コード例 #1
0
  def renderNeckMethod(self, visibility, offset, neck, alpha = False): #blazingamer: New neck rendering method
    
    def project(beat):
      return 0.125 * beat / self.beatsPerUnit    # glorandwarf: was 0.12
      
    if self.instrument.starPowerActive and self.theme == 0:#8bit
      color = self.engine.theme.spNoteColor #self.spColor #(.3,.7,.9)
    elif self.instrument.starPowerActive and self.theme == 1:
      color = self.engine.theme.spNoteColor #self.spColor #(.3,.7,.9)
    else:
      color = (1,1,1)

    v            = visibility
    l            = self.boardLength

    glEnable(GL_TEXTURE_2D)

    board_tex  = array([[0.0, project(offset - 2 * self.beatsPerUnit)],
                         [1.0, project(offset - 2 * self.beatsPerUnit)],
                         [0.0, project(offset - 1 * self.beatsPerUnit)],
                         [1.0, project(offset - 1 * self.beatsPerUnit)],
                         [0.0, project(offset + l * self.beatsPerUnit * .7)],
                         [1.0, project(offset + l * self.beatsPerUnit * .7)],
                         [0.0, project(offset + l * self.beatsPerUnit)],
                         [1.0, project(offset + l * self.beatsPerUnit)]], dtype=float32)
    
    #must be seperate for neck flashing.
    board_col  = array([[color[0],color[1],color[2], 0],
                             [color[0],color[1],color[2], 0],
                             [color[0],color[1],color[2], v],
                             [color[0],color[1],color[2], v],
                             [color[0],color[1],color[2], v],
                             [color[0],color[1],color[2], v],
                             [color[0],color[1],color[2], 0],
                             [color[0],color[1],color[2], 0]], dtype=float32)

    if alpha == True:
      glBlendFunc(GL_ONE, GL_ONE)
    neck.texture.bind()
    cmglDrawArrays(GL_TRIANGLE_STRIP, vertices=self.board_vtx, colors=board_col, texcoords=board_tex)

    if alpha == True:
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
      
    glDisable(GL_TEXTURE_2D)
コード例 #2
0
  def render(self, visibility, topMost):
    #MFH - display version in any menu:

    if not visibility:
      self.active = False
      return

    self.active = True
    if self.graphicMenu and self.menuBackground:
      self.engine.graphicMenuShown = True
    else:
      self.engine.graphicMenuShown = False
    
    self.engine.view.setOrthogonalProjection(normalize = True)
    try:
      v = (1 - visibility) ** 2
      # Default to this font if none was specified

      font = self.font
      tipFont = self.tipFont

      if self.fadeScreen:
        Dialogs.fadeScreen(v)
        
      wS, hS = self.engine.view.geometry[2:4]
        
      if self.graphicMenu and self.menuBackground:
        #volshebnyi - better menu scaling
        self.engine.drawImage(self.menuBackground, scale = (1.0,-1.0), coord = (wS/2,hS/2), stretched = 3)
      else:
        glEnable(GL_BLEND)
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
        glEnable(GL_COLOR_MATERIAL)

      n = len(self.choices)
      x, y = self.pos

      for i, choice in enumerate(self.choices[self.viewOffset:self.viewOffset + self.viewSize]):
        if self.graphicMenu:
          if self.currentIndex == i:
            xpos = (.5,1)
          else:
            xpos = (0,.5)
          ypos = float(i+self.viewOffset)
          self.menuText.transform.reset()
          self.menuText.transform.scale(.5*self.menuScale,(-1.0/n*self.menuScale))
          self.menuText.transform.translate(wS*self.menux,(hS*self.menuy)-(hS*self.vSpace)*i)
          self.menuText.draw(rect = (xpos[0],xpos[1],ypos/n,(ypos+1.0)/n))
          #self.engine.drawImage(self.menuText, scale = (self.menuScale,-self.menuScale*2/n), coord = (wS*self.menux,hS*(self.menuy-self.vSpace*i)), rect = (xpos[0],xpos[1],ypos/n,(ypos+1.0)/n), stretched = 11)
        else:
          text = choice.getText(i + self.viewOffset == self.currentIndex)
          glPushMatrix()
          glRotate(v * 45, 0, 0, 1)

          scale = 0.002
          if self.mainMenu and self.theme < 2 and i % 2 == 1:#8bit
              scale = 0.0016

          w, h = font.getStringSize(" ", scale = scale)

          # Draw arrows if scrolling is needed to see all items
          if i == 0 and self.viewOffset > 0:
            self.engine.theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / self.viewOffset) / 3))
            glPushMatrix()
            glTranslatef(x - v / 4 - w * 2, y + h / 2, 0)
            self.renderTriangle(up = (0, -1), s = .015)
            glPopMatrix()
          elif i == self.viewSize - 1 and self.viewOffset + self.viewSize < n:
            self.engine.theme.setBaseColor((1 - v) * max(.1, 1 - (1.0 / (n - self.viewOffset - self.viewSize)) / 3))
            glPushMatrix()
            glTranslatef(x - v / 4 - w * 2, y + h / 2, 0)
            self.renderTriangle(up = (0, 1), s = .015)
            glPopMatrix()

          if i + self.viewOffset == self.currentIndex:
            if choice.tipText and self.showTips:
              if self.tipColor:
                c1, c2, c3 = self.tipColor
                glColor3f(c1,c2,c3)
              elif self.textColor:
                c1, c2, c3 = self.textColor
                glColor3f(c1,c2,c3)
              else:
                self.engine.theme.setBaseColor(1-v)
              tipScale = self.tipScale
              if self.tipScroll > -(self.tipSize) and self.tipScroll < 1:
                tipFont.render(choice.tipText, (self.tipScroll, self.tipY), scale = tipScale)
              if self.tipScrollMode == 0:
                if self.tipScrollB > -(self.tipSize) and self.tipScrollB < 1:
                  tipFont.render(choice.tipText, (self.tipScrollB, self.tipY), scale = tipScale)
            a = (math.sin(self.time) * .15 + .75) * (1 - v * 2)
            self.engine.theme.setSelectedColor(a)
            a *= -.005
            glTranslatef(a, a, a)
          else:
            self.engine.theme.setBaseColor(1 - v)      
        
          #MFH - settable color through Menu constructor
          if i + self.viewOffset == self.currentIndex and self.selectedColor:
            c1,c2,c3 = self.selectedColor
            glColor3f(c1,c2,c3)
          elif self.textColor:
            c1,c2,c3 = self.textColor
            glColor3f(c1,c2,c3)
        
          #MFH - now to catch " >" main menu options and blank them:
          if text == " >":
            text = ""
            
          if self.engine.data.submenuSelectFound and len(text) > 0 and not self.mainMenu and self.useSelectedBox:
            Tw, Th = font.getStringSize(text,scale)
            lineSpacing = font.getLineSpacing(scale)
            frameWidth = Tw*1.10
            #frameHeight = (Th+Th2)*1.10
            frameHeight = Th + lineSpacing
            boxXOffset = (x + (Tw/2))*wS
            boxYOffset = (1.0 - (y*4.0/3.0) - (Th*1.2/2))*hS
            subSelectHYFactor = 640.000/self.engine.view.aspectRatio
            subSelectHFactor = subSelectHYFactor/self.engine.data.subSelectImgH
            self.engine.data.submenuSelect.transform.reset()
            tempWScale = frameWidth*self.engine.data.subSelectWFactor
            tempHScale = -(frameHeight)*subSelectHFactor
            self.engine.data.submenuSelect.transform.scale(tempWScale,tempHScale)
            self.engine.data.submenuSelect.transform.translate(boxXOffset,boxYOffset)
            self.engine.data.submenuSelect.draw()
          
          font.render(text, (x - v / 4, y), scale = scale)
        
        
          v *= 2
          if self.theme == 1 and self.font == self.engine.data.pauseFont: # evilynux - Ugly workaround for Gh3
            y += h*.70      #Worldrave - Changed Pause menu spacing back to .70 from .65 for now.
          else:
            y += h
          glPopMatrix()
    
    
    finally:
      self.engine.view.resetProjection()