コード例 #1
0
 def draw_line(self, *args):
     mapview = self.parent
     self.zoom = mapview.zoom
     global coordinates
     global corridors
     #corridor = corr
    
     # When zooming we must undo the current scatter transform
     # or the animation distorts it
     scatter = mapview._scatter
     map_source = mapview.map_source
     sx,sy,ss = scatter.x, scatter.y, scatter.scale
     vx,vy,vs = mapview.viewport_pos[0], mapview.viewport_pos[1], mapview.scale       
     # Account for map source tile size and mapview zoom
     ms = pow(2.0,mapview.zoom) * map_source.dp_tile_size        
     #: Since lat is not a linear transform we must compute manually 
            
     #line_points = []
     with self.canvas:
             # Clear old line
             self.canvas.clear()
     
     for corridor in corridors:
         line_points = []
         for lat,lon in corridor:
             line_points.extend((self.get_x(lon),self.get_y(lat)))
             print("linepointslist:")
             print (line_points)
             #line_points.extend(mapview.get_window_xy_from(lat,lon,mapview.zoom))
     
      
         with self.canvas:
             # Clear old line
             #self.canvas.clear()
             # Undo the scatter animation transform
             Scale(1/ss,1/ss,1)
             Translate(-sx,-sy)
             
             # Apply the get window xy from transforms
             Scale(vs,vs,1)
             Translate(-vx,-vy)
                
             # Apply the what we can factor out
             # of the mapsource long,lat to x,y conversion
             Scale(ms/360.0,ms/2.0,1)
             Translate(180,0)
              
             # Draw new
             Color(1, 0, 0, 1)
             print("linepointslist Line:")
             print (line_points)
             Line(points=line_points, width=1)#4/ms)#, joint="round",joint_precision=100)
             self.canvas.ask_update()
コード例 #2
0
ファイル: voronoi.py プロジェクト: twd38/distopia
    def show_precincts(self):
        precinct_graphics = self.precinct_graphics = {}
        with self.canvas:
            PushMatrix()
            Translate(self.focus_region_width, 0)
            for precinct in self.voronoi_mapping.precincts:
                assert len(precinct.boundary) >= 6
                tess = Tesselator()
                tess.add_contour(precinct.boundary)
                tess.tesselate(WINDING_ODD, TYPE_POLYGONS)

                graphics = [
                    Color(rgba=(0, 0, 0, 1))]
                for vertices, indices in tess.meshes:
                    graphics.append(
                        Mesh(
                            vertices=vertices, indices=indices,
                            mode="triangle_fan"))

                graphics.append(
                    Color(rgba=(0, 1, 0, 1)))
                graphics.append(
                    Line(points=precinct.boundary, width=1))
                precinct_graphics[precinct] = graphics
            PopMatrix()
コード例 #3
0
def screenshot(path, root_widget=None):
    """
    Take screenshot of the current state of the app and save it under ``path``.

    The sleep- and mainthread-decorator ensure that the app shows the current state properly.
    """
    if root_widget is None:
        root_widget = MDApp.get_running_app().root

    fbo = Fbo(
        size=(root_widget.width, root_widget.height),
        with_stencilbuffer=True,
    )

    with fbo:
        ClearColor(*MDApp.get_running_app().theme_cls.bg_normal)
        ClearBuffers()
        Scale(1, -1, 1)
        Translate(-root_widget.x, -root_widget.y - root_widget.height, 0)

    fbo.add(root_widget.canvas)
    fbo.draw()
    img = KivyImage(fbo.texture)

    img.save(path)
コード例 #4
0
ファイル: voronoi.py プロジェクト: siddsrinivasan/distopia
    def __init__(self,
                 voronoi_mapping=None,
                 table_mode=False,
                 align_mat=None,
                 screen_offset=(0, 0),
                 ros_bridge=None,
                 district_blocks_fid=None,
                 focus_block_fid=0,
                 focus_block_logical_id=0,
                 district_metrics_fn=None,
                 state_metrics_fn=None,
                 show_voronoi_boundaries=False,
                 focus_metrics=[],
                 focus_metric_width=100,
                 focus_metric_height=100,
                 screen_size=(1920, 1080),
                 max_fiducials_per_district=5,
                 visualize_metric_data=True,
                 **kwargs):
        super(VoronoiWidget, self).__init__(**kwargs)
        self.voronoi_mapping = voronoi_mapping
        self.ros_bridge = ros_bridge
        self.district_blocks_fid = district_blocks_fid
        self.focus_block_fid = focus_block_fid
        self.focus_block_logical_id = focus_block_logical_id
        self.show_voronoi_boundaries = show_voronoi_boundaries
        self.max_fiducials_per_district = max_fiducials_per_district
        self.visualize_metric_data = visualize_metric_data

        self.focus_metrics = focus_metrics
        self.focus_metric_width = focus_metric_width
        self.focus_metric_height = focus_metric_height
        self.screen_size = screen_size
        self.n_focus_rows = rows = int(screen_size[1] // focus_metric_height)
        self.n_focus_cols = cols = int(math.ceil(len(focus_metrics) / rows))
        self.focus_region_width = cols * focus_metric_width
        self.show_district_selection()
        self.show_focus_region()

        self.fiducial_graphics = {}
        self.fiducials_color = {}
        self.colors = cycle(plt.get_cmap('tab10').colors)

        self.table_mode = table_mode
        self.align_mat = align_mat
        self.district_graphics = []
        self.district_metrics_fn = district_metrics_fn
        self.state_metrics_fn = state_metrics_fn
        self.screen_offset = screen_offset
        self.touches = {}

        with self.canvas.before:
            PushMatrix()
            Translate(*[v * Metrics.density for v in screen_offset])
        with self.canvas.after:
            PopMatrix()
        self.show_precincts()
コード例 #5
0
ファイル: tilemap.py プロジェクト: simon2x/kivy_rpg
 def _set_view(self):
     fx, fy = self.map.viewport.origin
     # clear any previous before/after instructions
     self.canvas.before.clear()
     self.canvas.after.clear()
     with self.canvas.before:
         PushMatrix('projection_mat')
         Translate(-fx, -fy)
     with self.canvas.after:
         PopMatrix('projection_mat')
コード例 #6
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	def render(self, canvas, size, dt):
		ratio = 1.0
		width_is_bigger = True
		if size[0] > size[1]:
			ratio = size[1] / self.root
		else:
			width_is_bigger = False
			ratio = size[0] / self.root
		with canvas:
			if width_is_bigger:
				Translate(size[0] / 2.0 - self.root / 2.0 * ratio, 0.0)
			else:
				Translate(0.0, size[1] / 2.0 - self.root / 2.0 * ratio)
			Scale(ratio, ratio, 1.0)
			Color(0.6, 0.2, 0.2, 1.0)
			Rectangle(pos=(0, 0), size=(self.root, self.root))
		self.player1.render(canvas, dt)
		self.player2.render(canvas, dt)
		self.ball.render(canvas, dt)
コード例 #7
0
ファイル: lineMap.py プロジェクト: kachun333/AlgoAssignment
    def _draw_line(self, *args):
        mapview = self.parent
        self.zoom = mapview.zoom

        # When zooming we must undo the current scatter transform
        # or the animation distorts it
        scatter = mapview._scatter
        sx, sy, ss = scatter.x, scatter.y, scatter.scale

        # Account for map source tile size and mapview zoom
        vx, vy, vs = mapview.viewport_pos[0], mapview.viewport_pos[
            1], mapview.scale

        with self.canvas:
            # Clear old line
            self.canvas.clear()

            # Offset by the MapView's position in the window
            Translate(*mapview.pos)

            # Undo the scatter animation transform
            Scale(1 / ss, 1 / ss, 1)
            Translate(-sx, -sy)

            # Apply the get window xy from transforms
            Scale(vs, vs, 1)
            Translate(-vx, -vy)

            # Apply the what we can factor out of the mapsource long, lat to x, y conversion
            Translate(self.ms / 2, 0)

            # Translate by the offset of the line points (this keeps the points closer to the origin)
            Translate(*self.line_points_offset)

            # Draw line
            Color(0, 0.2, 0.7, 0.25)
            Line(points=self.line_points, width=6.5 / 2)
            Color(0, 0.2, 0.7, 1)
            Line(points=self.line_points, width=6 / 2)
            Color(0, 0.3, 1, 1)
            Line(points=self.line_points, width=4 / 2)
コード例 #8
0
ファイル: voronoi.py プロジェクト: siddsrinivasan/distopia
    def process_voronoi_output(self,
                               districts,
                               fiducial_identity,
                               fiducial_pos,
                               error=[],
                               post_callback=None,
                               largs=(),
                               data_is_old=False):
        if data_is_old:
            return

        if post_callback is not None:
            post_callback(*largs)

        if not error:
            fid_ids = [self.district_blocks_fid[i] for i in fiducial_identity]
            if self.ros_bridge is not None:
                self.ros_bridge.update_voronoi(fiducial_pos, fid_ids,
                                               fiducial_identity, districts,
                                               self.district_metrics_fn,
                                               self.state_metrics_fn)

        if self.visualize_metric_data and self.current_focus_metric:
            for graphics in self.precinct_graphics.values():
                graphics[0].a = 1.  # undo possible previous error display
        else:
            if not districts:
                self.clear_voronoi()
            else:
                self.paint_precinct_by_district()

        if error:
            for precinct in error:
                self.precinct_graphics[precinct][0].a = 0

        for item in self.district_graphics:
            self.canvas.remove(item)
        self.district_graphics = []

        if self.show_voronoi_boundaries:
            with self.canvas:
                PushMatrix()
                Translate(self.focus_region_width, 0)
                Scale(Metrics.density)
                self.district_graphics.append(Color(1, 1, 0, 1))
                for district in districts:
                    if not district.boundary:
                        continue

                    self.district_graphics.append(
                        Line(points=district.boundary + district.boundary[:2],
                             width=2))
                PopMatrix()
コード例 #9
0
ファイル: voronoi.py プロジェクト: twd38/distopia
    def process_voronoi_output(
            self, districts, fiducial_identity, fiducial_pos, error=[],
            post_callback=None, largs=(),
            data_is_old=False):
        if data_is_old:
            return

        if post_callback is not None:
            post_callback(*largs)

        if not error:
            self.district_metrics_fn(districts)
            state_metrics = self.state_metrics_fn(districts)

            fid_ids = [self.district_blocks_fid[i] for i in fiducial_identity]
            if self.ros_bridge is not None:
                self.ros_bridge.update_voronoi(
                    fiducial_pos, fid_ids, fiducial_identity, districts,
                    state_metrics)
            if not districts:
                self.clear_voronoi()
                return

        colors = self.fiducials_color
        for district in districts:
            color = colors[district.identity]
            for precinct in district.precincts:
                self.precinct_graphics[precinct][0].rgba = color + [1., ]

        if error:
            for precinct in error:
                self.precinct_graphics[precinct][0].a = .3

        for item in self.district_graphics:
            self.canvas.remove(item)
        self.district_graphics = []

        if self.show_voronoi_boundaries:
            PushMatrix()
            Translate(self.focus_region_width, 0)
            with self.canvas:
                self.district_graphics.append(Color(1, 1, 0, 1))
                for district in districts:
                    self.district_graphics.append(
                        Line(points=district.boundary + district.boundary[:2],
                             width=2))
            PopMatrix()
コード例 #10
0
 def setup_scene(self):
     Color(1, 0, 1, 1)
     PushMatrix()
     self.translate = Translate(0, -3, -10)
     self.rotx = Rotate(0, 1, 0, 0)
     self.rot = Rotate(0.5, 0, 1, 0)
     self.scale = Scale(1.0)
     #m = random.sample(xrange(10), 10)#list(self.scene.objects.values())[0]
     #m = list(self.scene.objects.values())[0]
     self.mesh = self.generateMesh()  #Mesh(
     UpdateNormalMatrix()
     #self.mesh = Mesh(
     #    vertices=m.vertices,
     #    indices=m.indices,
     #    fmt=m.vertex_format,
     #    mode='triangles',
     #)
     PopMatrix()
コード例 #11
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    def Render(self, matrix, colorTransform, renderingIndex, renderingCount,
               visible):
        if not visible or colorTransform.multi.alpha == 0:
            return

        # print(matrix)
        # print("")

        self.m_color.rgba = (colorTransform.multi.red,
                             colorTransform.multi.green,
                             colorTransform.multi.blue,
                             colorTransform.multi.alpha)
        self.m_matrix.set(flat=[
            matrix.scaleX,
            -matrix.skew0,
            0,
            0,  # matrix.skew0, -matrix.skew0
            -matrix.skew1,
            matrix.scaleY,
            0,
            0,  # matrix.scaleX, matrix.scaleY
            0,
            0,
            1,
            0,
            matrix.translateX,
            matrix.translateY,
            0,
            1
        ])  # matrix.translateX, matrix.translateY
        self.m_inst.matrix = self.m_matrix

        self.canvas.add(PushMatrix())
        self.canvas.add(Color(1, 0, 0, 1))
        self.canvas.add(Translate(575, 300))
        self.canvas.add(Ellipse(size=(5, 5)))
        self.canvas.add(self.m_origin_transform)
        self.canvas.add(Ellipse(size=(5, 5)))
        self.canvas.add(Scale(1, -1, 1, origin=(0, 0)))
        self.canvas.add(self.m_inst)
        self.canvas.add(self.m_color)
        self.canvas.add(self.m_mesh)
        self.canvas.add(PopMatrix())
        self.canvas.ask_update()
コード例 #12
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 def __init__(self, cx, cy, **kwargs):
     super(Canvas, self).__init__(**kwargs)
     img = get_image(map)
     with self.canvas:
         # translate the center of canvas from bottom left corner to the center
         Translate(1024 / 2, 512 / 2)
         Rectangle(texture=img.texture, pos=(-1024 / 2, -512 / 2), size=(1024, 512))
         data = earthquake_data(earthquake)
         # create web mercators for the center of the map
         cx = mercX(cx)
         cy = mercY(cy)
         # loop trough the earthquakes data for drawing them on the map
         for i in range(0, len(data)):
             x = mercX(data["longitude"][i]) - cx
             y = mercY(data["latitude"][i]) - cy
             mag = data["mag"][i]
             # mag squared for better differentiation of the radius of circles on the map
             mag = math.pow(mag, 2) / 2
             # drawing the circles rapresentating the earthquakes using the magnitude for the radius and for translate the origin of the circle from bottom left to center
             Line(ellipse=(x - mag / 2, y - mag / 2, mag, mag))
コード例 #13
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 def create_image(self):
     parent = self.parent
     if parent:
         canvas_parent_index = parent.canvas.indexof(self.canvas)
         if canvas_parent_index > -1:
             parent.canvas.remove(self.canvas)
     fbo = Fbo(size=self.size, with_stencilbuffer=True)
     with fbo:
         ClearColor(0, 0, 0, 0)
         ClearBuffers()
         Scale(1, -1, 1)
         Translate(-self.x, -self.y - self.height, 0)
     fbo.add(self.canvas)
     fbo.draw()
     image = Image.frombytes('RGBA', list(map(int, self.size)),
                             fbo.texture.pixels, 'raw', 'RGBA', 0, 1)
     fbo.remove(self.canvas)
     if parent is not None and canvas_parent_index > -1:
         parent.canvas.insert(canvas_parent_index, self.canvas)
     return image
コード例 #14
0
ファイル: routedrawhelper.py プロジェクト: Ernest94/paastocht
    def draw_line(self, *args):
        mapview = self.parent
        self.zoom = mapview.zoom
        point_list = []

        filename = "map_data.mbtiles"
        db_mbtiles = sqlite3.connect(filename)
        c_mbtiles = db_mbtiles.cursor()
        sql = "SELECT * FROM route_coordinates WHERE day = ?"
        day = (self.day, )
        c_mbtiles.execute(sql, day)
        myresult = c_mbtiles.fetchall()
        if self.day == '6':
            coordinates_list = eval(myresult[0][1][2:-2])
        else:
            coordinates_list = eval(myresult[0][1][2:-1])
        db_mbtiles.close()

        for index, geo_coordinates in enumerate(coordinates_list):
            screen_coordinates = mapview.get_window_xy_from(
                coordinates_list[2 * index + 1], coordinates_list[2 * index],
                mapview.zoom)
            point_list.append(screen_coordinates[0])
            point_list.append(screen_coordinates[1])
            if index == int((len(coordinates_list)) / 2 - 1):
                break

        # When zooming we must undo the current scatter transform
        # or the animation makes the line misplaced
        scatter = mapview._scatter
        x, y, s = scatter.x, scatter.y, scatter.scale

        with self.canvas:
            self.canvas.clear()
            Scale(1 / s, 1 / s, 1)
            Translate(-x, -y)
            Color(1, 0, 0, 1)
            Line(points=point_list, width=2, joint="miter")
コード例 #15
0
    def __init__(self, lwf, bitmap, canvas):
        b = lwf.data.bitmaps[bitmap.objectId]
        if b.textureFragmentId == -1:
            return

        bx = FormatBitmapEx()
        bx.matrixId = b.matrixId
        bx.textureFragmentId = b.textureFragmentId
        bx.u = 0
        bx.v = 0
        bx.w = 1
        bx.h = 1

        f = lwf.data.textureFragments[b.textureFragmentId]
        t = lwf.data.textures[f.textureId]

        texturePath = t.filename
        filename = lwf.data.path + texturePath

        rect_coords, tex_coords = self.get_vertices(t, f, bx, False, False)

        # print(f"Looking for {filename}")
        texture = Image(filename).texture
        # self.m_mesh = Rectangle(pos=(rect_coords[0], rect_coords[1]), size=(rect_coords[2], rect_coords[3]))
        self.m_origin_transform = Translate(
            lwf.render_offset[0] * (lwf.scaleX / lwf.width),
            lwf.render_offset[1] * (lwf.scaleY / lwf.height))
        self.m_mesh = Rectangle(pos=(rect_coords[0], rect_coords[1]),
                                size=(rect_coords[2], rect_coords[3]),
                                tex_coords=tex_coords,
                                texture=texture)
        # self.m_mesh = Mesh(vertices=coordinates, indices=[1, 3, 2, 0, 1], mode='triangle_fan', texture=texture)
        self.m_color = Color(1, 1, 1, 1)
        self.m_matrix = Matrix()
        self.m_inst = MatrixInstruction()
        # self.m_mesh = Mesh(vertices=vertices, indices=[1, 3, 2, 0, 1], texture=texture, mode='triangle_fan')
        self.canvas = canvas
コード例 #16
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 def _setup_canvas(self):
     self.canvas.clear()
     self.canvas.add(Translate(0, self.height))
     self.canvas.add(Scale(1, -1, -1))
コード例 #17
0
ファイル: __init__.py プロジェクト: cplab/ceed
    def generate_movie(self,
                       filename,
                       out_fmt='yuv420p',
                       codec='libx264',
                       lib_opts={'crf': '0'},
                       video_fmt='mp4',
                       start=None,
                       end=None,
                       canvas_size=(0, 0),
                       canvas_size_hint=(1, 1),
                       projector_pos=(0, 0),
                       projector_pos_hint=(None, None),
                       paint_funcs=(),
                       stimulation_transparency=1.,
                       lum=1.,
                       speed=1.,
                       hidden_shapes=None):
        from kivy.graphics import (Canvas, Translate, Fbo, ClearColor,
                                   ClearBuffers, Scale)
        from kivy.core.window import Window

        rate = float(self.view_controller.frame_rate)
        rate_int = int(rate)
        if rate != rate_int:
            raise ValueError('Frame rate should be integer')
        orig_w, orig_h = (self.view_controller.screen_width,
                          self.view_controller.screen_height)

        canvas_w, canvas_h = canvas_size
        cv_hint_w, cv_hint_h = canvas_size_hint
        w = int(canvas_w if cv_hint_w is None else orig_w * cv_hint_w)
        h = int(canvas_h if cv_hint_h is None else orig_h * cv_hint_h)

        projector_x, projector_y = projector_pos
        projector_hint_x, projector_hint_y = projector_pos_hint
        x = int(projector_x if projector_hint_x is None else orig_w *
                projector_hint_x)
        y = int(projector_y if projector_hint_y is None else orig_h *
                projector_hint_y)

        Window.size = w, h
        intensities = self.shapes_intensity

        n = len(intensities[next(iter(intensities.keys()))])
        if start is not None:
            start = int(start * rate)
            if start >= n:
                raise Exception('Start time is after the end of the data')
        else:
            start = 0

        if end is not None:
            end = int(math.ceil(end * rate)) + 1
            if end <= start:
                raise Exception('End time is before or at the start time')
        else:
            end = n

        stream = {
            'pix_fmt_in': 'rgba',
            'pix_fmt_out': out_fmt,
            'width_in': w,
            'height_in': h,
            'width_out': w,
            'height_out': h,
            'codec': codec,
            'frame_rate': (int(speed * rate_int), 1)
        }
        writer = MediaWriter(filename, [stream],
                             fmt=video_fmt,
                             lib_opts=lib_opts)

        fbo = Fbo(size=(w, h), with_stencilbuffer=True)
        with fbo:
            ClearColor(0, 0, 0, 1)
            ClearBuffers()
            Scale(1, -1, 1)
            Translate(0, -h, 0)

        config = {
            'canvas': fbo,
            'pos': (x, y),
            'size': (w, h),
            'orig_size': (orig_w, orig_h),
            'rate': rate
        }
        paint_funcs = [func(config) for func in paint_funcs]
        paint_funcs = [func for func in paint_funcs if func is not None]

        fbo.draw()
        img = Image(plane_buffers=[fbo.pixels], pix_fmt='rgba', size=(w, h))
        writer.write_frame(img, 0.)

        fbo.add(Translate(x, y))
        shape_views = self.stage_factory.get_shapes_gl_color_instructions(
            fbo, 'stage_replay')
        fbo.add(Translate(-x, -y))

        pbar = tqdm(total=(end - 1 - start) / rate,
                    file=sys.stdout,
                    unit='second',
                    unit_scale=1)

        # all shapes listed in intensities must be in shape_views. However,
        # we don't want to show shapes not given values in intensities or if
        # they are to be hidden
        unused_shapes = set(shape_views) - set(intensities)
        unused_shapes.update(set(hidden_shapes or []))
        for name in unused_shapes:
            if name in shape_views:
                shape_views[name].rgba = 0, 0, 0, 0

        for i in range(start, end):
            pbar.update(1 / rate)
            for name, intensity in intensities.items():
                r, g, b, a = intensity[i]
                if name in unused_shapes:
                    a = 0
                shape_views[name].rgba = \
                    r * lum, g * lum, b * lum, a * stimulation_transparency

            try:
                for func in paint_funcs:
                    func(i)
            except EndOfDataException:
                break

            fbo.draw()
            img = Image(plane_buffers=[fbo.pixels],
                        pix_fmt='rgba',
                        size=(w, h))
            writer.write_frame(img, (i - start + 1) / (rate * speed))
        pbar.close()
コード例 #18
0
ファイル: __init__.py プロジェクト: cplab/ceed
    def _show_image(config,
                    img,
                    scale=None,
                    translation=None,
                    rotation=None,
                    transform_matrix=None):
        from kivy.graphics.texture import Texture
        from kivy.graphics.fbo import Fbo
        from kivy.graphics import (Mesh, StencilPush, StencilUse, StencilUnUse,
                                   StencilPop, Rectangle, Color)
        from kivy.graphics.context_instructions import (PushMatrix, PopMatrix,
                                                        Rotate, Translate,
                                                        Scale,
                                                        MatrixInstruction,
                                                        BindTexture)
        from kivy.graphics.transformation import Matrix
        img_fmt = img.get_pixel_format()
        img_w, img_h = img.get_size()
        size = config['orig_size']
        pos = config['pos']
        canvas = config['canvas']

        if img_fmt not in ('yuv420p', 'rgba', 'rgb24', 'gray', 'bgr24',
                           'bgra'):
            ofmt = get_best_pix_fmt(
                img_fmt, ('yuv420p', 'rgba', 'rgb24', 'gray', 'bgr24', 'bgra'))
            swscale = SWScale(iw=img_w,
                              ih=img_h,
                              ifmt=img_fmt,
                              ow=0,
                              oh=0,
                              ofmt=ofmt)
            img = swscale.scale(img)
            img_fmt = img.get_pixel_format()

        kivy_ofmt = {
            'yuv420p': 'yuv420p',
            'rgba': 'rgba',
            'rgb24': 'rgb',
            'gray': 'luminance',
            'bgr24': 'bgr',
            'bgra': 'bgra'
        }[img_fmt]

        if kivy_ofmt == 'yuv420p':
            w2 = int(img_w / 2)
            h2 = int(img_h / 2)
            tex_y = Texture.create(size=(img_w, img_h), colorfmt='luminance')
            tex_u = Texture.create(size=(w2, h2), colorfmt='luminance')
            tex_v = Texture.create(size=(w2, h2), colorfmt='luminance')

            with canvas:
                fbo = Fbo(size=(img_w, img_h))
            with fbo:
                BindTexture(texture=tex_u, index=1)
                BindTexture(texture=tex_v, index=2)
                Rectangle(size=fbo.size, texture=tex_y)
            fbo.shader.fs = CeedDataReader._YUV_RGB_FS
            fbo['tex_y'] = 0
            fbo['tex_u'] = 1
            fbo['tex_v'] = 2

            tex = fbo.texture
            dy, du, dv, _ = img.to_memoryview()
            tex_y.blit_buffer(dy, colorfmt='luminance')
            tex_u.blit_buffer(du, colorfmt='luminance')
            tex_v.blit_buffer(dv, colorfmt='luminance')
        else:
            tex = Texture.create(size=(img_w, img_h), colorfmt=kivy_ofmt)
            tex.blit_buffer(img.to_memoryview()[0], colorfmt=kivy_ofmt)
        tex.flip_vertical()

        with canvas:
            StencilPush()
            Rectangle(pos=pos, size=size)
            StencilUse()

            PushMatrix()
            center = pos[0] + size[0] / 2, pos[1] + size[1] / 2
            if rotation:
                Rotate(angle=rotation, axis=(0, 0, 1), origin=center)
            if scale:
                Scale(scale, scale, 1, origin=center)
            if translation:
                Translate(*translation)
            if transform_matrix is not None:
                mat = Matrix()
                mat.set(array=transform_matrix)
                m = MatrixInstruction()
                m.matrix = mat
            Rectangle(size=(img_w, img_h), texture=tex, pos=pos)
            PopMatrix()

            StencilUnUse()
            Rectangle(pos=pos, size=size)
            StencilPop()
コード例 #19
0
 def on_up(self, *args):  #on_up references the character's motion.
     with self.canvas.before:
         Translate(0, dp(-2))
コード例 #20
0
 def on_down(self, *args):
     with self.canvas.before:
         Translate(0, dp(2))
コード例 #21
0
 def on_right(self, *args):
     with self.canvas.before:
         Translate(dp(-2), 0)
コード例 #22
0
 def on_left(self, *args):
     with self.canvas.before:
         Translate(dp(2), 0)
コード例 #23
0
ファイル: voronoi.py プロジェクト: twd38/distopia
    def __init__(
        self, voronoi_mapping=None, table_mode=False, align_mat=None,
        screen_offset=(0, 0), ros_bridge=None, district_blocks_fid=None,
        focus_block_fid=0, focus_block_logical_id=0, district_metrics_fn=None,
        state_metrics_fn=None,
        show_voronoi_boundaries=False, focus_metrics=[],
        focus_metric_width=100, focus_metric_height=100,
            screen_size=(1920, 1080), **kwargs):
        super(VoronoiWidget, self).__init__(**kwargs)
        self.voronoi_mapping = voronoi_mapping
        self.ros_bridge = ros_bridge
        self.district_blocks_fid = district_blocks_fid
        self.focus_block_fid = focus_block_fid
        self.focus_block_logical_id = focus_block_logical_id
        self.show_voronoi_boundaries = show_voronoi_boundaries

        self.focus_metrics = focus_metrics
        self.focus_metric_width = focus_metric_width
        self.focus_metric_height = focus_metric_height
        self.screen_size = screen_size
        self.n_focus_rows = rows = int(screen_size[1] // focus_metric_height)
        self.n_focus_cols = cols = int(math.ceil(len(focus_metrics) / rows))
        self.focus_region_width = cols * focus_metric_width

        if not self.table_mode:
            spinner = self.gui_touch_spinner = GuiTouchClassSpinner(
                district_blocks_fid=self.district_blocks_fid,
                focus_block_logical_id=self.focus_block_logical_id)
            spinner.pos = self.focus_region_width, 0
            spinner.size = '100dp', '34dp'

            def update_current_fid(*largs):
                self.current_fid_id = spinner.fid_id
            spinner.fbind('fid_id', update_current_fid)
            update_current_fid()
            self.add_widget(spinner)

        i = 0
        for col in range(cols):
            for row in range(rows):
                name = focus_metrics[i]
                x0 = col * focus_metric_width
                x1 = x0 + focus_metric_width
                y0 = row * focus_metric_height
                y1 = y0 + focus_metric_height

                self.add_widget(Factory.SizedLabel(text=name, pos=(x0, y0)))
                with self.canvas:
                    Line(points=[x0, y0, x1, y0, x1, y1, x0, y1], width=2)

                i += 1
                if i >= len(focus_metrics):
                    break
            if i >= len(focus_metrics):
                break

        self.fiducial_graphics = {}
        self.fiducials_color = {}
        self.colors = cycle(plt.get_cmap('tab10').colors)

        self.table_mode = table_mode
        self.align_mat = align_mat
        self.district_graphics = []
        self.district_metrics_fn = district_metrics_fn
        self.state_metrics_fn = state_metrics_fn
        self.screen_offset = screen_offset
        self.touches = {}

        with self.canvas.before:
            PushMatrix()
            Translate(*screen_offset)
        with self.canvas.after:
            PopMatrix()
        self.show_precincts()
コード例 #24
0
ファイル: camp.py プロジェクト: Karamax/camp-1
    def animate_game_event(self, widget=None, anim_duration=0.2):
        """
        Process a single event from self.animation_queue
        Read the event and perform the correct actions on widgets (such as update text of log window,
        create and launch animation, maybe make some sound). The event is removed from self.map.game_events.
        After the actions required are performed, the method calls itself again, either recursively, or, in
        case of animations, via Animation's on_complete argument. The recursion is broken when event queue is
        empty.
        :return:
        """
        if widget and widget.parent and widget.height == 0:
            #  If the widget was given zero size, this means it should be removed
            #  This entire affair is kinda inefficient and should be rebuilt later
            widget.parent.remove_widget(widget)
        if not self.animation_queue == []:
            event = self.animation_queue.pop(0)
            if event.event_type == 'moved':
                final = self.get_screen_pos(event.actor.location, center=True)
                if final[0] < event.actor.widget.pos[0] and event.actor.widget.direction == 'right'\
                        or final[0] > event.actor.widget.pos[0] and event.actor.widget.direction == 'left':
                    event.actor.widget.flip()
                a = Animation(center=final, duration=anim_duration)
                a.bind(on_start=lambda x, y: self.remember_anim(),
                       on_complete=lambda x, y: self.animate_game_event(widget=y))
                a.start(event.actor.widget)
            elif event.event_type == 'attacked':
                current = self.get_screen_pos(event.actor.location, center=True)
                target = self.get_screen_pos(event.location, center=True)
                if target[0] > current[0] and event.actor.widget.direction == 'left' or\
                        target[0] < current[0] and event.actor.widget.direction == 'right':
                    event.actor.widget.flip()
                a = Animation(center_x=current[0]+int((target[0]-current[0])/2),
                              center_y=current[1]+int((target[1]-current[1])/2),
                              duration=anim_duration/2)
                a += Animation(center_x=current[0], center_y=current[1], duration=anim_duration/2)
                a.bind(on_start=lambda x, y: self.remember_anim(),
                       on_complete=lambda x, y: self.animate_game_event(widget=y))
                a.start(event.actor.widget)
                self.parent.boombox['attacked'].seek(0)
                self.parent.boombox['attacked'].play()
            elif event.event_type == 'was_destroyed':
                if not event.actor.widget:
                    #  If actor is None, that means it was destroyed right after spawning, not getting a
                    #  widget. Similar case is covered under 'dropped', see there for example. The check is
                    #  different here, because in 'dropped' item is taken from map, where it's None by the time
                    #  this method runs. Here, on the other hand, Item object exists (in GameEvent), but has
                    #  no widget (and is not placed on map, but that's irrelevant).
                    self.animate_game_event()
                    return
                a = Animation(size=(0, 0), duration=anim_duration)
                a.bind(on_start=lambda x, y: self.remember_anim(),
                       on_complete=lambda x, y: self.animate_game_event(widget=y))
                a.start(event.actor.widget)
            elif event.event_type == 'picked_up':
                #  It's assumed that newly added item will be the last in player inventory
                self.layer_widgets['items'].remove_widget(self.map.actors[0].inventory[-1].widget)
                self.animate_game_event()
            elif event.event_type == 'dropped':
                item = self.map.get_item(location=event.location, layer='items')
                if not item:
                    #  Item could've been destroyed right after being drop, ie it didn't get a widget. Skip.
                    #  It's rather likely if someone was killed by landmine, dropped an item and had this item
                    #  destroyed in the same explosion
                    self.animate_game_event()
                    return
                if not item.widget:
                    self.tile_factory.create_widget(item)
                    item.widget.center = self.get_screen_pos(event.location, center=True)
                self.layer_widgets['items'].add_widget(item.widget)
                self.animate_game_event()
            elif event.event_type == 'actor_spawned':
                if not event.actor.widget:
                    self.tile_factory.create_widget(event.actor)
                event.actor.widget.center = self.get_screen_pos(event.location, center=True)
                self.layer_widgets['actors'].add_widget(event.actor.widget)
                self.animate_game_event()
            elif event.event_type == 'construction_spawned':
                if not event.actor.widget:
                    self.tile_factory.create_widget(event.actor)
                event.actor.widget.center = self.get_screen_pos(event.location, center=True)
                self.layer_widgets['constructions'].add_widget(event.actor.widget)
                self.animate_game_event()
            elif event.event_type == 'exploded':
                loc = self.get_screen_pos(event.location)
                loc = (loc[0]+16, loc[1]+16)
                self.overlay_widget = Image(source='Explosion.png',
                                            size=(0, 0),
                                            size_hint=(None, None),
                                            pos=loc)
                a = Animation(size=(96, 96), pos=(loc[0]-32, loc[1]-32),
                              duration=0.3)
                a += Animation(size=(0, 0), pos=loc,
                               duration=0.3)
                a.bind(on_start=lambda x, y: self.remember_anim(),
                       on_complete=lambda x, y: self.animate_game_event(widget=y))
                self.add_widget(self.overlay_widget)
                self.parent.boombox['exploded'].seek(0)
                self.parent.boombox['exploded'].play()
                a.start(self.overlay_widget)
            elif event.event_type == 'rocket_shot':
                self.overlay_widget = RelativeLayout(center=self.get_screen_pos(event.actor.location, center=True),
                                                     size=(64,64),
                                                     size_hint=(None, None))
                i = Image(source='Rocket.png',
                          size=(32, 32),
                          size_hint=(None, None))
                self.overlay_widget.add_widget(i)
                self.overlay_widget.canvas.before.add(Translate(x=16, y=16))
                a = degrees(atan2(event.actor.location[1]-event.location[1],
                                  event.actor.location[0]-event.location[0]))
                # if abs(a) >= 90:
                #     self.overlay_widget.center_y += 64
                self.overlay_widget.canvas.before.add(Rotate(angle=a+90, axis=(0, 0, 1),
                                                             origin=i.center))
                a = Animation(center=self.get_screen_pos(event.location, center=True), duration=anim_duration)
                a += Animation(size=(0, 0), duration=0)
                a.bind(on_start=lambda x, y: self.remember_anim(),
                       on_complete=lambda x, y: self.animate_game_event(widget=y))
                self.add_widget(self.overlay_widget)
                a.start(self.overlay_widget)
            elif event.event_type == 'shot':
                self.overlay_widget = Image(source='Shot.png',
                                            size=(32, 32),
                                            size_hint=(None, None),
                                            pos=self.get_screen_pos(event.actor.location))
                a = Animation(pos=self.get_screen_pos(event.location), duration=anim_duration)
                a += Animation(size=(0, 0), duration=0)
                a.bind(on_start=lambda x, y: self.remember_anim(),
                       on_complete=lambda x, y: self.animate_game_event(widget=y))
                self.add_widget(self.overlay_widget)
                self.parent.boombox['shot'].seek(0)
                self.parent.boombox['shot'].play()
                a.start(self.overlay_widget)
            elif event.event_type in self.non_animated:
                self.parent.process_nonmap_event(event)
                self.animate_game_event()

        else:
            #  Reactivating keyboard after finishing animation
            self.animating = False
            #  Might as well be time to redraw the Dijkstra widget
            if DISPLAY_DIJKSTRA_MAP:
                if self.dijkstra_widget:
                    self.remove_widget(self.dijkstra_widget)
                # else:
                #     self.map.dijkstras['PC'].rebuild_self()
                self.dijkstra_widget = DijkstraWidget(parent=self)
                self.add_widget(self.dijkstra_widget)