Esempio n. 1
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    def render_after_transform(self):
        if self._render:
            padding = self.padding
            arrow_width = 8
            width = self.mana_label.content_width + 2 * padding
            height = self.mana_label.content_height + 2 * padding
            if self._render_pay:
                width += self.pay_label.content_width + 2 * padding
                height = max(height,
                             self.pay_label.content_height + 2 * padding)
            if self.is_opponent: y, shift, yshift = 0, 1, height - padding
            else: y, shift, yshift = -height, -1, -padding
            #y, shift = -height, -1
            glColor4f(1., 1., 1., 1.)
            render_9_part("box2", width, height, x=arrow_width, y=y)

            glColor4f(0, 0, 0, 1)
            glBegin(GL_TRIANGLES)
            glVertex2f(0, 2 * shift * arrow_width)
            glVertex2f(arrow_width + 1, shift * arrow_width)
            glVertex2f(arrow_width + 1, 3 * shift * arrow_width)
            glEnd()
            glTranslatef(arrow_width + padding, yshift, 0)
            self.mana_label.draw()
            if self._render_pay:
                glTranslatef(self.mana_label.content_width + 2 * padding, 0, 0)
                glColor4f(0.5, .5, .5, 1.)
                glLineWidth(2.0)
                glBegin(GL_LINES)
                glVertex2f(-padding, -padding)
                glVertex2f(-padding, -height + 2 * padding)
                glEnd()
                self.pay_label.draw()
Esempio n. 2
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    def render_after_transform(self):
        if self._render:
            padding = self.padding
            arrow_width = 8
            width = self.mana_label.content_width + 2*padding
            height = self.mana_label.content_height + 2*padding
            if self._render_pay:
                width += self.pay_label.content_width + 2*padding
                height = max(height, self.pay_label.content_height + 2*padding)
            if self.is_opponent: y, shift, yshift = 0, 1, height-padding
            else: y, shift, yshift = -height, -1, -padding
            #y, shift = -height, -1
            glColor4f(1., 1., 1., 1.)
            render_9_part("box2",
                          width, height,
                          x=arrow_width, y=y)

            glColor4f(0,0,0,1)
            glBegin(GL_TRIANGLES)
            glVertex2f(0, 2*shift*arrow_width)
            glVertex2f(arrow_width+1, shift*arrow_width)
            glVertex2f(arrow_width+1, 3*shift*arrow_width)
            glEnd()
            glTranslatef(arrow_width+padding, yshift, 0)
            self.mana_label.draw()
            if self._render_pay:
                glTranslatef(self.mana_label.content_width+2*padding, 0, 0)
                glColor4f(0.5, .5, .5, 1.)
                glLineWidth(2.0)
                glBegin(GL_LINES)
                glVertex2f(-padding, -padding)
                glVertex2f(-padding, -height+2*padding)
                glEnd()
                self.pay_label.draw()
Esempio n. 3
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(0.9, 0.9, 0.9, 1.0)
     render_9_part("box1", w, h, x=-w / 2, y=-h / 2)
     self.prompt.draw()
     self._button1.render()
     self._button2.render()
Esempio n. 4
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 def render_after_transform(self):
     w, h = self.border*2+self.width, self.border*2+self.height
     render_9_part("box4",
                   w, h,
                   x = -w/2, y = -h/2)
     self.prompt.render()
     self.choice_list.draw()
Esempio n. 5
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(0.9, 0.9, 0.9, 1.0)
     render_9_part("box2",
                   w, h,
                   x = -w/2, y = -h/2)
     self.status.draw()
Esempio n. 6
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(1.0, 1.0, 1.0, 1.0)
     #render_9_part("box3" if not self.toggled else "box5",
     render_9_part("button2" if not self.toggled else "button3",
                   w, h,
                   x = -w/2, y = -h/2)
     self.label.draw()
Esempio n. 7
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(0.9, 0.9, 0.9, 1.0)
     render_9_part("box1",
                   w, h,
                   x = -w/2, y = -h/2)
     self.prompt.draw()
     self._button1.render()
     self._button2.render()
Esempio n. 8
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(1.0, 1.0, 1.0, 1.0)
     #render_9_part("box3" if not self.toggled else "box5",
     render_9_part("button2" if not self.toggled else "button3",
                   w,
                   h,
                   x=-w / 2,
                   y=-h / 2)
     self.label.draw()
Esempio n. 9
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 def render_unfocused(self):
     # glColor4f(0.2,0.2,0.3,0.5)
     # glDisable(GL_TEXTURE_2D)
     # glBegin(GL_QUADS)
     c = self.color
     glColor4f(c[0], c[1], c[2], 1.0)
     l, b, r, t = self.box
     render_9_part("box4", r - l, t - b, x=l, y=b)
     for card in self.cards:
         card.draw()
Esempio n. 10
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(1.0, 1.0, 1.0, 1.0)
     glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
     #render_9_part("box3" if not self.toggled else "box5",
     #render_9_part("button2" if not self.toggled else "button3",
     render_9_part("button" if not self.toggled else "button_pressed",
                   w, h,
                   x = -w/2, y = -h/2)
     glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
     self.label.draw()
Esempio n. 11
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 def render_unfocused(self):
     #glColor4f(0.2,0.2,0.3,0.5)
     #glDisable(GL_TEXTURE_2D)
     #glBegin(GL_QUADS)
     c = self.color
     glColor4f(c[0], c[1], c[2], 1.0)
     l, b, r, t = self.box
     render_9_part("box4",
                   r-l, t-b,
                   x=l, y=b)
     for card in self.cards: card.draw()
Esempio n. 12
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    def render_background(self):
        scale = self.scale
        width, height, border = self.width/scale, self.height/scale, self.border/scale
        x = y = 0
        if self.halign == "right": x = -width
        elif self.halign == "center": x = -width/2
        if self.valign == "top": y = -height
        elif self.valign == "center": y = -height/2

        x -= border; y -= border
        w = width+2*border; h = height+2*border
        render_9_part("box2", w, h, x, y)
Esempio n. 13
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    def render_background(self):
        scale = self.scale
        width, height, border = self.width / scale, self.height / scale, self.border / scale
        x = y = 0
        if self.halign == "right": x = -width
        elif self.halign == "center": x = -width / 2
        if self.valign == "top": y = -height
        elif self.valign == "center": y = -height / 2

        x -= border
        y -= border
        w = width + 2 * border
        h = height + 2 * border
        render_9_part("box2", w, h, x, y)
Esempio n. 14
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    def render_after_transform(self):
        ac = self.color
        glColor4f(ac[0], ac[1], ac[2], self.alpha)
        life_height = self.values['life'].height
        h1, h2 = self.height - life_height, life_height
        if self.is_opponent: h1, h2 = h2, h1
        render_9_part("box4", self.width, h1, x=0, y=0)
        render_9_part("box4", self.width, h2, x=0, y=h1)

        self.avatar.render()
        self.player_name.render()
        for status in ["life", "library", "hand", "graveyard"]:  #, "exile"]:
            symbol, value = self.symbols[status], self.values[status]
            symbol.render()
            value.render()
        self.manapool.render()
        self.zone_view.render()
        if self._reveal_library: self._library.render()
Esempio n. 15
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 def render(self):
     padding = 2 * self.padding
     arrow_width = 8
     width = self.width + padding
     height = self.height + padding
     glColor4f(1., 1., 1., 1.)
     if self.is_opponent: y, shift = self.pos.y + padding - height, -1
     else: y, shift = self.pos.y - padding, 1
     x = self.pos.x
     render_9_part("box2", width, height, x=x + arrow_width, y=y)
     glColor4f(0, 0, 0, 1)
     glBegin(GL_TRIANGLES)
     y = self.pos.y
     glVertex2f(x, y)
     glVertex2f(x + arrow_width + 1, y + shift * arrow_width)
     glVertex2f(x + arrow_width + 1, y - shift * arrow_width)
     glEnd()
     glTranslatef(arrow_width + width / 2, shift * (height / 2 - padding),
                  0)
     super(LibraryImage, self).render()
Esempio n. 16
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 def render(self):
     padding = 2*self.padding
     arrow_width = 8
     width = self.width + padding
     height = self.height + padding
     glColor4f(1., 1., 1., 1.)
     if self.is_opponent: y, shift = self.pos.y+padding-height, -1
     else: y, shift = self.pos.y-padding, 1
     x = self.pos.x
     render_9_part("box2",
                   width, height,
                   x=x+arrow_width, y=y)
     glColor4f(0,0,0,1)
     glBegin(GL_TRIANGLES)
     y = self.pos.y
     glVertex2f(x, y)
     glVertex2f(x+arrow_width+1, y+shift*arrow_width)
     glVertex2f(x+arrow_width+1, y-shift*arrow_width)
     glEnd()
     glTranslatef(arrow_width+width/2, shift*(height/2-padding), 0)
     super(LibraryImage, self).render()
Esempio n. 17
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 def render_after_transform(self):
     if self.dir == -1:
         y = -self.height
     else:
         y = 0
     if self.visible == 1:
         alpha = 1.0
         glColor4f(1.0, 1.0, 1.0, alpha)
         w, h = self.width + self.selected_width + self.padding * 2, self.height + self.padding * 4
         x = -self.padding
         render_9_part("box2", w, h, x=x, y=y - self.padding * 3)
         # w, h, x=0, y=-20)
         if len(self.cards) > 1:
             glColor4f(1.0, 1.0, 1.0, 1.0)
             l, b, r, t = self.scroll_bar
             glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
             render_9_part("track", width=r - l, height=20, x=l, y=b)
             l, b, r, t = self.scroll
             render_9_part("thumb", width=r - l, height=20, x=l, y=b)
             glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
         arrow_width = 10
         glColor4f(0, 0, 0, alpha)
         glBegin(GL_TRIANGLES)
         glVertex2f(x + 1, arrow_width)
         glVertex2f(x + 1, -arrow_width)
         glVertex2f(x - arrow_width, 0)
         glEnd()
     if self.cards:
         for card in self.cards[-1 : self.focus_idx : -1]:
             card.draw()
         for card in self.cards[: self.focus_idx]:
             card.draw()
         self.focused.draw()
     for card in self.selected[::-1]:
         card.draw()
Esempio n. 18
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 def render_after_transform(self):
     if self.dir == -1: y = -self.height
     else: y = 0
     if self.visible == 1:
         alpha = 0.8
         glColor4f(1., 1., 1., alpha)
         w, h = self.width+self.selected_width+self.padding*2, self.height+self.padding*4
         x = -self.padding
         render_9_part("box2",
                        w, h, x=x, y=y-self.padding*3)
                        #w, h, x=0, y=-20)
         if len(self.cards) > 1:
             glColor4f(1., 1., 1., 1.)
             l, b, r, t = self.scroll_bar
             render_9_part("box6", 
                 width=r-l, height=t-b, x=l, y=b)
             l, b, r, t = self.scroll
             render_9_part("box2",
                     width=r-l, height=t-b-2, x=l, y=b+1)
         arrow_width = 10
         glColor4f(0,0,0,alpha)
         glBegin(GL_TRIANGLES)
         glVertex2f(x+1, arrow_width)
         glVertex2f(x+1, -arrow_width)
         glVertex2f(x-arrow_width, 0)
         glEnd()
     if self.cards:
         for card in self.cards[-1:self.focus_idx:-1]: card.draw()
         for card in self.cards[:self.focus_idx]: card.draw()
         self.focused.draw()
     for card in self.selected[::-1]: card.draw()
Esempio n. 19
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 def render_after_transform(self):
     ac = self.color
     glColor4f(ac[0], ac[1], ac[2], self.alpha)
     life_height = self.values['life'].height
     h1, h2 = self.height - life_height, life_height
     if self.is_opponent: h1, h2 = h2, h1
     render_9_part("box4",
                   self.width, h1,
                   x=0, y=0)
     render_9_part("box4",
                   self.width, h2,
                   x=0, y=h1)
     
     self.avatar.render()
     self.player_name.render()
     for status in ["life", "library", "hand", "graveyard"]: #, "exile"]:
         symbol, value = self.symbols[status], self.values[status]
         symbol.render()
         value.render()
     self.manapool.render()
     self.zone_view.render()
     if self._reveal_library: self._library.render()
Esempio n. 20
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 def render_after_transform(self):
     w, h = self.width, self.height
     glColor4f(0.9, 0.9, 0.9, 1.0)
     render_9_part("box2", w, h, x=-w / 2, y=-h / 2)
     self.status.draw()
Esempio n. 21
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 def render_after_transform(self):
     w, h = self.border * 2 + self.width, self.border * 2 + self.height
     render_9_part("box4", w, h, x=-w / 2, y=-h / 2)
     self.prompt.render()
     self.choice_list.draw()