_EXT, "r")

                    fShaderText = fsh.read()

                    fsh.close()

                    vsh = open(SHADER_PATH + obj["shader"] + VSHADER_EXT, "r")

                    vShaderText = vsh.read()

                    vsh.close()

                    mesh = obj.meshes[0]
                    for mat in mesh.materials:
                        shader = mat.getShader()
                        if shader != None and not shader.isValid():
                            shader.setSource(vShaderText, fShaderText, 1)

                    obj["shaderLoaded"] = True
            self.oldObjectCount = len(objects)

        if self.actionCooldown > 0:
            self.actionCooldown -= 1
        else:
            self.doShaderAction()