예제 #1
0
파일: MazeMapGui.py 프로젝트: z010155/c0d3
    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in range(self._mazeHeight):
            for y in range(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        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
        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
예제 #2
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 def loadFlatQuad(self, fullFilename):
     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)
     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, 1 - bottomRightY), Point2(bottomRightX, 1))
     card = cm.generate()
     quad = NodePath(card)
     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.setWrapU(Texture.WMClamp)
         guiTex.setWrapV(Texture.WMClamp)
         ts = TextureStage("webTS")
         quad.setTexture(ts, guiTex)
         quad.setTransparency(0)
         quad.setTwoSided(True)
         quad.setColor(1.0, 1.0, 1.0, 1.0)
         result = quad
     else:
         result = None
     Texture.setTexturesPower2(1)
     return result
예제 #3
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    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in xrange(self._mazeHeight):
            for y in xrange(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        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
        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
예제 #4
0
 def loadFlatQuad(self, fullFilename):
     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)
     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, 1 - bottomRightY), Point2(bottomRightX, 1))
     card = cm.generate()
     quad = NodePath(card)
     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.setWrapU(Texture.WMClamp)
         guiTex.setWrapV(Texture.WMClamp)
         ts = TextureStage('webTS')
         quad.setTexture(ts, guiTex)
         quad.setTransparency(0)
         quad.setTwoSided(True)
         quad.setColor(1.0, 1.0, 1.0, 1.0)
         result = quad
     else:
         result = None
     Texture.setTexturesPower2(1)
     return result
    def renderSceneInto(self,
                        depthtex=None,
                        colortex=None,
                        auxtex=None,
                        auxbits=0,
                        textures=None):
        if textures:
            colortex = textures.get('color', None)
            depthtex = textures.get('depth', None)
            auxtex = textures.get('aux', None)

        if colortex == None:
            colortex = Texture('filter-base-color')
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex, None)
        (winx, winy) = self.getScaledSize(1, 1, 1)
        buffer = self.createBuffer('filter-base', winx, winy, texgroup)
        if buffer == None:
            return None

        cm = CardMaker('filter-base-quad')
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1, 0.5, 0.5, 1))
        cs = NodePath('dummy')
        cs.setState(self.camstate)
        if auxbits:
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))

        self.camera.node().setInitialState(cs.getState())
        quadcamnode = Camera('filter-quad-cam')
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        self.region.setCamera(quadcam)
        dr = buffer.getDisplayRegion(0)
        self.setStackedClears(dr, self.rclears, self.wclears)
        if auxtex:
            dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            dr.setClearValue(GraphicsOutput.RTPAuxRgba0,
                             Vec4(0.5, 0.5, 1.0, 0.0))

        self.region.disableClears()
        if self.isFullscreen():
            self.win.disableClears()

        dr.setCamera(self.camera)
        dr.setActive(1)
        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))
        return quad
예제 #6
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
예제 #7
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    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.jpg"%(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.jpg'))
        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
예제 #8
0
class Sprite2d:
    class Cell:
        def __init__(self, col, row):
            self.col = col
            self.row = row

        def __str__(self):
            return "Cell - Col %d, Row %d" % (self.col, self.row)

    class Animation:
        def __init__(self, cells, fps):
            self.cells = cells
            self.fps = fps
            self.playhead = 0

    ALIGN_CENTER = "Center"
    ALIGN_LEFT = "Left"
    ALIGN_RIGHT = "Right"
    ALIGN_BOTTOM = "Bottom"
    ALIGN_TOP = "Top"

    TRANS_ALPHA = TransparencyAttrib.MAlpha
    TRANS_DUAL = TransparencyAttrib.MDual
    # One pixel is divided by this much. If you load a 100x50 image with PIXEL_SCALE of 10.0
    # you get a card that is 1 unit wide, 0.5 units high
    PIXEL_SCALE = 20.0

    def __init__(self, image_path, rowPerFace, name=None,\
         rows=1, cols=1, scale=1.0,\
         twoSided=False, alpha=TRANS_ALPHA,\
         repeatX=1, repeatY=1,\
         anchorX=ALIGN_CENTER, anchorY=ALIGN_BOTTOM):
        """
		Create a card textured with an image. The card is sized so that the ratio between the
		card and image is the same.
		"""

        global SpriteId
        self.spriteNum = str(SpriteId)
        SpriteId += 1

        scale *= self.PIXEL_SCALE

        self.animations = {}

        self.scale = scale
        self.repeatX = repeatX
        self.repeatY = repeatY
        self.flip = {'x': False, 'y': False}
        self.rows = rows
        self.cols = cols

        self.currentFrame = 0
        self.currentAnim = None
        self.loopAnim = False
        self.frameInterrupt = True

        # Create the NodePath
        if name:
            self.node = NodePath("Sprite2d:%s" % name)
        else:
            self.node = NodePath("Sprite2d:%s" % image_path)

        # Set the attribute for transparency/twosided
        self.node.node().setAttrib(TransparencyAttrib.make(alpha))
        if twoSided:
            self.node.setTwoSided(True)

        # Make a filepath
        self.imgFile = Filename(image_path)
        if self.imgFile.empty():
            raise IOError, "File not found"

        # Instead of loading it outright, check with the PNMImageHeader if we can open
        # the file.
        imgHead = PNMImageHeader()
        if not imgHead.readHeader(self.imgFile):
            raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

        # Load the image with a PNMImage
        image = PNMImage()
        image.read(self.imgFile)

        self.sizeX = image.getXSize()
        self.sizeY = image.getYSize()

        # We need to find the power of two size for the another PNMImage
        # so that the texture thats loaded on the geometry won't have artifacts
        textureSizeX = self.nextsize(self.sizeX)
        textureSizeY = self.nextsize(self.sizeY)

        # The actual size of the texture in memory
        self.realSizeX = textureSizeX
        self.realSizeY = textureSizeY

        self.paddedImg = PNMImage(textureSizeX, textureSizeY)
        if image.hasAlpha():
            self.paddedImg.alphaFill(0)
        # Copy the source image to the image we're actually using
        self.paddedImg.blendSubImage(image, 0, 0)
        # We're done with source image, clear it
        image.clear()

        # The pixel sizes for each cell
        self.colSize = self.sizeX / self.cols
        self.rowSize = self.sizeY / self.rows

        # How much padding the texture has
        self.paddingX = textureSizeX - self.sizeX
        self.paddingY = textureSizeY - self.sizeY

        # Set UV padding
        self.uPad = float(self.paddingX) / textureSizeX
        self.vPad = float(self.paddingY) / textureSizeY

        # The UV dimensions for each cell
        self.uSize = (1.0 - self.uPad) / self.cols
        self.vSize = (1.0 - self.vPad) / self.rows

        self.cards = []
        self.rowPerFace = rowPerFace
        for i in range(len(rowPerFace)):
            card = CardMaker("Sprite2d-Geom")

            # The positions to create the card at
            if anchorX == self.ALIGN_LEFT:
                posLeft = 0
                posRight = (self.colSize / scale) * repeatX
            elif anchorX == self.ALIGN_CENTER:
                posLeft = -(self.colSize / 2.0 / scale) * repeatX
                posRight = (self.colSize / 2.0 / scale) * repeatX
            elif anchorX == self.ALIGN_RIGHT:
                posLeft = -(self.colSize / scale) * repeatX
                posRight = 0

            if anchorY == self.ALIGN_BOTTOM:
                posTop = 0
                posBottom = (self.rowSize / scale) * repeatY
            elif anchorY == self.ALIGN_CENTER:
                posTop = -(self.rowSize / 2.0 / scale) * repeatY
                posBottom = (self.rowSize / 2.0 / scale) * repeatY
            elif anchorY == self.ALIGN_TOP:
                posTop = -(self.rowSize / scale) * repeatY
                posBottom = 0

            card.setFrame(posLeft, posRight, posTop, posBottom)
            card.setHasUvs(True)
            self.cards.append(self.node.attachNewNode(card.generate()))
            self.cards[-1].setH(i * 360 / len(rowPerFace))

        # Since the texture is padded, we need to set up offsets and scales to make
        # the texture fit the whole card
        self.offsetX = (float(self.colSize) / textureSizeX)
        self.offsetY = (float(self.rowSize) / textureSizeY)

        # self.node.setTexScale(TextureStage.getDefault(), self.offsetX * repeatX, self.offsetY * repeatY)
        # self.node.setTexOffset(TextureStage.getDefault(), 0, 1-self.offsetY)

        self.texture = Texture()

        self.texture.setXSize(textureSizeX)
        self.texture.setYSize(textureSizeY)
        self.texture.setZSize(1)

        # Load the padded PNMImage to the texture
        self.texture.load(self.paddedImg)

        self.texture.setMagfilter(Texture.FTNearest)
        self.texture.setMinfilter(Texture.FTNearest)

        #Set up texture clamps according to repeats
        if repeatX > 1:
            self.texture.setWrapU(Texture.WMRepeat)
        else:
            self.texture.setWrapU(Texture.WMClamp)
        if repeatY > 1:
            self.texture.setWrapV(Texture.WMRepeat)
        else:
            self.texture.setWrapV(Texture.WMClamp)

        self.node.setTexture(self.texture)
        self.setFrame(0)

    def nextsize(self, num):
        """ Finds the next power of two size for the given integer. """
        p2x = max(1, log(num, 2))
        notP2X = modf(p2x)[0] > 0
        return 2**int(notP2X + p2x)

    def setFrame(self, frame=0):
        """ Sets the current sprite to the given frame """
        self.frameInterrupt = True  # A flag to tell the animation task to shut it up ur face
        self.currentFrame = frame
        self.flipTexture()

    def playAnim(self, animName, loop=False):
        """ Sets the sprite to animate the given named animation. Booleon to loop animation"""
        if not taskMgr.hasTaskNamed("Animate sprite" + self.spriteNum):
            if hasattr(self, "task"):
                taskMgr.remove("Animate sprite" + self.spriteNum)
                del self.task
            self.frameInterrupt = False  # Clear any previous interrupt flags
            self.loopAnim = loop
            self.currentAnim = self.animations[animName]
            self.currentAnim.playhead = 0
            self.task = taskMgr.doMethodLater(
                1.0 / self.currentAnim.fps, self.animPlayer,
                "Animate sprite" + self.spriteNum)

    def createAnim(self, animName, frameCols, fps=12):
        """ Create a named animation. Takes the animation name and a tuple of frame numbers """
        self.animations[animName] = Sprite2d.Animation(frameCols, fps)
        return self.animations[animName]

    def flipX(self, val=None):
        """ Flip the sprite on X. If no value given, it will invert the current flipping."""
        if val:
            self.flip['x'] = val
        else:
            if self.flip['x']:
                self.flip['x'] = False
            else:
                self.flip['x'] = True
        self.flipTexture()
        return self.flip['x']

    def flipY(self, val=None):
        """ See flipX """
        if val:
            self.flip['y'] = val
        else:
            if self.flip['y']:
                self.flip['y'] = False
            else:
                self.flip['y'] = True
        self.flipTexture()
        return self.flip['y']

    def updateCameraAngle(self, cameraNode):
        baseH = cameraNode.getH(render) - self.node.getH(render)
        degreesBetweenCards = 360 / len(self.cards)
        bestCard = int(
            ((baseH) + degreesBetweenCards / 2) % 360 / degreesBetweenCards)
        #print baseH, bestCard
        for i in range(len(self.cards)):
            if i == bestCard:
                self.cards[i].show()
            else:
                self.cards[i].hide()

    def flipTexture(self):
        """ Sets the texture coordinates of the texture to the current frame"""
        for i in range(len(self.cards)):
            currentRow = self.rowPerFace[i]

            sU = self.offsetX * self.repeatX
            sV = self.offsetY * self.repeatY
            oU = 0 + self.currentFrame * self.uSize
            #oU = 0 + self.frames[self.currentFrame].col * self.uSize
            #oV = 1 - self.frames[self.currentFrame].row * self.vSize - self.offsetY
            oV = 1 - currentRow * self.vSize - self.offsetY
            if self.flip['x'] ^ i == 1:  ##hack to fix side view
                #print "flipping, i = ",i
                sU *= -1
                #oU = self.uSize + self.frames[self.currentFrame].col * self.uSize
                oU = self.uSize + self.currentFrame * self.uSize
            if self.flip['y']:
                sV *= -1
                #oV = 1 - self.frames[self.currentFrame].row * self.vSize
                oV = 1 - currentRow * self.vSize
            self.cards[i].setTexScale(TextureStage.getDefault(), sU, sV)
            self.cards[i].setTexOffset(TextureStage.getDefault(), oU, oV)

    def clear(self):
        """ Free up the texture memory being used """
        self.texture.clear()
        self.paddedImg.clear()
        self.node.removeNode()

    def animPlayer(self, task):
        if self.frameInterrupt:
            return task.done
        #print "Playing",self.currentAnim.cells[self.currentAnim.playhead]
        self.currentFrame = self.currentAnim.cells[self.currentAnim.playhead]
        self.flipTexture()
        if self.currentAnim.playhead + 1 < len(self.currentAnim.cells):
            self.currentAnim.playhead += 1
            return task.again
        if self.loopAnim:
            self.currentAnim.playhead = 0
            return task.again
예제 #9
0
파일: MazeMapGui.py 프로젝트: z010155/c0d3
class MazeMapGui(DirectFrame):
    __module__ = __name__
    notify = directNotify.newCategory('MazeMapGui')

    def __init__(self,
                 mazeCollTable,
                 maskResolution=None,
                 radiusRatio=None,
                 bgColor=(0.8, 0.8, 0.8),
                 fgColor=(0.5, 0.5, 0.5, 1.0)):
        DirectFrame.__init__(self,
                             relief=None,
                             state=DGG.NORMAL,
                             sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.hide()
        self._bgColor = bgColor
        self._fgColor = fgColor
        self._mazeCollTable = mazeCollTable
        self._mazeWidth = len(self._mazeCollTable[0])
        self._mazeHeight = len(self._mazeCollTable)
        if not maskResolution:
            self._maskResolution = DEFAULT_MASK_RESOLUTION
            self._radius = radiusRatio is None and self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio
        self._revealedCells = []
        for y in range(self._mazeHeight):
            self._revealedCells.append([])
            for u in range(self._mazeWidth):
                self._revealedCells[y].append(False)

        self._revealFunctions = {
            MazeRevealType.SmoothCircle: self._revealSmoothCircle,
            MazeRevealType.HardCircle: self._revealHardCircle,
            MazeRevealType.Square: self._revealSquare
        }
        self._revealFunction = MAZE_REVEAL_TYPE
        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')
        self._laffMeterModel = loader.loadModel(
            'phase_3/models/gui/laff_o_meter')
        self._toon2marker = {}
        return

    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in range(self._mazeHeight):
            for y in range(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        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
        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):
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution,
                                   4)
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        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()
        cm = CardMaker('mask_cardMaker')
        cm.setFrame(-1.1, 1.1, -1.1, 1.1)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, 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._mazeCollTable
        del self._maskResolution
        del self._radius
        del self._revealedCells
        del self._revealFunctions
        del self._revealFunction
        self.map.removeNode()
        del self.map
        self.mask.removeNode()
        del self.mask
        self.maskedLayer.removeNode()
        del self.maskedLayer
        self.visibleLayer.removeNode()
        del self.visibleLayer
        self._maskImage.clear()
        del self._maskImage
        self.maskTexture.clear()
        del self.maskTexture
        self._laffMeterModel.removeNode()
        del self._laffMeterModel
        DirectFrame.destroy(self)

    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))

    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 _createSimpleMarker(self, size, color=(1, 1, 1)):
        halfSize = size * 0.5
        cm = CardMaker('mazemap_simple_marker')
        cm.setFrame(-halfSize, halfSize, -halfSize, halfSize)
        markerNP = self.maskedLayer.attachNewNode(cm.generate())
        markerNP.setColor(*color)
        return markerNP

    def tile2gui(self, x, y):
        y = self._mazeHeight - y
        cellWidth = self._maskResolution / self._mazeWidth
        cellHeight = self._maskResolution / self._mazeHeight
        ax = float(x) / self._mazeWidth * self._maskResolution
        ax += cellWidth
        ay = float(y) / self._mazeHeight * self._maskResolution
        ay += cellHeight
        return (ax, ay)

    def gui2pos(self, x, y):
        return (x / self._maskResolution * 2.0 - 0.97, 0,
                y / self._maskResolution * -2.0 + 1.02)

    def _getToonMarker(self, toon):
        hType = toon.style.getType()
        if hType == 'rabbit':
            hType = 'bunny'
        return self._laffMeterModel.find('**/' + hType + 'head')

    def addToon(self, toon, tX, tY):
        marker = NodePath('toon_marker-%i' % toon.doId)
        marker.reparentTo(self)
        self._getToonMarker(toon).copyTo(marker)
        marker.setColor(toon.style.getHeadColor())
        if toon.isLocal():
            marker.setScale(0.07)
        else:
            marker.setScale(0.05)
        marker.flattenStrong()
        marker.setPos(*self.gui2pos(*self.tile2gui(tX, tY)))
        self._toon2marker[toon] = marker

    def removeToon(self, toon):
        if not self._toon2marker.has_key(toon):
            return
        self._toon2marker[toon].removeNode()
        del self._toon2marker[toon]

    def updateToon(self, toon, tX, tY):
        if not self._toon2marker.has_key(toon):
            return
        x, y = self.tile2gui(tX, tY)
        self._toon2marker[toon].setPos(*self.gui2pos(x, y))
        if tY < 0 or tY >= len(self._revealedCells):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' %
                                (len(self._revealedCells), ))
            if len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' %
                                    (len(self._revealedCells[0]), ))
            return
        if tX < 0 or tX >= len(self._revealedCells[tY]):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' %
                                (len(self._revealedCells), ))
            if tY < len(self._revealedCells):
                self.notify.warning('len(_revealedCells[tY]): %s' %
                                    (len(self._revealedCells[tY]), ))
            elif len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' %
                                    (len(self._revealedCells[0]), ))
            return
        if not self._revealedCells[tY][tX]:
            self._drawHole(x, y)
            self._revealedCells[tY][tX] = True

    def revealCell(self, x, y):
        ax, ay = self.tile2gui(x, y)
        if not self._revealedCells[y][x]:
            self._drawHole(ax, ay)
            self._revealedCells[y][x] = True

    def revealAll(self):
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 0)

        self.revealCell(0, 0)

    def reset(self):
        for x in range(self._maskResolution):
            for y in range(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)
예제 #10
0
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex, None)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1,0.5,0.5,1))

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        dr = buffer.getDisplayRegion(0)
        self.setStackedClears(dr, self.rclears, self.wclears)
        if (auxtex):
            dr.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            dr.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5,0.5,1.0,0.0))
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
예제 #11
0
    def renderSceneInto(self, depthtex=None, colortex=None, auxtex=None, auxbits=0, textures=None):

        """ Causes the scene to be rendered into the supplied textures
        instead of into the original window.  Puts a fullscreen quad
        into the original window to show the render-to-texture results.
        Returns the quad.  Normally, the caller would then apply a
        shader to the quad.

        To elaborate on how this all works:

        * An offscreen buffer is created.  It is set up to mimic
          the original display region - it is the same size,
          uses the same clear colors, and contains a DisplayRegion
          that uses the original camera.

        * A fullscreen quad and an orthographic camera to render
          that quad are both created.  The original camera is
          removed from the original window, and in its place, the
          orthographic quad-camera is installed.

        * The fullscreen quad is textured with the data from the
          offscreen buffer.  A shader is applied that tints the
          results pink.

        * Automatic shader generation NOT enabled.
          If you have a filter that depends on a render target from
          the auto-shader, you either need to set an auto-shader
          attrib on the main camera or scene, or, you need to provide
          these outputs in your own shader.

        * All clears are disabled on the original display region.
          If the display region fills the whole window, then clears
          are disabled on the original window as well.  It is
          assumed that rendering the full-screen quad eliminates
          the need to do clears.

        Hence, the original window which used to contain the actual
        scene, now contains a pink-tinted quad with a texture of the
        scene.  It is assumed that the user will replace the shader
        on the quad with a more interesting filter. """

        if (textures):
            colortex = textures.get("color", None)
            depthtex = textures.get("depth", None)
            auxtex = textures.get("aux", None)
            auxtex0 = textures.get("aux0", auxtex)
            auxtex1 = textures.get("aux1", None)
        else:
            auxtex0 = auxtex
            auxtex1 = None

        if (colortex == None):
            colortex = Texture("filter-base-color")
            colortex.setWrapU(Texture.WMClamp)
            colortex.setWrapV(Texture.WMClamp)

        texgroup = (depthtex, colortex, auxtex0, auxtex1)

        # Choose the size of the offscreen buffer.

        (winx, winy) = self.getScaledSize(1,1,1)
        buffer = self.createBuffer("filter-base", winx, winy, texgroup)

        if (buffer == None):
            return None

        cm = CardMaker("filter-base-quad")
        cm.setFrameFullscreenQuad()
        quad = NodePath(cm.generate())
        quad.setDepthTest(0)
        quad.setDepthWrite(0)
        quad.setTexture(colortex)
        quad.setColor(Vec4(1,0.5,0.5,1))

        cs = NodePath("dummy")
        cs.setState(self.camstate)
        # Do we really need to turn on the Shader Generator?
        #cs.setShaderAuto()
        if (auxbits):
            cs.setAttrib(AuxBitplaneAttrib.make(auxbits))
        self.camera.node().setInitialState(cs.getState())

        quadcamnode = Camera("filter-quad-cam")
        lens = OrthographicLens()
        lens.setFilmSize(2, 2)
        lens.setFilmOffset(0, 0)
        lens.setNearFar(-1000, 1000)
        quadcamnode.setLens(lens)
        quadcam = quad.attachNewNode(quadcamnode)
        
        self.region.setCamera(quadcam)

        self.setStackedClears(buffer, self.rclears, self.wclears)
        if (auxtex0):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba0, 1)
            buffer.setClearValue(GraphicsOutput.RTPAuxRgba0, Vec4(0.5, 0.5, 1.0, 0.0))
        if (auxtex1):
            buffer.setClearActive(GraphicsOutput.RTPAuxRgba1, 1)
        self.region.disableClears()
        if (self.isFullscreen()):
            self.win.disableClears()

        dr = buffer.makeDisplayRegion()
        dr.disableClears()
        dr.setCamera(self.camera)
        dr.setActive(1)

        self.buffers.append(buffer)
        self.sizes.append((1, 1, 1))

        return quad
예제 #12
0
class Sprite2d:

	class Cell:
		def __init__(self, col, row):
			self.col = col
			self.row = row

		def __str__(self):
			return "Cell - Col %d, Row %d" % (self.col, self.row)

	class Animation:
		def __init__(self, cells, fps):
			self.cells = cells
			self.fps = fps
			self.playhead = 0

	ALIGN_CENTER = "Center"
	ALIGN_LEFT = "Left"
	ALIGN_RIGHT = "Right"
	ALIGN_BOTTOM = "Bottom"
	ALIGN_TOP = "Top"

	TRANS_ALPHA = TransparencyAttrib.MAlpha
	TRANS_DUAL = TransparencyAttrib.MDual
	# One pixel is divided by this much. If you load a 100x50 image with PIXEL_SCALE of 10.0
	# you get a card that is 1 unit wide, 0.5 units high
	PIXEL_SCALE = 20.0

	def __init__(self, image_path, rowPerFace, name=None,\
				  rows=1, cols=1, scale=1.0,\
				  twoSided=False, alpha=TRANS_ALPHA,\
				  repeatX=1, repeatY=1,\
				  anchorX=ALIGN_CENTER, anchorY=ALIGN_BOTTOM):
		"""
		Create a card textured with an image. The card is sized so that the ratio between the
		card and image is the same.
		"""

		global SpriteId
		self.spriteNum = str(SpriteId)
		SpriteId += 1

		scale *= self.PIXEL_SCALE

		self.animations = {}

		self.scale = scale
		self.repeatX = repeatX
		self.repeatY = repeatY
		self.flip = {'x':False,'y':False}
		self.rows = rows
		self.cols = cols

		self.currentFrame = 0
		self.currentAnim = None
		self.loopAnim = False
		self.frameInterrupt = True

		# Create the NodePath
		if name:
			self.node = NodePath("Sprite2d:%s" % name)
		else:
			self.node = NodePath("Sprite2d:%s" % image_path)

		# Set the attribute for transparency/twosided
		self.node.node().setAttrib(TransparencyAttrib.make(alpha))
		if twoSided:
			self.node.setTwoSided(True)

		# Make a filepath
		self.imgFile = Filename(image_path)
		if self.imgFile.empty():
			raise IOError, "File not found"

		# Instead of loading it outright, check with the PNMImageHeader if we can open
		# the file.
		imgHead = PNMImageHeader()
		if not imgHead.readHeader(self.imgFile):
			raise IOError, "PNMImageHeader could not read file. Try using absolute filepaths"

		# Load the image with a PNMImage
		image = PNMImage()
		image.read(self.imgFile)

		self.sizeX = image.getXSize()
		self.sizeY = image.getYSize()

		# We need to find the power of two size for the another PNMImage
		# so that the texture thats loaded on the geometry won't have artifacts
		textureSizeX = self.nextsize(self.sizeX)
		textureSizeY = self.nextsize(self.sizeY)

		# The actual size of the texture in memory
		self.realSizeX = textureSizeX
		self.realSizeY = textureSizeY

		self.paddedImg = PNMImage(textureSizeX, textureSizeY)
		if image.hasAlpha():
			self.paddedImg.alphaFill(0)
		# Copy the source image to the image we're actually using
		self.paddedImg.blendSubImage(image, 0, 0)
		# We're done with source image, clear it
		image.clear()

		# The pixel sizes for each cell
		self.colSize = self.sizeX/self.cols
		self.rowSize = self.sizeY/self.rows

		# How much padding the texture has
		self.paddingX = textureSizeX - self.sizeX
		self.paddingY = textureSizeY - self.sizeY

		# Set UV padding
		self.uPad = float(self.paddingX)/textureSizeX
		self.vPad = float(self.paddingY)/textureSizeY

		# The UV dimensions for each cell
		self.uSize = (1.0 - self.uPad) / self.cols
		self.vSize = (1.0 - self.vPad) / self.rows
	
		self.cards = []
		self.rowPerFace = rowPerFace
		for i in range(len(rowPerFace)):
			card = CardMaker("Sprite2d-Geom")

			# The positions to create the card at
			if anchorX == self.ALIGN_LEFT:
				posLeft = 0
				posRight = (self.colSize/scale)*repeatX
			elif anchorX == self.ALIGN_CENTER:
				posLeft = -(self.colSize/2.0/scale)*repeatX
				posRight = (self.colSize/2.0/scale)*repeatX
			elif anchorX == self.ALIGN_RIGHT:
				posLeft = -(self.colSize/scale)*repeatX
				posRight = 0

			if anchorY == self.ALIGN_BOTTOM:
				posTop = 0
				posBottom = (self.rowSize/scale)*repeatY
			elif anchorY == self.ALIGN_CENTER:
				posTop = -(self.rowSize/2.0/scale)*repeatY
				posBottom = (self.rowSize/2.0/scale)*repeatY
			elif anchorY == self.ALIGN_TOP:
				posTop = -(self.rowSize/scale)*repeatY
				posBottom = 0

			card.setFrame(posLeft, posRight, posTop, posBottom)
			card.setHasUvs(True)
			self.cards.append(self.node.attachNewNode(card.generate()))
			self.cards[-1].setH(i * 360/len(rowPerFace))

		# Since the texture is padded, we need to set up offsets and scales to make
		# the texture fit the whole card
		self.offsetX = (float(self.colSize)/textureSizeX)
		self.offsetY = (float(self.rowSize)/textureSizeY)

		# self.node.setTexScale(TextureStage.getDefault(), self.offsetX * repeatX, self.offsetY * repeatY)
		# self.node.setTexOffset(TextureStage.getDefault(), 0, 1-self.offsetY)
		
		self.texture = Texture()

		self.texture.setXSize(textureSizeX)
		self.texture.setYSize(textureSizeY)
		self.texture.setZSize(1)

		# Load the padded PNMImage to the texture
		self.texture.load(self.paddedImg)

		self.texture.setMagfilter(Texture.FTNearest)
		self.texture.setMinfilter(Texture.FTNearest)

		#Set up texture clamps according to repeats
		if repeatX > 1:
			self.texture.setWrapU(Texture.WMRepeat)
		else:
			self.texture.setWrapU(Texture.WMClamp)
		if repeatY > 1:
			self.texture.setWrapV(Texture.WMRepeat)
		else:
			self.texture.setWrapV(Texture.WMClamp)

		self.node.setTexture(self.texture)
		self.setFrame(0)

	def nextsize(self, num):
		""" Finds the next power of two size for the given integer. """
		p2x=max(1,log(num,2))
		notP2X=modf(p2x)[0]>0
		return 2**int(notP2X+p2x)

	def setFrame(self, frame=0):
		""" Sets the current sprite to the given frame """
		self.frameInterrupt = True # A flag to tell the animation task to shut it up ur face
		self.currentFrame = frame
		self.flipTexture()

	def playAnim(self, animName, loop=False):
		""" Sets the sprite to animate the given named animation. Booleon to loop animation"""
		if not taskMgr.hasTaskNamed("Animate sprite" + self.spriteNum):
			if hasattr(self, "task"):
					taskMgr.remove("Animate sprite" + self.spriteNum)
					del self.task
			self.frameInterrupt = False # Clear any previous interrupt flags
			self.loopAnim = loop
			self.currentAnim = self.animations[animName]
			self.currentAnim.playhead = 0
			self.task = taskMgr.doMethodLater(1.0/self.currentAnim.fps,self.animPlayer, "Animate sprite" + self.spriteNum)

	def createAnim(self, animName, frameCols, fps=12):
		""" Create a named animation. Takes the animation name and a tuple of frame numbers """
		self.animations[animName] = Sprite2d.Animation(frameCols, fps)
		return self.animations[animName]

	def flipX(self, val=None):
		""" Flip the sprite on X. If no value given, it will invert the current flipping."""
		if val:
			self.flip['x'] = val
		else:
			if self.flip['x']:
				self.flip['x'] = False
			else:
				self.flip['x'] = True
		self.flipTexture()
		return self.flip['x']

	def flipY(self, val=None):
		""" See flipX """
		if val:
			self.flip['y'] = val
		else:
			if self.flip['y']:
				self.flip['y'] = False
			else:
				self.flip['y'] = True
		self.flipTexture()
		return self.flip['y']

	def updateCameraAngle(self, cameraNode):
		baseH =  cameraNode.getH(render) - self.node.getH(render)
		degreesBetweenCards = 360/len(self.cards)
		bestCard = int(((baseH)+degreesBetweenCards/2)%360 / degreesBetweenCards)
		#print baseH, bestCard
		for i in range(len(self.cards)):
			if i == bestCard:
				self.cards[i].show()
			else:
				self.cards[i].hide()

	def flipTexture(self):
		""" Sets the texture coordinates of the texture to the current frame"""
		for i in range(len(self.cards)):
			currentRow = self.rowPerFace[i]

			sU = self.offsetX * self.repeatX
			sV = self.offsetY * self.repeatY
			oU = 0 + self.currentFrame * self.uSize
			#oU = 0 + self.frames[self.currentFrame].col * self.uSize
			#oV = 1 - self.frames[self.currentFrame].row * self.vSize - self.offsetY
			oV = 1 - currentRow * self.vSize - self.offsetY
			if self.flip['x'] ^ i==1: ##hack to fix side view
				#print "flipping, i = ",i
				sU *= -1
				#oU = self.uSize + self.frames[self.currentFrame].col * self.uSize
				oU = self.uSize + self.currentFrame * self.uSize
			if self.flip['y']:
				sV *= -1
				#oV = 1 - self.frames[self.currentFrame].row * self.vSize
				oV = 1 - currentRow * self.vSize
			self.cards[i].setTexScale(TextureStage.getDefault(), sU, sV)
			self.cards[i].setTexOffset(TextureStage.getDefault(), oU, oV)

	def clear(self):
		""" Free up the texture memory being used """
		self.texture.clear()
		self.paddedImg.clear()
		self.node.removeNode()

	def animPlayer(self, task):
		if self.frameInterrupt:
			return task.done
		#print "Playing",self.currentAnim.cells[self.currentAnim.playhead]
		self.currentFrame = self.currentAnim.cells[self.currentAnim.playhead]
		self.flipTexture()
		if self.currentAnim.playhead+1 < len(self.currentAnim.cells):
			self.currentAnim.playhead += 1
			return task.again
		if self.loopAnim:
			self.currentAnim.playhead = 0
			return task.again
예제 #13
0
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.jpg"%(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.jpg'))
        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)
예제 #14
0
class HtmlView(DirectObject):
    notify = DirectNotifyGlobal.directNotify.newCategory('HtmlView')
    useHalfTexture = base.config.GetBool('news-half-texture', 0)

    def __init__(self, parent=aspect2d):
        global GlobalWebcore
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = 'index.html'
        self.transparency = False
        if GlobalWebcore:
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True,
                                      AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, 'error.html')

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT,
                                                   self.transparency, False,
                                                   70)
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        self.imgBuffer = array.array('B')
        for i in xrange(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 xrange(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 xrange(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.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])

    def getInGameNewsUrl(self):
        result = base.config.GetString(
            'fallback-news-url',
            'http://cdn.toontown.disney.go.com/toontown/en/gamenews/')
        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)
        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, 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.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)
        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)

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

    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):
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(
                base.mouseWatcherNode.getMouseX(),
                base.mouseWatcherNode.getMouseY())
            if self.mx - x != 0 or self.my - y != 0:
                self.webView.injectMouseMove(x, y)
                self.mx, self.my = x, y
            if self.webView.isDirty():
                self.webView.render(self.imgBuffer.buffer_info()[0],
                                    WEB_WIDTH * 4, 4)
                Texture.setTexturesPower2(2)
                textureBuffer = self.guiTex.modifyRamImage()
                textureBuffer.setData(self.imgBuffer.tostring())
                if self.useHalfTexture:
                    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(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):
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        return

    def onCallback(self, name, args):
        if name == 'requestFPS':
            pass

    def onBeginNavigation(self, url, frameName):
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        pass

    def onFinishLoading(self):
        self.notify.debug('finished loading')

    def onReceiveTitle(self, title, frameName):
        pass

    def onChangeTooltip(self, tooltip):
        pass

    def onChangeCursor(self, cursor):
        pass

    def onChangeKeyboardFocus(self, isFocused):
        pass

    def onChangeTargetURL(self, url):
        pass
예제 #15
0
class MazeMapGui(DirectFrame):
    notify = directNotify.newCategory('MazeMapGui')

    def __init__(self, mazeCollTable, maskResolution = None, radiusRatio = None, bgColor = (0.8, 0.8, 0.8), fgColor = (0.5, 0.5, 0.5, 1.0)):
        DirectFrame.__init__(self, relief=None, state=DGG.NORMAL, sortOrder=DGG.BACKGROUND_SORT_INDEX)
        self.hide()
        self._bgColor = bgColor
        self._fgColor = fgColor
        self._mazeCollTable = mazeCollTable
        self._mazeWidth = len(self._mazeCollTable[0])
        self._mazeHeight = len(self._mazeCollTable)
        self._maskResolution = maskResolution or DEFAULT_MASK_RESOLUTION
        if radiusRatio is None:
            self._radius = self._maskResolution * DEFAULT_RADIUS_RATIO
        else:
            self._radius = self._maskResolution * radiusRatio
        self._revealedCells = []
        for y in xrange(self._mazeHeight):
            self._revealedCells.append([])
            for u in xrange(self._mazeWidth):
                self._revealedCells[y].append(False)

        self._revealFunctions = {MazeRevealType.SmoothCircle: self._revealSmoothCircle,
         MazeRevealType.HardCircle: self._revealHardCircle,
         MazeRevealType.Square: self._revealSquare}
        self._revealFunction = MAZE_REVEAL_TYPE
        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')
        self._laffMeterModel = loader.loadModel('phase_3/models/gui/laff_o_meter')
        self._toon2marker = {}
        return

    def _createMapTextureCard(self):
        mapImage = PNMImage(MAP_RESOLUTION, MAP_RESOLUTION)
        mapImage.fill(*self._bgColor)
        fgColor = VBase4D(*self._fgColor)
        for x in xrange(self._mazeHeight):
            for y in xrange(self._mazeWidth):
                if self._mazeCollTable[y][x] == 1:
                    ax = float(x) / self._mazeWidth * MAP_RESOLUTION
                    invertedY = self._mazeHeight - 1 - y
                    ay = float(invertedY) / self._mazeHeight * MAP_RESOLUTION
                    self._drawSquare(mapImage, int(ax), int(ay), 10, fgColor)

        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
        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):
        self._maskImage = PNMImage(self._maskResolution, self._maskResolution, 4)
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)

        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()
        cm = CardMaker('mask_cardMaker')
        cm.setFrame(-1.1, 1.1, -1.1, 1.1)
        mask = self.attachNewNode(cm.generate())
        mask.setTexture(self.maskTexture, 1)
        mask.setTransparency(1)
        return mask

    def _drawSquare(self, image, ulx, uly, size, 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._mazeCollTable
        del self._maskResolution
        del self._radius
        del self._revealedCells
        del self._revealFunctions
        del self._revealFunction
        self.map.removeNode()
        del self.map
        self.mask.removeNode()
        del self.mask
        self.maskedLayer.removeNode()
        del self.maskedLayer
        self.visibleLayer.removeNode()
        del self.visibleLayer
        self._maskImage.clear()
        del self._maskImage
        self.maskTexture.clear()
        del self.maskTexture
        self._laffMeterModel.removeNode()
        del self._laffMeterModel
        DirectFrame.destroy(self)

    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))

    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 _createSimpleMarker(self, size, color = (1, 1, 1)):
        halfSize = size * 0.5
        cm = CardMaker('mazemap_simple_marker')
        cm.setFrame(-halfSize, halfSize, -halfSize, halfSize)
        markerNP = self.maskedLayer.attachNewNode(cm.generate())
        markerNP.setColor(*color)
        return markerNP

    def tile2gui(self, x, y):
        y = self._mazeHeight - y
        cellWidth = self._maskResolution / self._mazeWidth
        cellHeight = self._maskResolution / self._mazeHeight
        ax = float(x) / self._mazeWidth * self._maskResolution
        ax += cellWidth
        ay = float(y) / self._mazeHeight * self._maskResolution
        ay += cellHeight
        return (ax, ay)

    def gui2pos(self, x, y):
        return (x / self._maskResolution * 2.0 - 0.97, 0, y / self._maskResolution * -2.0 + 1.02)

    def _getToonMarker(self, toon):
        hType = toon.style.getType()
        if hType == 'rabbit':
            hType = 'bunny'
        return self._laffMeterModel.find('**/' + hType + 'head')

    def addToon(self, toon, tX, tY):
        marker = NodePath('toon_marker-%i' % toon.doId)
        marker.reparentTo(self)
        self._getToonMarker(toon).copyTo(marker)
        marker.setColor(toon.style.getHeadColor())
        if toon.isLocal():
            marker.setScale(0.07)
        else:
            marker.setScale(0.05)
        marker.flattenStrong()
        marker.setPos(*self.gui2pos(*self.tile2gui(tX, tY)))
        self._toon2marker[toon] = marker

    def removeToon(self, toon):
        if not self._toon2marker.has_key(toon):
            return
        self._toon2marker[toon].removeNode()
        del self._toon2marker[toon]

    def updateToon(self, toon, tX, tY):
        if not self._toon2marker.has_key(toon):
            return
        x, y = self.tile2gui(tX, tY)
        self._toon2marker[toon].setPos(*self.gui2pos(x, y))
        if tY < 0 or tY >= len(self._revealedCells):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
            if len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
            return
        if tX < 0 or tX >= len(self._revealedCells[tY]):
            self.notify.warning('updateToon earlying out:')
            self.notify.warning('(tX, tY): (%s, %s)' % (tX, tY))
            self.notify.warning('len(_revealedCells): %s' % (len(self._revealedCells),))
            if tY < len(self._revealedCells):
                self.notify.warning('len(_revealedCells[tY]): %s' % (len(self._revealedCells[tY]),))
            elif len(self._revealedCells) > 0:
                self.notify.warning('len(_revealedCells[0]): %s' % (len(self._revealedCells[0]),))
            return
        if not self._revealedCells[tY][tX]:
            self._drawHole(x, y)
            self._revealedCells[tY][tX] = True

    def revealCell(self, x, y):
        ax, ay = self.tile2gui(x, y)
        if not self._revealedCells[y][x]:
            self._drawHole(ax, ay)
            self._revealedCells[y][x] = True

    def revealAll(self):
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 0)

        self.revealCell(0, 0)

    def reset(self):
        for x in xrange(self._maskResolution):
            for y in xrange(self._maskResolution):
                self._maskImage.setXelA(x, y, 0, 0, 0, 1)
예제 #16
0
class HtmlView(DirectObject):
    notify = DirectNotifyGlobal.directNotify.newCategory('HtmlView')
    useHalfTexture = config.GetBool('news-half-texture', 0)

    def __init__(self, parent = aspect2d):
        global GlobalWebcore
        self.parent = parent
        self.mx = 0
        self.my = 0
        self.htmlFile = 'index.html'
        self.transparency = False
        if GlobalWebcore:
            pass
        else:
            GlobalWebcore = AwWebCore(AwWebCore.LOGVERBOSE, True, AwWebCore.PFBGRA)
            GlobalWebcore.setBaseDirectory('.')
            for errResponse in xrange(400, 600):
                GlobalWebcore.setCustomResponsePage(errResponse, 'error.html')

        self.webView = GlobalWebcore.createWebView(WEB_WIDTH, WEB_HEIGHT, self.transparency, False, 70)
        frameName = ''
        inGameNewsUrl = self.getInGameNewsUrl()
        self.imgBuffer = array.array('B')
        for i in xrange(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 xrange(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 xrange(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.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])

    def getInGameNewsUrl(self):
        result = config.GetString('fallback-news-url', 'http://cdn.toontown.disney.go.com/toontown/en/gamenews/')
        override = 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)
        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, 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.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)
        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)

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

    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):
        if base.mouseWatcherNode.hasMouse():
            x, y = self._translateRelativeCoordinates(base.mouseWatcherNode.getMouseX(), base.mouseWatcherNode.getMouseY())
            if self.mx - x != 0 or self.my - y != 0:
                self.webView.injectMouseMove(x, y)
                self.mx, self.my = x, y
            if self.webView.isDirty():
                self.webView.render(self.imgBuffer.buffer_info()[0], WEB_WIDTH * 4, 4)
                Texture.setTexturesPower2(2)
                textureBuffer = self.guiTex.modifyRamImage()
                textureBuffer.setData(self.imgBuffer.tostring())
                if self.useHalfTexture:
                    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(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):
        self.ignoreAll()
        self.webView.destroy()
        self.webView = None
        return

    def onCallback(self, name, args):
        if name == 'requestFPS':
            pass

    def onBeginNavigation(self, url, frameName):
        pass

    def onBeginLoading(self, url, frameName, statusCode, mimeType):
        pass

    def onFinishLoading(self):
        self.notify.debug('finished loading')

    def onReceiveTitle(self, title, frameName):
        pass

    def onChangeTooltip(self, tooltip):
        pass

    def onChangeCursor(self, cursor):
        pass

    def onChangeKeyboardFocus(self, isFocused):
        pass

    def onChangeTargetURL(self, url):
        pass
예제 #17
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 xrange(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 xrange(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 xrange(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 xrange(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