def render_after_transform(self): if self._render: padding = self.padding arrow_width = 8 width = self.mana_label.content_width + 2 * padding height = self.mana_label.content_height + 2 * padding if self._render_pay: width += self.pay_label.content_width + 2 * padding height = max(height, self.pay_label.content_height + 2 * padding) if self.is_opponent: y, shift, yshift = 0, 1, height - padding else: y, shift, yshift = -height, -1, -padding #y, shift = -height, -1 glColor4f(1., 1., 1., 1.) render_9_part("box2", width, height, x=arrow_width, y=y) glColor4f(0, 0, 0, 1) glBegin(GL_TRIANGLES) glVertex2f(0, 2 * shift * arrow_width) glVertex2f(arrow_width + 1, shift * arrow_width) glVertex2f(arrow_width + 1, 3 * shift * arrow_width) glEnd() glTranslatef(arrow_width + padding, yshift, 0) self.mana_label.draw() if self._render_pay: glTranslatef(self.mana_label.content_width + 2 * padding, 0, 0) glColor4f(0.5, .5, .5, 1.) glLineWidth(2.0) glBegin(GL_LINES) glVertex2f(-padding, -padding) glVertex2f(-padding, -height + 2 * padding) glEnd() self.pay_label.draw()
def render_after_transform(self): if self._render: padding = self.padding arrow_width = 8 width = self.mana_label.content_width + 2*padding height = self.mana_label.content_height + 2*padding if self._render_pay: width += self.pay_label.content_width + 2*padding height = max(height, self.pay_label.content_height + 2*padding) if self.is_opponent: y, shift, yshift = 0, 1, height-padding else: y, shift, yshift = -height, -1, -padding #y, shift = -height, -1 glColor4f(1., 1., 1., 1.) render_9_part("box2", width, height, x=arrow_width, y=y) glColor4f(0,0,0,1) glBegin(GL_TRIANGLES) glVertex2f(0, 2*shift*arrow_width) glVertex2f(arrow_width+1, shift*arrow_width) glVertex2f(arrow_width+1, 3*shift*arrow_width) glEnd() glTranslatef(arrow_width+padding, yshift, 0) self.mana_label.draw() if self._render_pay: glTranslatef(self.mana_label.content_width+2*padding, 0, 0) glColor4f(0.5, .5, .5, 1.) glLineWidth(2.0) glBegin(GL_LINES) glVertex2f(-padding, -padding) glVertex2f(-padding, -height+2*padding) glEnd() self.pay_label.draw()
def render_after_transform(self): w, h = self.width, self.height glColor4f(0.9, 0.9, 0.9, 1.0) render_9_part("box1", w, h, x=-w / 2, y=-h / 2) self.prompt.draw() self._button1.render() self._button2.render()
def render_after_transform(self): w, h = self.border*2+self.width, self.border*2+self.height render_9_part("box4", w, h, x = -w/2, y = -h/2) self.prompt.render() self.choice_list.draw()
def render_after_transform(self): w, h = self.width, self.height glColor4f(0.9, 0.9, 0.9, 1.0) render_9_part("box2", w, h, x = -w/2, y = -h/2) self.status.draw()
def render_after_transform(self): w, h = self.width, self.height glColor4f(1.0, 1.0, 1.0, 1.0) #render_9_part("box3" if not self.toggled else "box5", render_9_part("button2" if not self.toggled else "button3", w, h, x = -w/2, y = -h/2) self.label.draw()
def render_after_transform(self): w, h = self.width, self.height glColor4f(0.9, 0.9, 0.9, 1.0) render_9_part("box1", w, h, x = -w/2, y = -h/2) self.prompt.draw() self._button1.render() self._button2.render()
def render_after_transform(self): w, h = self.width, self.height glColor4f(1.0, 1.0, 1.0, 1.0) #render_9_part("box3" if not self.toggled else "box5", render_9_part("button2" if not self.toggled else "button3", w, h, x=-w / 2, y=-h / 2) self.label.draw()
def render_unfocused(self): # glColor4f(0.2,0.2,0.3,0.5) # glDisable(GL_TEXTURE_2D) # glBegin(GL_QUADS) c = self.color glColor4f(c[0], c[1], c[2], 1.0) l, b, r, t = self.box render_9_part("box4", r - l, t - b, x=l, y=b) for card in self.cards: card.draw()
def render_after_transform(self): w, h = self.width, self.height glColor4f(1.0, 1.0, 1.0, 1.0) glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) #render_9_part("box3" if not self.toggled else "box5", #render_9_part("button2" if not self.toggled else "button3", render_9_part("button" if not self.toggled else "button_pressed", w, h, x = -w/2, y = -h/2) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) self.label.draw()
def render_unfocused(self): #glColor4f(0.2,0.2,0.3,0.5) #glDisable(GL_TEXTURE_2D) #glBegin(GL_QUADS) c = self.color glColor4f(c[0], c[1], c[2], 1.0) l, b, r, t = self.box render_9_part("box4", r-l, t-b, x=l, y=b) for card in self.cards: card.draw()
def render_background(self): scale = self.scale width, height, border = self.width/scale, self.height/scale, self.border/scale x = y = 0 if self.halign == "right": x = -width elif self.halign == "center": x = -width/2 if self.valign == "top": y = -height elif self.valign == "center": y = -height/2 x -= border; y -= border w = width+2*border; h = height+2*border render_9_part("box2", w, h, x, y)
def render_background(self): scale = self.scale width, height, border = self.width / scale, self.height / scale, self.border / scale x = y = 0 if self.halign == "right": x = -width elif self.halign == "center": x = -width / 2 if self.valign == "top": y = -height elif self.valign == "center": y = -height / 2 x -= border y -= border w = width + 2 * border h = height + 2 * border render_9_part("box2", w, h, x, y)
def render_after_transform(self): ac = self.color glColor4f(ac[0], ac[1], ac[2], self.alpha) life_height = self.values['life'].height h1, h2 = self.height - life_height, life_height if self.is_opponent: h1, h2 = h2, h1 render_9_part("box4", self.width, h1, x=0, y=0) render_9_part("box4", self.width, h2, x=0, y=h1) self.avatar.render() self.player_name.render() for status in ["life", "library", "hand", "graveyard"]: #, "exile"]: symbol, value = self.symbols[status], self.values[status] symbol.render() value.render() self.manapool.render() self.zone_view.render() if self._reveal_library: self._library.render()
def render(self): padding = 2 * self.padding arrow_width = 8 width = self.width + padding height = self.height + padding glColor4f(1., 1., 1., 1.) if self.is_opponent: y, shift = self.pos.y + padding - height, -1 else: y, shift = self.pos.y - padding, 1 x = self.pos.x render_9_part("box2", width, height, x=x + arrow_width, y=y) glColor4f(0, 0, 0, 1) glBegin(GL_TRIANGLES) y = self.pos.y glVertex2f(x, y) glVertex2f(x + arrow_width + 1, y + shift * arrow_width) glVertex2f(x + arrow_width + 1, y - shift * arrow_width) glEnd() glTranslatef(arrow_width + width / 2, shift * (height / 2 - padding), 0) super(LibraryImage, self).render()
def render(self): padding = 2*self.padding arrow_width = 8 width = self.width + padding height = self.height + padding glColor4f(1., 1., 1., 1.) if self.is_opponent: y, shift = self.pos.y+padding-height, -1 else: y, shift = self.pos.y-padding, 1 x = self.pos.x render_9_part("box2", width, height, x=x+arrow_width, y=y) glColor4f(0,0,0,1) glBegin(GL_TRIANGLES) y = self.pos.y glVertex2f(x, y) glVertex2f(x+arrow_width+1, y+shift*arrow_width) glVertex2f(x+arrow_width+1, y-shift*arrow_width) glEnd() glTranslatef(arrow_width+width/2, shift*(height/2-padding), 0) super(LibraryImage, self).render()
def render_after_transform(self): if self.dir == -1: y = -self.height else: y = 0 if self.visible == 1: alpha = 1.0 glColor4f(1.0, 1.0, 1.0, alpha) w, h = self.width + self.selected_width + self.padding * 2, self.height + self.padding * 4 x = -self.padding render_9_part("box2", w, h, x=x, y=y - self.padding * 3) # w, h, x=0, y=-20) if len(self.cards) > 1: glColor4f(1.0, 1.0, 1.0, 1.0) l, b, r, t = self.scroll_bar glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA) render_9_part("track", width=r - l, height=20, x=l, y=b) l, b, r, t = self.scroll render_9_part("thumb", width=r - l, height=20, x=l, y=b) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) arrow_width = 10 glColor4f(0, 0, 0, alpha) glBegin(GL_TRIANGLES) glVertex2f(x + 1, arrow_width) glVertex2f(x + 1, -arrow_width) glVertex2f(x - arrow_width, 0) glEnd() if self.cards: for card in self.cards[-1 : self.focus_idx : -1]: card.draw() for card in self.cards[: self.focus_idx]: card.draw() self.focused.draw() for card in self.selected[::-1]: card.draw()
def render_after_transform(self): if self.dir == -1: y = -self.height else: y = 0 if self.visible == 1: alpha = 0.8 glColor4f(1., 1., 1., alpha) w, h = self.width+self.selected_width+self.padding*2, self.height+self.padding*4 x = -self.padding render_9_part("box2", w, h, x=x, y=y-self.padding*3) #w, h, x=0, y=-20) if len(self.cards) > 1: glColor4f(1., 1., 1., 1.) l, b, r, t = self.scroll_bar render_9_part("box6", width=r-l, height=t-b, x=l, y=b) l, b, r, t = self.scroll render_9_part("box2", width=r-l, height=t-b-2, x=l, y=b+1) arrow_width = 10 glColor4f(0,0,0,alpha) glBegin(GL_TRIANGLES) glVertex2f(x+1, arrow_width) glVertex2f(x+1, -arrow_width) glVertex2f(x-arrow_width, 0) glEnd() if self.cards: for card in self.cards[-1:self.focus_idx:-1]: card.draw() for card in self.cards[:self.focus_idx]: card.draw() self.focused.draw() for card in self.selected[::-1]: card.draw()
def render_after_transform(self): w, h = self.width, self.height glColor4f(0.9, 0.9, 0.9, 1.0) render_9_part("box2", w, h, x=-w / 2, y=-h / 2) self.status.draw()
def render_after_transform(self): w, h = self.border * 2 + self.width, self.border * 2 + self.height render_9_part("box4", w, h, x=-w / 2, y=-h / 2) self.prompt.render() self.choice_list.draw()