Exemplo n.º 1
0
def onWindowRender(deltaT):
    global flag_textures

    flag_value = info.graphics.flag
    texture_id = flag_textures[flag_value]
    ac.glColor4f(1.0, 1.0, 1.0, FLAG_BACKGROUND_OPACITY)
    ac.glQuadTextured(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT, texture_id)
Exemplo n.º 2
0
Arquivo: gl.py Projeto: styinx/ACLIB
def texture_rect(x: int,
                 y: int,
                 w: int,
                 h: int,
                 color: Color,
                 tex_id: int = -1,
                 tex: Texture = None):
    ac.glColor4f(color.r, color.g, color.b, color.a)
    if tex_id != -1:
        ac.glQuadTextured(x, y, w, h, tex_id)
    elif tex:
        ac.glQuadTextured(x, y, w, h, tex.texture)
Exemplo n.º 3
0
    def draw(self, rect, texture_id=None) -> None:
        """ Draws the box background. """
        if self.size > 0.0 and self.border[3] > 0.0:
            twice = self.size * 2.0
            ac.glColor4f(*self.border)
            ac.glQuad(rect[0] - self.size, rect[1] - self.size,
                      rect[2] + twice, rect[3] + twice)

        ac.glColor4f(*self.color)
        if texture_id is None:
            ac.glQuad(*rect)
        else:
            ac.glQuadTextured(rect[0], rect[1], rect[2], rect[3], texture_id)
Exemplo n.º 4
0
def drawIndicators(maxIndicatorL, maxIndicatorR, alpha):

    if helipicapewcar.showIndicators and alpha > 0:
        #left side
        if maxIndicatorL == 1:
            ac.glColor4f(indicator1Colors[0], indicator1Colors[1],
                         indicator1Colors[2], alpha)  #yellow
            ac.glQuadTextured(0, helipicapewcar.yOff * z - 152 * z / 2,
                              100 * z, 152 * z, texture_indicator_left)
        elif maxIndicatorL == 2:
            ac.glColor4f(indicator2Colors[0], indicator2Colors[1],
                         indicator2Colors[2], alpha)  #orange
            ac.glQuadTextured(0, helipicapewcar.yOff * z - 152 * z / 2,
                              100 * z, 152 * z, texture_indicator_left)

        #right side
        if maxIndicatorR == 1:
            ac.glColor4f(indicator1Colors[0], indicator1Colors[1],
                         indicator1Colors[2], alpha)  #yellow
            ac.glQuadTextured(helipicapewcar.xOff * z,
                              helipicapewcar.yOff * z - 152 * z / 2, 100 * z,
                              152 * z, texture_indicator_right)
        elif maxIndicatorR == 2:
            ac.glColor4f(indicator2Colors[0], indicator2Colors[1],
                         indicator2Colors[2], alpha)  #orange
            ac.glQuadTextured(helipicapewcar.xOff * z,
                              helipicapewcar.yOff * z - 152 * z / 2, 100 * z,
                              152 * z, texture_indicator_right)
Exemplo n.º 5
0
def drawCars():
    global hSession

    #The whole appearance is dependent on the highest alpha setting of the near cars,
    #so we need to figure that one out. As we already iterate we also get the indicator values
    maxOpacity = 0.0
    maxIndicatorL = 0
    maxIndicatorR = 0
    for c in hSession.nearcars:
        if c.maxOpacity > maxOpacity:
            maxOpacity = c.maxOpacity
        if c.overlapIndicatorL > maxIndicatorL:
            maxIndicatorL = c.overlapIndicatorL
        if c.overlapIndicatorR > maxIndicatorR:
            maxIndicatorR = c.overlapIndicatorR

    #nothing to draw is nothing to draw
    if maxOpacity == 0.0:
        return

    #First: Draw background. It's dependent on the setting as well as the maximum alpha value
    if showBackgroundPic == 1:
        ac.glColor4f(1, 1, 1, maxOpacity)
        ac.glQuadTextured(0, 0, 200 * z, 200 * z, texture_radar)

    #basicall we iterate all the (near) cars and try to draw points or
    #whatever shapes of them - relative to the player's position and direction

    #first we check wether to show any indicators
    if helipicapewcar.showIndicators:
        drawIndicators(maxIndicatorL, maxIndicatorR, maxOpacity)

    if showCars:

        #then we draw all near cars
        for c in hSession.nearcars:
            c.drawYourself()

        # then we'll draw the players car at the center.
        hSession.player.maxOpacity = maxOpacity
        hSession.player.drawYourself()
 def draw(self):
     if self.color is not None:
         ac.glColor4f(*self.color)
     ac.glQuadTextured(self.pos_x, self.pos_y, self.width, self.height,
                       self.id)
Exemplo n.º 7
0
 def draw(self):
     if self.color is not None:
         ac.glColor4f(*self.color)
     ac.glQuadTextured(self.pos_x, self.pos_y, self.width, self.height,
                       self.id)