mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-11-01 01:07:54 +00:00
2958 lines
114 KiB
Python
2958 lines
114 KiB
Python
"""Undocumented Module"""
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__all__ = ['ShowBase', 'WindowControls']
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# This module redefines the builtin import function with one
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# that prints out every import it does in a hierarchical form
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# Annoying and very noisy, but sometimes useful
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#import VerboseImport
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from pandac.PandaModules import *
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# This needs to be available early for DirectGUI imports
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import __builtin__
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__builtin__.config = getConfigShowbase()
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from direct.directnotify.DirectNotifyGlobal import *
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from MessengerGlobal import *
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from BulletinBoardGlobal import *
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from direct.task.TaskManagerGlobal import *
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from JobManagerGlobal import *
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from EventManagerGlobal import *
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from PythonUtil import *
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from direct.showbase import PythonUtil
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#from direct.interval.IntervalManager import ivalMgr
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from direct.interval import IntervalManager
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from InputStateGlobal import inputState
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from direct.showbase.BufferViewer import BufferViewer
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from direct.task import Task
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from direct.directutil import Verify
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from direct.showbase import GarbageReport
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import EventManager
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import math,sys,os
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import Loader
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import time
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import gc
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from direct.fsm import ClassicFSM
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from direct.fsm import State
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from direct.showbase import ExceptionVarDump
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import DirectObject
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import SfxPlayer
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if __debug__:
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from direct.directutil import DeltaProfiler
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import OnScreenDebug
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import AppRunnerGlobal
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__builtin__.FADE_SORT_INDEX = 1000
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__builtin__.NO_FADE_SORT_INDEX = 2000
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# Now ShowBase is a DirectObject. We need this so ShowBase can hang
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# hooks on messages, particularly on window-event. This doesn't
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# *seem* to cause anyone any problems.
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class ShowBase(DirectObject.DirectObject):
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notify = directNotify.newCategory("ShowBase")
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def __init__(self, fStartDirect = True, windowType = None):
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self.__dev__ = config.GetBool('want-dev', __debug__)
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__builtin__.__dev__ = self.__dev__
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logStackDump = (config.GetBool('log-stack-dump', False) or
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config.GetBool('client-log-stack-dump', False))
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uploadStackDump = config.GetBool('upload-stack-dump', False)
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if logStackDump or uploadStackDump:
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ExceptionVarDump.install(logStackDump, uploadStackDump)
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# Locate the directory containing the main program
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self.mainDir = ExecutionEnvironment.getEnvironmentVariable("MAIN_DIR")
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# The appRunner should have been created by the time ShowBase
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# has been.
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self.appRunner = AppRunnerGlobal.appRunner
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#debug running multiplier
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self.debugRunningMultiplier = 4
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# Get the dconfig object
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self.config = config
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# Setup wantVerifyPdb as soon as reasonable:
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Verify.wantVerifyPdb = self.config.GetBool('want-verify-pdb', 0)
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# [gjeon] to disable sticky keys
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if self.config.GetBool('disable-sticky-keys', 0):
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storeAccessibilityShortcutKeys()
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allowAccessibilityShortcutKeys(False)
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self.printEnvDebugInfo()
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vfs = VirtualFileSystem.getGlobalPtr()
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self.nextWindowIndex = 1
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self.__directStarted = False
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self.__deadInputs = 0
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# Store dconfig variables
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self.sfxActive = self.config.GetBool('audio-sfx-active', 1)
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self.musicActive = self.config.GetBool('audio-music-active', 1)
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self.wantFog = self.config.GetBool('want-fog', 1)
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self.wantRender2dp = self.config.GetBool('want-render2dp', 1)
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self.screenshotExtension = self.config.GetString('screenshot-extension', 'jpg')
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self.musicManager = None
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self.musicManagerIsValid = None
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self.sfxManagerList = []
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self.sfxManagerIsValidList = []
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self.wantStats = self.config.GetBool('want-pstats', 0)
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self.wantTk = False
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self.wantWx = False
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# Fill this in with a function to invoke when the user "exits"
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# the program by closing the main window.
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self.exitFunc = None
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# Add final-exit callbacks to this list. These will be called
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# when sys.exit() is called, after Panda has unloaded, and
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# just before Python is about to shut down.
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self.finalExitCallbacks = []
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Task.TaskManager.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
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Task.TaskManager.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
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Task.TaskManager.pStatsTasks = self.config.GetBool('pstats-tasks', 0)
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# Set up the TaskManager to reset the PStats clock back
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# whenever we resume from a pause. This callback function is
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# a little hacky, but we can't call it directly from within
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# the TaskManager because he doesn't know about PStats (and
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# has to run before libpanda is even loaded).
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taskMgr.resumeFunc = PStatClient.resumeAfterPause
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if self.__dev__:
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self.__setupProfile()
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# If the aspect ratio is 0 or None, it means to infer the
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# aspect ratio from the window size.
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# If you need to know the actual aspect ratio call base.getAspectRatio()
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self.__configAspectRatio = ConfigVariableDouble('aspect-ratio', 0).getValue()
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# This variable is used to see if the aspect ratio has changed when
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# we get a window-event.
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self.__oldAspectRatio = None
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self.windowType = windowType
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if self.windowType is None:
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self.windowType = self.config.GetString('window-type', 'onscreen')
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self.requireWindow = self.config.GetBool('require-window', 1)
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# base.win is the main, or only window; base.winList is a list of
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# *all* windows. Similarly with base.camList.
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self.win = None
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self.frameRateMeter = None
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self.sceneGraphAnalyzerMeter = None
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self.winList = []
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self.winControls = []
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self.mainWinMinimized = 0
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self.mainWinForeground = 0
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self.pipe = None
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self.pipeList = []
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self.mouse2cam = None
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self.buttonThrowers = None
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self.mouseWatcher = None
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self.mouseWatcherNode = None
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self.pointerWatcherNodes = None
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self.mouseInterface = None
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self.drive = None
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self.trackball = None
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self.texmem = None
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self.showVertices = None
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self.cam = None
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self.cam2d = None
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self.cam2dp = None
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self.camera = None
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self.camera2d = None
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self.camera2dp = None
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self.camList = []
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self.camNode = None
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self.camLens = None
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self.camFrustumVis = None
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self.direct = None
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self.wxApp = None
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self.tkRoot = None
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# This is used for syncing multiple PCs in a distributed cluster
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try:
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# Has the cluster sync variable been set externally?
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self.clusterSyncFlag = clusterSyncFlag
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except NameError:
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# Has the clusterSyncFlag been set via a config variable
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self.clusterSyncFlag = self.config.GetBool('cluster-sync', 0)
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self.hidden = NodePath('hidden')
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self.graphicsEngine = GraphicsEngine.getGlobalPtr()
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self.setupRender()
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self.setupRender2d()
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self.setupDataGraph()
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if self.wantRender2dp:
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self.setupRender2dp()
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# This is a placeholder for a CollisionTraverser. If someone
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# stores a CollisionTraverser pointer here, we'll traverse it
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# in the collisionLoop task.
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self.shadowTrav = 0
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self.cTrav = 0
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self.cTravStack = Stack()
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# Ditto for an AppTraverser.
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self.appTrav = 0
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# This is the DataGraph traverser, which we might as well
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# create now.
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self.dgTrav = DataGraphTraverser()
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# Maybe create a RecorderController to record and/or play back
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# the user session.
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self.recorder = None
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playbackSession = self.config.GetString('playback-session', '')
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recordSession = self.config.GetString('record-session', '')
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if playbackSession:
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self.recorder = RecorderController()
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self.recorder.beginPlayback(Filename.fromOsSpecific(playbackSession))
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elif recordSession:
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self.recorder = RecorderController()
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self.recorder.beginRecord(Filename.fromOsSpecific(recordSession))
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if self.recorder:
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# If we're either playing back or recording, pass the
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# random seed into the system so each session will have
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# the same random seed.
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import random #, whrandom
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seed = self.recorder.getRandomSeed()
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random.seed(seed)
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#whrandom.seed(seed & 0xff, (seed >> 8) & 0xff, (seed >> 16) & 0xff)
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# Now that we've set up the window structures, assign an exitfunc.
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self.oldexitfunc = getattr(sys, 'exitfunc', None)
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sys.exitfunc = self.exitfunc
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# Open the default rendering window.
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if self.windowType != 'none':
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props = WindowProperties.getDefault()
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if (self.config.GetBool('read-raw-mice', 0)):
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props.setRawMice(1)
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self.openDefaultWindow(startDirect = False, props=props)
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# The default is trackball mode, which is more convenient for
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# ad-hoc development in Python using ShowBase. Applications
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# can explicitly call base.useDrive() if they prefer a drive
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# interface.
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self.mouseInterface = self.trackball
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self.useTrackball()
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self.loader = Loader.Loader(self)
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self.graphicsEngine.setDefaultLoader(self.loader.loader)
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self.eventMgr = eventMgr
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self.messenger = messenger
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self.bboard = bulletinBoard
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self.taskMgr = taskMgr
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self.jobMgr = jobMgr
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# Particle manager
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self.particleMgr = None
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self.particleMgrEnabled = 0
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# Physics manager
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self.physicsMgr = None
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self.physicsMgrEnabled = 0
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self.physicsMgrAngular = 0
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self.createBaseAudioManagers()
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self.createStats()
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self.AppHasAudioFocus = 1
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# Get a pointer to Panda's global ClockObject, used for
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# synchronizing events between Python and C.
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globalClock = ClockObject.getGlobalClock()
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# Since we have already started up a TaskManager, and probably
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# a number of tasks; and since the TaskManager had to use the
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# TrueClock to tell time until this moment, make sure the
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# globalClock object is exactly in sync with the TrueClock.
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trueClock = TrueClock.getGlobalPtr()
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globalClock.setRealTime(trueClock.getShortTime())
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globalClock.tick()
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# Now we can make the TaskManager start using the new globalClock.
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taskMgr.globalClock = globalClock
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# client CPU affinity is determined by, in order:
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# - client-cpu-affinity-mask config
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# - pcalt-# (# is CPU number, 0-based)
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# - client-cpu-affinity config
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# - auto-single-cpu-affinity config
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affinityMask = self.config.GetInt('client-cpu-affinity-mask', -1)
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if affinityMask != -1:
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TrueClock.getGlobalPtr().setCpuAffinity(affinityMask)
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else:
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# this is useful on machines that perform better with each process
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# assigned to a single CPU
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autoAffinity = self.config.GetBool('auto-single-cpu-affinity', 0)
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affinity = None
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if autoAffinity and ('clientIndex' in __builtin__.__dict__):
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affinity = abs(int(__builtin__.clientIndex))
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else:
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affinity = self.config.GetInt('client-cpu-affinity', -1)
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if (affinity in (None, -1)) and autoAffinity:
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affinity = 0
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if affinity not in (None, -1):
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# Windows XP supports a 32-bit affinity mask
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TrueClock.getGlobalPtr().setCpuAffinity(1 << (affinity % 32))
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# Make sure we're not making more than one ShowBase.
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if 'base' in __builtin__.__dict__:
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raise StandardError, "Attempt to spawn multiple ShowBase instances!"
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__builtin__.base = self
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__builtin__.render2d = self.render2d
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__builtin__.aspect2d = self.aspect2d
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__builtin__.pixel2d = self.pixel2d
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__builtin__.render = self.render
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__builtin__.hidden = self.hidden
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__builtin__.camera = self.camera
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__builtin__.loader = self.loader
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__builtin__.taskMgr = self.taskMgr
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__builtin__.jobMgr = self.jobMgr
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__builtin__.eventMgr = self.eventMgr
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__builtin__.messenger = self.messenger
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__builtin__.bboard = self.bboard
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# Config needs to be defined before ShowBase is constructed
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#__builtin__.config = self.config
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__builtin__.run = self.run
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__builtin__.ostream = Notify.out()
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__builtin__.directNotify = directNotify
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__builtin__.giveNotify = giveNotify
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__builtin__.globalClock = globalClock
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__builtin__.vfs = vfs
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__builtin__.cpMgr = ConfigPageManager.getGlobalPtr()
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__builtin__.cvMgr = ConfigVariableManager.getGlobalPtr()
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__builtin__.pandaSystem = PandaSystem.getGlobalPtr()
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__builtin__.wantUberdog = base.config.GetBool('want-uberdog', 1)
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if __debug__:
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__builtin__.deltaProfiler = DeltaProfiler.DeltaProfiler("ShowBase")
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__builtin__.onScreenDebug = OnScreenDebug.OnScreenDebug()
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if self.wantRender2dp:
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__builtin__.render2dp = self.render2dp
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__builtin__.aspect2dp = self.aspect2dp
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__builtin__.pixel2dp = self.pixel2dp
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if __dev__:
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ShowBase.notify.debug('__dev__ == %s' % __dev__)
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else:
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ShowBase.notify.info('__dev__ == %s' % __dev__)
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# set up recording of Functor creation stacks in __dev__
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PythonUtil.recordFunctorCreationStacks()
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if __dev__ or self.config.GetBool('want-e3-hacks', False):
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if self.config.GetBool('track-gui-items', True):
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# dict of guiId to gui item, for tracking down leaks
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self.guiItems = {}
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# optionally restore the default gui sounds from 1.7.2 and earlier
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if ConfigVariableBool('orig-gui-sounds', False).getValue():
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from direct.gui import DirectGuiGlobals as DGG
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DGG.setDefaultClickSound(self.loader.loadSfx("audio/sfx/GUI_click.wav"))
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DGG.setDefaultRolloverSound(self.loader.loadSfx("audio/sfx/GUI_rollover.wav"))
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# Now hang a hook on the window-event from Panda. This allows
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# us to detect when the user resizes, minimizes, or closes the
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# main window.
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self.accept('window-event', self.windowEvent)
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# Transition effects (fade, iris, etc)
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import Transitions
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self.transitions = Transitions.Transitions(self.loader)
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if self.win:
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# Setup the window controls - handy for multiwindow applications
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self.setupWindowControls()
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# Client sleep
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sleepTime = self.config.GetFloat('client-sleep', 0.0)
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self.clientSleep = 0.0
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self.setSleep(sleepTime)
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# Extra sleep for running 4+ clients on a single machine
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# adds a sleep right after the main render in igloop
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# tends to even out the frame rate and keeps it from going
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# to zero in the out of focus windows
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if base.config.GetBool('multi-sleep', 0):
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self.multiClientSleep = 1
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else:
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self.multiClientSleep = 0
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# Offscreen buffer viewing utility.
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# This needs to be allocated even if the viewer is off.
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self.bufferViewer = BufferViewer()
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if self.wantRender2dp:
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self.bufferViewer.setRenderParent(self.render2dp)
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if self.windowType != 'none':
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if fStartDirect: # [gjeon] if this is False let them start direct manually
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self.__doStartDirect()
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if self.config.GetBool('show-tex-mem', False):
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if not self.texmem or self.texmem.cleanedUp:
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self.toggleTexMem()
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taskMgr.finalInit()
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# Start IGLOOP
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self.restart()
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# add a collision traverser via pushCTrav and remove it via popCTrav
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# that way the owner of the new cTrav doesn't need to hold onto the
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# previous one in order to put it back
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def pushCTrav(self, cTrav):
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self.cTravStack.push(self.cTrav)
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self.cTrav = cTrav
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def popCTrav(self):
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self.cTrav = self.cTravStack.pop()
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def __setupProfile(self):
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""" Sets up the Python profiler, if avaialable, according to
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some Panda config settings. """
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try:
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import profile, pstats
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except ImportError:
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return
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profile.Profile.bias = float(self.config.GetString("profile-bias","0"))
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def f8(x):
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return ("%"+"8.%df"%base.config.GetInt("profile-decimals",3)) % x
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pstats.f8=f8
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# temp; see ToonBase.py
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def getExitErrorCode(self):
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return 0
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def printEnvDebugInfo(self):
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"""
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Print some information about the environment that we are running
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in. Stuff like the model paths and other paths. Feel free to
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add stuff to this.
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"""
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if self.config.GetBool('want-env-debug-info', 0):
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print "\n\nEnvironment Debug Info {"
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print "* model path:"
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print getModelPath()
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#print "* dna path:"
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#print getDnaPath()
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print "}"
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def destroy(self):
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""" Call this function to destroy the ShowBase and stop all
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its tasks, freeing all of the Panda resources. Normally, you
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should not need to call it explicitly, as it is bound to the
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exitfunc and will be called at application exit time
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automatically.
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This function is designed to be safe to call multiple times."""
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for cb in self.finalExitCallbacks[:]:
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cb()
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# [gjeon] restore sticky key settings
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if self.config.GetBool('disable-sticky-keys', 0):
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allowAccessibilityShortcutKeys(True)
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taskMgr.destroy()
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if getattr(self, 'musicManager', None):
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self.musicManager.shutdown()
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self.musicManager = None
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for sfxManager in self.sfxManagerList:
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sfxManager.shutdown()
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self.sfxManagerList = []
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if getattr(self, 'loader', None):
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self.loader.destroy()
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self.loader = None
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if getattr(self, 'graphicsEngine', None):
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self.graphicsEngine.removeAllWindows()
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try:
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self.direct.panel.destroy()
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except:
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pass
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if hasattr(self, 'win'):
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del self.win
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del self.winList
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del self.pipe
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vfs = VirtualFileSystem.getGlobalPtr()
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vfs.unmountAll()
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def exitfunc(self):
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"""
|
|
This should be assigned to sys.exitfunc to be called just
|
|
before Python shutdown. It guarantees that the Panda window
|
|
is closed cleanly, so that we free system resources, restore
|
|
the desktop and keyboard functionality, etc.
|
|
"""
|
|
self.destroy()
|
|
|
|
if self.oldexitfunc:
|
|
self.oldexitfunc()
|
|
|
|
def makeDefaultPipe(self, printPipeTypes = True):
|
|
"""
|
|
Creates the default GraphicsPipe, which will be used to make
|
|
windows unless otherwise specified.
|
|
"""
|
|
assert self.pipe == None
|
|
selection = GraphicsPipeSelection.getGlobalPtr()
|
|
if printPipeTypes:
|
|
selection.printPipeTypes()
|
|
self.pipe = selection.makeDefaultPipe()
|
|
if not self.pipe:
|
|
self.notify.error(
|
|
"No graphics pipe is available!\n"
|
|
"Your Config.prc file must name at least one valid panda display\n"
|
|
"library via load-display or aux-display.")
|
|
|
|
self.notify.info("Default graphics pipe is %s (%s)." % (
|
|
self.pipe.getType().getName(), self.pipe.getInterfaceName()))
|
|
self.pipeList.append(self.pipe)
|
|
|
|
def makeModulePipe(self, moduleName):
|
|
"""
|
|
Returns a GraphicsPipe from the indicated module,
|
|
e.g. 'pandagl' or 'pandadx9'. Does not affect base.pipe or
|
|
base.pipeList.
|
|
"""
|
|
|
|
selection = GraphicsPipeSelection.getGlobalPtr()
|
|
return selection.makeModulePipe(moduleName)
|
|
|
|
def makeAllPipes(self):
|
|
"""
|
|
Creates all GraphicsPipes that the system knows about and fill up
|
|
self.pipeList with them.
|
|
"""
|
|
shouldPrintPipes = 0
|
|
selection = GraphicsPipeSelection.getGlobalPtr()
|
|
selection.loadAuxModules()
|
|
|
|
# First, we should make sure the default pipe exists.
|
|
if self.pipe == None:
|
|
self.makeDefaultPipe()
|
|
|
|
# Now go through the list of known pipes, and make each one if
|
|
# we don't have one already.
|
|
numPipeTypes = selection.getNumPipeTypes()
|
|
for i in range(numPipeTypes):
|
|
pipeType = selection.getPipeType(i)
|
|
|
|
# Do we already have a pipe of this type on the list?
|
|
# This operation is n-squared, but presumably there won't
|
|
# be more than a handful of pipe types, so who cares.
|
|
already = 0
|
|
for pipe in self.pipeList:
|
|
if pipe.getType() == pipeType:
|
|
already = 1
|
|
|
|
if not already:
|
|
pipe = selection.makePipe(pipeType)
|
|
if pipe:
|
|
self.notify.info("Got aux graphics pipe %s (%s)." % (
|
|
pipe.getType().getName(), pipe.getInterfaceName()))
|
|
self.pipeList.append(pipe)
|
|
else:
|
|
self.notify.info("Could not make graphics pipe %s." % (
|
|
pipeType.getName()))
|
|
|
|
def openWindow(self, props = None, fbprops = None, pipe = None, gsg = None,
|
|
host = None, type = None, name = None, size = None,
|
|
aspectRatio = None, makeCamera = True, keepCamera = False,
|
|
scene = None, stereo = None, unexposedDraw = None,
|
|
callbackWindowDict = None, requireWindow = None):
|
|
"""
|
|
Creates a window and adds it to the list of windows that are
|
|
to be updated every frame.
|
|
|
|
props is the WindowProperties that describes the window.
|
|
|
|
type is either 'onscreen', 'offscreen', or 'none'.
|
|
|
|
If keepCamera is true, the existing base.cam is set up to
|
|
render into the new window.
|
|
|
|
If keepCamera is false but makeCamera is true, a new camera is
|
|
set up to render into the new window.
|
|
|
|
If unexposedDraw is not None, it specifies the initial value
|
|
of GraphicsWindow.setUnexposedDraw().
|
|
|
|
If callbackWindowDict is not None, a CallbackGraphicWindow is
|
|
created instead, which allows the caller to create the actual
|
|
window with its own OpenGL context, and direct Panda's
|
|
rendering into that window.
|
|
|
|
If requireWindow is true, it means that the function should
|
|
raise an exception if the window fails to open correctly.
|
|
|
|
"""
|
|
|
|
# Save this lambda here for convenience; we'll use it to call
|
|
# down to the underlying _doOpenWindow() with all of the above
|
|
# parameters.
|
|
func = lambda : self._doOpenWindow(
|
|
props = props, fbprops = fbprops, pipe = pipe, gsg = gsg,
|
|
host = host, type = type, name = name, size = size,
|
|
aspectRatio = aspectRatio, makeCamera = makeCamera,
|
|
keepCamera = keepCamera, scene = scene, stereo = stereo,
|
|
unexposedDraw = unexposedDraw,
|
|
callbackWindowDict = callbackWindowDict)
|
|
|
|
if self.win:
|
|
# If we've already opened a window before, this is just a
|
|
# pass-through to _doOpenWindow().
|
|
win = func()
|
|
self.graphicsEngine.openWindows()
|
|
return win
|
|
|
|
if type is None:
|
|
type = self.windowType
|
|
if requireWindow is None:
|
|
requireWindow = self.requireWindow
|
|
|
|
win = func()
|
|
|
|
# Give the window a chance to truly open.
|
|
self.graphicsEngine.openWindows()
|
|
if win != None and not win.isValid():
|
|
self.notify.info("Window did not open, removing.")
|
|
self.closeWindow(win)
|
|
win = None
|
|
|
|
if win == None and pipe == None:
|
|
# Try a little harder if the window wouldn't open.
|
|
self.makeAllPipes()
|
|
try:
|
|
self.pipeList.remove(self.pipe)
|
|
except ValueError:
|
|
pass
|
|
while self.win == None and self.pipeList:
|
|
self.pipe = self.pipeList[0]
|
|
self.notify.info("Trying pipe type %s (%s)" % (
|
|
self.pipe.getType(), self.pipe.getInterfaceName()))
|
|
win = func()
|
|
|
|
self.graphicsEngine.openWindows()
|
|
if win != None and not win.isValid():
|
|
self.notify.info("Window did not open, removing.")
|
|
self.closeWindow(win)
|
|
win = None
|
|
if win == None:
|
|
self.pipeList.remove(self.pipe)
|
|
|
|
if win == None:
|
|
self.notify.warning("Unable to open '%s' window." % (type))
|
|
if requireWindow:
|
|
# Unless require-window is set to false, it is an
|
|
# error not to open a window.
|
|
raise StandardError, 'Could not open window.'
|
|
else:
|
|
self.notify.info("Successfully opened window of type %s (%s)" % (
|
|
win.getType(), win.getPipe().getInterfaceName()))
|
|
|
|
return win
|
|
|
|
def _doOpenWindow(self, props = None, fbprops = None, pipe = None,
|
|
gsg = None, host = None, type = None, name = None,
|
|
size = None, aspectRatio = None,
|
|
makeCamera = True, keepCamera = False,
|
|
scene = None, stereo = None, unexposedDraw = None,
|
|
callbackWindowDict = None):
|
|
if pipe == None:
|
|
pipe = self.pipe
|
|
|
|
if pipe == None:
|
|
self.makeDefaultPipe()
|
|
pipe = self.pipe
|
|
|
|
if pipe == None:
|
|
# We couldn't get a pipe.
|
|
return None
|
|
|
|
if isinstance(gsg, GraphicsOutput):
|
|
# If the gsg is a window or buffer, it means to use the
|
|
# GSG from that buffer.
|
|
host = gsg
|
|
gsg = gsg.getGsg()
|
|
|
|
# If we are using DirectX, force a new GSG to be created,
|
|
# since at the moment DirectX seems to misbehave if we do
|
|
# not do this. This will cause a delay while all textures
|
|
# etc. are reloaded, so we should revisit this later if we
|
|
# can fix the underlying bug in our DirectX support.
|
|
if pipe.getType().getName().startswith('wdx'):
|
|
gsg = None
|
|
|
|
if type == None:
|
|
type = self.windowType
|
|
|
|
if props == None:
|
|
props = WindowProperties.getDefault()
|
|
|
|
if fbprops == None:
|
|
fbprops = FrameBufferProperties.getDefault()
|
|
|
|
if size != None:
|
|
# If we were given an explicit size, use it; otherwise,
|
|
# the size from the properties is used.
|
|
props = WindowProperties(props)
|
|
props.setSize(size[0], size[1])
|
|
|
|
if name == None:
|
|
name = 'window%s' % (self.nextWindowIndex)
|
|
self.nextWindowIndex += 1
|
|
|
|
win = None
|
|
|
|
flags = GraphicsPipe.BFFbPropsOptional
|
|
if type == 'onscreen':
|
|
flags = flags | GraphicsPipe.BFRequireWindow
|
|
elif type == 'offscreen':
|
|
flags = flags | GraphicsPipe.BFRefuseWindow
|
|
|
|
if callbackWindowDict:
|
|
flags = flags | GraphicsPipe.BFRequireCallbackWindow
|
|
|
|
if host:
|
|
assert host.isValid()
|
|
win = self.graphicsEngine.makeOutput(pipe, name, 0, fbprops,
|
|
props, flags, host.getGsg(), host)
|
|
elif gsg:
|
|
win = self.graphicsEngine.makeOutput(pipe, name, 0, fbprops,
|
|
props, flags, gsg)
|
|
else:
|
|
win = self.graphicsEngine.makeOutput(pipe, name, 0, fbprops,
|
|
props, flags)
|
|
|
|
if win == None:
|
|
# Couldn't create a window!
|
|
return None
|
|
|
|
if unexposedDraw is not None and hasattr(win, 'setUnexposedDraw'):
|
|
win.setUnexposedDraw(unexposedDraw)
|
|
|
|
if callbackWindowDict:
|
|
# If we asked for (and received) a CallbackGraphicsWindow,
|
|
# we now have to assign the callbacks, before we start
|
|
# trying to do anything with the window.
|
|
for callbackName in ['Events', 'Properties', 'Render']:
|
|
func = callbackWindowDict.get(callbackName, None)
|
|
if not func:
|
|
continue
|
|
|
|
setCallbackName = 'set%sCallback' % (callbackName)
|
|
setCallback = getattr(win, setCallbackName)
|
|
setCallback(PythonCallbackObject(func))
|
|
|
|
# We also need to set up the mouse/keyboard objects.
|
|
for inputName in callbackWindowDict.get('inputDevices', ['mouse']):
|
|
win.createInputDevice(inputName)
|
|
|
|
if hasattr(win, "requestProperties"):
|
|
win.requestProperties(props)
|
|
|
|
mainWindow = False
|
|
if self.win == None:
|
|
mainWindow = True
|
|
self.win = win
|
|
|
|
self.winList.append(win)
|
|
|
|
# Set up a 3-d camera for the window by default.
|
|
if keepCamera:
|
|
self.makeCamera(win, scene = scene, aspectRatio = aspectRatio,
|
|
stereo = stereo, useCamera = base.cam)
|
|
elif makeCamera:
|
|
self.makeCamera(win, scene = scene, aspectRatio = aspectRatio,
|
|
stereo = stereo)
|
|
|
|
messenger.send('open_window', [win, mainWindow])
|
|
if mainWindow:
|
|
messenger.send('open_main_window')
|
|
|
|
return win
|
|
|
|
def closeWindow(self, win, keepCamera = False, removeWindow = True):
|
|
"""
|
|
Closes the indicated window and removes it from the list of
|
|
windows. If it is the main window, clears the main window
|
|
pointer to None.
|
|
"""
|
|
win.setActive(False)
|
|
|
|
# First, remove all of the cameras associated with display
|
|
# regions on the window.
|
|
numRegions = win.getNumDisplayRegions()
|
|
for i in range(numRegions):
|
|
dr = win.getDisplayRegion(i)
|
|
# [gjeon] remove drc in base.direct.drList
|
|
if base.direct is not None:
|
|
for drc in base.direct.drList:
|
|
if drc.cam == dr.getCamera():
|
|
base.direct.drList.displayRegionList.remove(drc)
|
|
break
|
|
|
|
cam = NodePath(dr.getCamera())
|
|
|
|
dr.setCamera(NodePath())
|
|
|
|
if not cam.isEmpty() and \
|
|
cam.node().getNumDisplayRegions() == 0 and \
|
|
not keepCamera:
|
|
# If the camera is used by no other DisplayRegions,
|
|
# remove it.
|
|
if self.camList.count(cam) != 0:
|
|
self.camList.remove(cam)
|
|
|
|
# Don't throw away self.camera; we want to
|
|
# preserve it for reopening the window.
|
|
if cam == self.cam:
|
|
self.cam = None
|
|
if cam == self.cam2d:
|
|
self.cam2d = None
|
|
if cam == self.cam2dp:
|
|
self.cam2dp = None
|
|
cam.removeNode()
|
|
|
|
# [gjeon] remove winControl
|
|
for winCtrl in self.winControls:
|
|
if winCtrl.win == win:
|
|
self.winControls.remove(winCtrl)
|
|
break
|
|
# Now we can actually close the window.
|
|
if removeWindow:
|
|
self.graphicsEngine.removeWindow(win)
|
|
self.winList.remove(win)
|
|
|
|
mainWindow = False
|
|
if win == self.win:
|
|
mainWindow = True
|
|
self.win = None
|
|
if self.frameRateMeter:
|
|
self.frameRateMeter.clearWindow()
|
|
self.frameRateMeter = None
|
|
if self.sceneGraphAnalyzerMeter:
|
|
self.sceneGraphAnalyzerMeter.clearWindow()
|
|
self.sceneGraphAnalyzerMeter = None
|
|
|
|
messenger.send('close_window', [win, mainWindow])
|
|
if mainWindow:
|
|
messenger.send('close_main_window')
|
|
|
|
if not self.winList:
|
|
# Give the window(s) a chance to actually close before we
|
|
# continue.
|
|
base.graphicsEngine.renderFrame()
|
|
|
|
def openDefaultWindow(self, *args, **kw):
|
|
# Creates the main window for the first time, without being
|
|
# too particular about the kind of graphics API that is
|
|
# chosen. The suggested window type from the load-display
|
|
# config variable is tried first; if that fails, the first
|
|
# window type that can be successfully opened at all is
|
|
# accepted. Returns true on success, false otherwise.
|
|
#
|
|
# This is intended to be called only once, at application
|
|
# startup. It is normally called automatically unless
|
|
# window-type is configured to 'none'.
|
|
|
|
startDirect = kw.get('startDirect', True)
|
|
if 'startDirect' in kw:
|
|
del kw['startDirect']
|
|
|
|
self.openMainWindow(*args, **kw)
|
|
|
|
if startDirect:
|
|
self.__doStartDirect()
|
|
|
|
return self.win != None
|
|
|
|
def openMainWindow(self, *args, **kw):
|
|
"""
|
|
Creates the initial, main window for the application, and sets
|
|
up the mouse and render2d structures appropriately for it. If
|
|
this method is called a second time, it will close the
|
|
previous main window and open a new one, preserving the lens
|
|
properties in base.camLens.
|
|
|
|
The return value is true on success, or false on failure (in
|
|
which case base.win may be either None, or the previous,
|
|
closed window).
|
|
"""
|
|
keepCamera = kw.get('keepCamera', False)
|
|
|
|
success = 1
|
|
oldWin = self.win
|
|
oldLens = self.camLens
|
|
oldClearColorActive = None
|
|
if self.win != None:
|
|
# Close the previous window.
|
|
oldClearColorActive = self.win.getClearColorActive()
|
|
oldClearColor = VBase4(self.win.getClearColor())
|
|
oldClearDepthActive = self.win.getClearDepthActive()
|
|
oldClearDepth = self.win.getClearDepth()
|
|
oldClearStencilActive = self.win.getClearStencilActive()
|
|
oldClearStencil = self.win.getClearStencil()
|
|
self.closeWindow(self.win, keepCamera = keepCamera)
|
|
|
|
# Open a new window.
|
|
self.openWindow(*args, **kw)
|
|
if self.win == None:
|
|
self.win = oldWin
|
|
self.winList.append(oldWin)
|
|
success = 0
|
|
|
|
if self.win != None:
|
|
if isinstance(self.win, GraphicsWindow):
|
|
self.setupMouse(self.win)
|
|
self.makeCamera2d(self.win)
|
|
self.makeCamera2dp(self.win)
|
|
|
|
if oldLens != None:
|
|
# Restore the previous lens properties.
|
|
self.camNode.setLens(oldLens)
|
|
self.camLens = oldLens
|
|
|
|
if oldClearColorActive != None:
|
|
# Restore the previous clear properties.
|
|
self.win.setClearColorActive(oldClearColorActive)
|
|
self.win.setClearColor(oldClearColor)
|
|
self.win.setClearDepthActive(oldClearDepthActive)
|
|
self.win.setClearDepth(oldClearDepth)
|
|
self.win.setClearStencilActive(oldClearStencilActive)
|
|
self.win.setClearStencil(oldClearStencil)
|
|
|
|
flag = self.config.GetBool('show-frame-rate-meter', False)
|
|
if self.appRunner is not None and self.appRunner.allowPythonDev:
|
|
# In an allow_python_dev p3d application, we always
|
|
# start up with the frame rate meter enabled, to
|
|
# provide a visual reminder that this flag has been
|
|
# set.
|
|
flag = True
|
|
self.setFrameRateMeter(flag)
|
|
flag = self.config.GetBool('show-scene-graph-analyzer-meter', False)
|
|
self.setSceneGraphAnalyzerMeter(flag)
|
|
return success
|
|
|
|
def setSleep(self, amount):
|
|
"""
|
|
Sets up a task that calls python 'sleep' every frame. This is a simple
|
|
way to reduce the CPU usage (and frame rate) of a panda program.
|
|
"""
|
|
if (self.clientSleep == amount):
|
|
return
|
|
self.clientSleep = amount
|
|
if (amount == 0.0):
|
|
self.taskMgr.remove('clientSleep')
|
|
else:
|
|
# Spawn it after igloop (at the end of each frame)
|
|
self.taskMgr.remove('clientSleep')
|
|
self.taskMgr.add(self.sleepCycleTask, 'clientSleep', sort = 55)
|
|
|
|
def sleepCycleTask(self, task):
|
|
Thread.sleep(self.clientSleep)
|
|
#time.sleep(self.clientSleep)
|
|
return Task.cont
|
|
|
|
def setFrameRateMeter(self, flag):
|
|
"""
|
|
Turns on or off (according to flag) a standard frame rate
|
|
meter in the upper-right corner of the main window.
|
|
"""
|
|
if flag:
|
|
if not self.frameRateMeter:
|
|
self.frameRateMeter = FrameRateMeter('frameRateMeter')
|
|
self.frameRateMeter.setupWindow(self.win)
|
|
else:
|
|
if self.frameRateMeter:
|
|
self.frameRateMeter.clearWindow()
|
|
self.frameRateMeter = None
|
|
|
|
def setSceneGraphAnalyzerMeter(self, flag):
|
|
"""
|
|
Turns on or off (according to flag) a standard frame rate
|
|
meter in the upper-right corner of the main window.
|
|
"""
|
|
if flag:
|
|
if not self.sceneGraphAnalyzerMeter:
|
|
self.sceneGraphAnalyzerMeter = SceneGraphAnalyzerMeter('sceneGraphAnalyzerMeter', self.render.node())
|
|
self.sceneGraphAnalyzerMeter.setupWindow(self.win)
|
|
else:
|
|
if self.sceneGraphAnalyzerMeter:
|
|
self.sceneGraphAnalyzerMeter.clearWindow()
|
|
self.sceneGraphAnalyzerMeter = None
|
|
|
|
# [gjeon] now you can add more winControls after creating a showbase instance
|
|
def setupWindowControls(self, winCtrl=None):
|
|
if winCtrl is None:
|
|
winCtrl = WindowControls(
|
|
self.win, mouseWatcher=self.mouseWatcher,
|
|
cam=self.camera, camNode = self.camNode, cam2d=self.camera2d,
|
|
mouseKeyboard = self.dataRoot.find("**/*"))
|
|
self.winControls.append(winCtrl)
|
|
|
|
def setupRender(self):
|
|
"""
|
|
Creates the render scene graph, the primary scene graph for
|
|
rendering 3-d geometry.
|
|
"""
|
|
self.render = NodePath('render')
|
|
self.render.setAttrib(RescaleNormalAttrib.makeDefault())
|
|
|
|
self.render.setTwoSided(0)
|
|
self.backfaceCullingEnabled = 1
|
|
self.textureEnabled = 1
|
|
self.wireframeEnabled = 0
|
|
|
|
|
|
def setupRender2d(self):
|
|
"""
|
|
Creates the render2d scene graph, the primary scene graph for
|
|
2-d objects and gui elements that are superimposed over the
|
|
3-d geometry in the window.
|
|
"""
|
|
self.render2d = NodePath('render2d')
|
|
|
|
# Set up some overrides to turn off certain properties which
|
|
# we probably won't need for 2-d objects.
|
|
|
|
# It's probably important to turn off the depth test, since
|
|
# many 2-d objects will be drawn over each other without
|
|
# regard to depth position.
|
|
|
|
# We used to avoid clearing the depth buffer before drawing
|
|
# render2d, but nowadays we clear it anyway, since we
|
|
# occasionally want to put 3-d geometry under render2d, and
|
|
# it's simplest (and seems to be easier on graphics drivers)
|
|
# if the 2-d scene has been cleared first.
|
|
|
|
self.render2d.setDepthTest(0)
|
|
self.render2d.setDepthWrite(0)
|
|
self.render2d.setMaterialOff(1)
|
|
self.render2d.setTwoSided(1)
|
|
|
|
# The normal 2-d DisplayRegion has an aspect ratio that
|
|
# matches the window, but its coordinate system is square.
|
|
# This means anything we parent to render2d gets stretched.
|
|
# For things where that makes a difference, we set up
|
|
# aspect2d, which scales things back to the right aspect
|
|
# ratio.
|
|
aspectRatio = self.getAspectRatio()
|
|
self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d"))
|
|
self.aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)
|
|
|
|
self.a2dBackground = self.aspect2d.attachNewNode("a2dBackground")
|
|
|
|
# It's important to know the bounds of the aspect2d screen.
|
|
self.a2dTop = 1.0
|
|
self.a2dBottom = -1.0
|
|
self.a2dLeft = -aspectRatio
|
|
self.a2dRight = aspectRatio
|
|
|
|
self.a2dTopCenter = self.aspect2d.attachNewNode("a2dTopCenter")
|
|
self.a2dTopCenterNs = self.aspect2d.attachNewNode("a2dTopCenterNS")
|
|
self.a2dBottomCenter = self.aspect2d.attachNewNode("a2dBottomCenter")
|
|
self.a2dBottomCenterNs = self.aspect2d.attachNewNode("a2dBottomCenterNS")
|
|
self.a2dLeftCenter = self.aspect2d.attachNewNode("a2dLeftCenter")
|
|
self.a2dLeftCenterNs = self.aspect2d.attachNewNode("a2dLeftCenterNS")
|
|
self.a2dRightCenter = self.aspect2d.attachNewNode("a2dRightCenter")
|
|
self.a2dRightCenterNs = self.aspect2d.attachNewNode("a2dRightCenterNS")
|
|
|
|
self.a2dTopLeft = self.aspect2d.attachNewNode("a2dTopLeft")
|
|
self.a2dTopLeftNs = self.aspect2d.attachNewNode("a2dTopLeftNS")
|
|
self.a2dTopRight = self.aspect2d.attachNewNode("a2dTopRight")
|
|
self.a2dTopRightNs = self.aspect2d.attachNewNode("a2dTopRightNS")
|
|
self.a2dBottomLeft = self.aspect2d.attachNewNode("a2dBottomLeft")
|
|
self.a2dBottomLeftNs = self.aspect2d.attachNewNode("a2dBottomLeftNS")
|
|
self.a2dBottomRight = self.aspect2d.attachNewNode("a2dBottomRight")
|
|
self.a2dBottomRightNs = self.aspect2d.attachNewNode("a2dBottomRightNS")
|
|
|
|
# Put the nodes in their places
|
|
self.a2dTopCenter.setPos(0, 0, self.a2dTop)
|
|
self.a2dTopCenterNs.setPos(0, 0, self.a2dTop)
|
|
self.a2dBottomCenter.setPos(0, 0, self.a2dBottom)
|
|
self.a2dBottomCenterNs.setPos(0, 0, self.a2dBottom)
|
|
self.a2dLeftCenter.setPos(self.a2dLeft, 0, 0)
|
|
self.a2dLeftCenterNs.setPos(self.a2dLeft, 0, 0)
|
|
self.a2dRightCenter.setPos(self.a2dRight, 0, 0)
|
|
self.a2dRightCenterNs.setPos(self.a2dRight, 0, 0)
|
|
|
|
self.a2dTopLeft.setPos(self.a2dLeft, 0, self.a2dTop)
|
|
self.a2dTopLeftNs.setPos(self.a2dLeft, 0, self.a2dTop)
|
|
self.a2dTopRight.setPos(self.a2dRight, 0, self.a2dTop)
|
|
self.a2dTopRightNs.setPos(self.a2dRight, 0, self.a2dTop)
|
|
self.a2dBottomLeft.setPos(self.a2dLeft, 0, self.a2dBottom)
|
|
self.a2dBottomLeftNs.setPos(self.a2dLeft, 0, self.a2dBottom)
|
|
self.a2dBottomRight.setPos(self.a2dRight, 0, self.a2dBottom)
|
|
self.a2dBottomRightNs.setPos(self.a2dRight, 0, self.a2dBottom)
|
|
|
|
# This special root, pixel2d, uses units in pixels that are relative
|
|
# to the window. The upperleft corner of the window is (0, 0),
|
|
# the lowerleft corner is (xsize, -ysize), in this coordinate system.
|
|
xsize, ysize = self.getSize()
|
|
self.pixel2d = self.render2d.attachNewNode(PGTop("pixel2d"))
|
|
self.pixel2d.setPos(-1, 0, 1)
|
|
if xsize > 0 and ysize > 0:
|
|
self.pixel2d.setScale(2.0 / xsize, 1.0, 2.0 / ysize)
|
|
|
|
def setupRender2dp(self):
|
|
"""
|
|
Creates a render2d scene graph, the secondary scene graph for
|
|
2-d objects and gui elements that are superimposed over the
|
|
2-d and 3-d geometry in the window.
|
|
"""
|
|
self.render2dp = NodePath('render2dp')
|
|
|
|
# Set up some overrides to turn off certain properties which
|
|
# we probably won't need for 2-d objects.
|
|
|
|
# It's probably important to turn off the depth test, since
|
|
# many 2-d objects will be drawn over each other without
|
|
# regard to depth position.
|
|
|
|
dt = DepthTestAttrib.make(DepthTestAttrib.MNone)
|
|
dw = DepthWriteAttrib.make(DepthWriteAttrib.MOff)
|
|
self.render2dp.setDepthTest(0)
|
|
self.render2dp.setDepthWrite(0)
|
|
|
|
self.render2dp.setMaterialOff(1)
|
|
self.render2dp.setTwoSided(1)
|
|
|
|
# The normal 2-d DisplayRegion has an aspect ratio that
|
|
# matches the window, but its coordinate system is square.
|
|
# This means anything we parent to render2d gets stretched.
|
|
# For things where that makes a difference, we set up
|
|
# aspect2d, which scales things back to the right aspect
|
|
# ratio.
|
|
|
|
aspectRatio = self.getAspectRatio()
|
|
self.aspect2dp = self.render2dp.attachNewNode(PGTop("aspect2dp"))
|
|
self.aspect2dp.node().setStartSort(16384)
|
|
self.aspect2dp.setScale(1.0 / aspectRatio, 1.0, 1.0)
|
|
|
|
# It's important to know the bounds of the aspect2d screen.
|
|
self.a2dpTop = 1.0
|
|
self.a2dpBottom = -1.0
|
|
self.a2dpLeft = -aspectRatio
|
|
self.a2dpRight = aspectRatio
|
|
|
|
|
|
self.a2dpTopCenter = self.aspect2dp.attachNewNode("a2dpTopCenter")
|
|
self.a2dpBottomCenter = self.aspect2dp.attachNewNode("a2dpBottomCenter")
|
|
self.a2dpLeftCenter = self.aspect2dp.attachNewNode("a2dpLeftCenter")
|
|
self.a2dpRightCenter = self.aspect2dp.attachNewNode("a2dpRightCenter")
|
|
|
|
self.a2dpTopLeft = self.aspect2dp.attachNewNode("a2dpTopLeft")
|
|
self.a2dpTopRight = self.aspect2dp.attachNewNode("a2dpTopRight")
|
|
self.a2dpBottomLeft = self.aspect2dp.attachNewNode("a2dpBottomLeft")
|
|
self.a2dpBottomRight = self.aspect2dp.attachNewNode("a2dpBottomRight")
|
|
|
|
# Put the nodes in their places
|
|
self.a2dpTopCenter.setPos(0, 0, self.a2dpTop)
|
|
self.a2dpBottomCenter.setPos(0, 0, self.a2dpBottom)
|
|
self.a2dpLeftCenter.setPos(self.a2dpLeft, 0, 0)
|
|
self.a2dpRightCenter.setPos(self.a2dpRight, 0, 0)
|
|
|
|
self.a2dpTopLeft.setPos(self.a2dpLeft, 0, self.a2dpTop)
|
|
self.a2dpTopRight.setPos(self.a2dpRight, 0, self.a2dpTop)
|
|
self.a2dpBottomLeft.setPos(self.a2dpLeft, 0, self.a2dpBottom)
|
|
self.a2dpBottomRight.setPos(self.a2dpRight, 0, self.a2dpBottom)
|
|
|
|
# This special root, pixel2d, uses units in pixels that are relative
|
|
# to the window. The upperleft corner of the window is (0, 0),
|
|
# the lowerleft corner is (xsize, -ysize), in this coordinate system.
|
|
xsize, ysize = self.getSize()
|
|
self.pixel2dp = self.render2dp.attachNewNode(PGTop("pixel2dp"))
|
|
self.pixel2dp.node().setStartSort(16384)
|
|
self.pixel2dp.setPos(-1, 0, 1)
|
|
if xsize > 0 and ysize > 0:
|
|
self.pixel2dp.setScale(2.0 / xsize, 1.0, 2.0 / ysize)
|
|
|
|
def setAspectRatio(self, aspectRatio):
|
|
""" Sets the global aspect ratio of the main window. Set it
|
|
to None to restore automatic scaling. """
|
|
self.__configAspectRatio = aspectRatio
|
|
self.adjustWindowAspectRatio(self.getAspectRatio())
|
|
|
|
def getAspectRatio(self, win = None):
|
|
# Returns the actual aspect ratio of the indicated (or main
|
|
# window), or the default aspect ratio if there is not yet a
|
|
# main window.
|
|
|
|
# If the config it set, we return that
|
|
if self.__configAspectRatio:
|
|
return self.__configAspectRatio
|
|
|
|
aspectRatio = 1
|
|
|
|
if win == None:
|
|
win = self.win
|
|
|
|
if win != None and win.hasSize() and win.getSbsLeftYSize() != 0:
|
|
aspectRatio = float(win.getSbsLeftXSize()) / float(win.getSbsLeftYSize())
|
|
|
|
else:
|
|
if win == None or not hasattr(win, "getRequestedProperties"):
|
|
props = WindowProperties.getDefault()
|
|
else:
|
|
props = win.getRequestedProperties()
|
|
if not props.hasSize():
|
|
props = WindowProperties.getDefault()
|
|
|
|
if props.hasSize() and props.getYSize() != 0:
|
|
aspectRatio = float(props.getXSize()) / float(props.getYSize())
|
|
|
|
if aspectRatio == 0:
|
|
return 1
|
|
|
|
return aspectRatio
|
|
|
|
def getSize(self, win = None):
|
|
# Returns the actual size of the indicated (or main
|
|
# window), or the default size if there is not yet a
|
|
# main window.
|
|
|
|
if win == None:
|
|
win = self.win
|
|
|
|
if win != None and win.hasSize():
|
|
return win.getXSize(), win.getYSize()
|
|
else:
|
|
if win == None or not hasattr(win, "getRequestedProperties"):
|
|
props = WindowProperties.getDefault()
|
|
else:
|
|
props = win.getRequestedProperties()
|
|
if not props.hasSize():
|
|
props = WindowProperties.getDefault()
|
|
|
|
if props.hasSize():
|
|
return props.getXSize(), props.getYSize()
|
|
|
|
def makeCamera(self, win, sort = 0, scene = None,
|
|
displayRegion = (0, 1, 0, 1), stereo = None,
|
|
aspectRatio = None, clearDepth = 0, clearColor = None,
|
|
lens = None, camName = 'cam', mask = None,
|
|
useCamera = None):
|
|
"""
|
|
Makes a new 3-d camera associated with the indicated window,
|
|
and creates a display region in the indicated subrectangle.
|
|
|
|
If stereo is True, then a stereo camera is created, with a
|
|
pair of DisplayRegions. If stereo is False, then a standard
|
|
camera is created. If stereo is None or omitted, a stereo
|
|
camera is created if the window says it can render in stereo.
|
|
|
|
If useCamera is not None, it is a NodePath to be used as the
|
|
camera to apply to the window, rather than creating a new
|
|
camera.
|
|
"""
|
|
# self.camera is the parent node of all cameras: a node that
|
|
# we can move around to move all cameras as a group.
|
|
if self.camera == None:
|
|
# We make it a ModelNode with the PTLocal flag, so that
|
|
# a wayward flatten operations won't attempt to mangle the
|
|
# camera.
|
|
self.camera = self.render.attachNewNode(ModelNode('camera'))
|
|
self.camera.node().setPreserveTransform(ModelNode.PTLocal)
|
|
__builtin__.camera = self.camera
|
|
|
|
self.mouse2cam.node().setNode(self.camera.node())
|
|
|
|
if useCamera:
|
|
# Use the existing camera node.
|
|
cam = useCamera
|
|
camNode = useCamera.node()
|
|
assert(isinstance(camNode, Camera))
|
|
lens = camNode.getLens()
|
|
cam.reparentTo(self.camera)
|
|
|
|
else:
|
|
# Make a new Camera node.
|
|
camNode = Camera(camName)
|
|
if lens == None:
|
|
lens = PerspectiveLens()
|
|
|
|
if aspectRatio == None:
|
|
aspectRatio = self.getAspectRatio(win)
|
|
lens.setAspectRatio(aspectRatio)
|
|
|
|
cam = self.camera.attachNewNode(camNode)
|
|
|
|
if lens != None:
|
|
camNode.setLens(lens)
|
|
|
|
if scene != None:
|
|
camNode.setScene(scene)
|
|
|
|
if mask != None:
|
|
if (isinstance(mask, int)):
|
|
mask = BitMask32(mask)
|
|
camNode.setCameraMask(mask)
|
|
|
|
if self.cam == None:
|
|
self.cam = cam
|
|
self.camNode = camNode
|
|
self.camLens = lens
|
|
|
|
self.camList.append(cam)
|
|
|
|
# Now, make a DisplayRegion for the camera.
|
|
if stereo is not None:
|
|
if stereo:
|
|
dr = win.makeStereoDisplayRegion(*displayRegion)
|
|
else:
|
|
dr = win.makeMonoDisplayRegion(*displayRegion)
|
|
else:
|
|
dr = win.makeDisplayRegion(*displayRegion)
|
|
|
|
dr.setSort(sort)
|
|
|
|
# By default, we do not clear 3-d display regions (the entire
|
|
# window will be cleared, which is normally sufficient). But
|
|
# we will if clearDepth is specified.
|
|
if clearDepth:
|
|
dr.setClearDepthActive(1)
|
|
|
|
if clearColor:
|
|
dr.setClearColorActive(1)
|
|
dr.setClearColor(clearColor)
|
|
|
|
dr.setCamera(cam)
|
|
|
|
return cam
|
|
|
|
def makeCamera2d(self, win, sort = 10,
|
|
displayRegion = (0, 1, 0, 1), coords = (-1, 1, -1, 1),
|
|
lens = None, cameraName = None):
|
|
"""
|
|
Makes a new camera2d associated with the indicated window, and
|
|
assigns it to render the indicated subrectangle of render2d.
|
|
"""
|
|
dr = win.makeMonoDisplayRegion(*displayRegion)
|
|
dr.setSort(sort)
|
|
|
|
# Enable clearing of the depth buffer on this new display
|
|
# region (see the comment in setupRender2d, above).
|
|
dr.setClearDepthActive(1)
|
|
|
|
# Make any texture reloads on the gui come up immediately.
|
|
dr.setIncompleteRender(False)
|
|
|
|
left, right, bottom, top = coords
|
|
|
|
# Now make a new Camera node.
|
|
if (cameraName):
|
|
cam2dNode = Camera('cam2d_' + cameraName)
|
|
else:
|
|
cam2dNode = Camera('cam2d')
|
|
|
|
if lens == None:
|
|
lens = OrthographicLens()
|
|
lens.setFilmSize(right - left, top - bottom)
|
|
lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5)
|
|
lens.setNearFar(-1000, 1000)
|
|
cam2dNode.setLens(lens)
|
|
|
|
# self.camera2d is the analog of self.camera, although it's
|
|
# not as clear how useful it is.
|
|
if self.camera2d == None:
|
|
self.camera2d = self.render2d.attachNewNode('camera2d')
|
|
|
|
camera2d = self.camera2d.attachNewNode(cam2dNode)
|
|
dr.setCamera(camera2d)
|
|
|
|
if self.cam2d == None:
|
|
self.cam2d = camera2d
|
|
|
|
return camera2d
|
|
|
|
def makeCamera2dp(self, win, sort = 20,
|
|
displayRegion = (0, 1, 0, 1), coords = (-1, 1, -1, 1),
|
|
lens = None, cameraName = None):
|
|
"""
|
|
Makes a new camera2dp associated with the indicated window, and
|
|
assigns it to render the indicated subrectangle of render2dp.
|
|
"""
|
|
dr = win.makeMonoDisplayRegion(*displayRegion)
|
|
dr.setSort(sort)
|
|
|
|
# Unlike render2d, we don't clear the depth buffer for
|
|
# render2dp. Caveat emptor.
|
|
|
|
if hasattr(dr, 'setIncompleteRender'):
|
|
dr.setIncompleteRender(False)
|
|
|
|
left, right, bottom, top = coords
|
|
|
|
# Now make a new Camera node.
|
|
if (cameraName):
|
|
cam2dNode = Camera('cam2dp_' + cameraName)
|
|
else:
|
|
cam2dNode = Camera('cam2dp')
|
|
|
|
if lens == None:
|
|
lens = OrthographicLens()
|
|
lens.setFilmSize(right - left, top - bottom)
|
|
lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5)
|
|
lens.setNearFar(-1000, 1000)
|
|
cam2dNode.setLens(lens)
|
|
|
|
# self.camera2d is the analog of self.camera, although it's
|
|
# not as clear how useful it is.
|
|
if self.camera2dp == None:
|
|
self.camera2dp = self.render2dp.attachNewNode('camera2dp')
|
|
|
|
camera2dp = self.camera2dp.attachNewNode(cam2dNode)
|
|
dr.setCamera(camera2dp)
|
|
|
|
if self.cam2dp == None:
|
|
self.cam2dp = camera2dp
|
|
|
|
return camera2dp
|
|
|
|
|
|
def setupDataGraph(self):
|
|
"""
|
|
Creates the data graph and populates it with the basic input
|
|
devices.
|
|
"""
|
|
self.dataRoot = NodePath('dataRoot')
|
|
# Cache the node so we do not ask for it every frame
|
|
self.dataRootNode = self.dataRoot.node()
|
|
|
|
# Now we have the main trackball & drive interfaces.
|
|
# useTrackball() and useDrive() switch these in and out; only
|
|
# one is in use at a given time.
|
|
self.trackball = NodePath(Trackball('trackball'))
|
|
self.drive = NodePath(DriveInterface('drive'))
|
|
self.mouse2cam = NodePath(Transform2SG('mouse2cam'))
|
|
|
|
# [gjeon] now you can create multiple mouse watchers to support multiple windows
|
|
def setupMouse(self, win, fMultiWin=False):
|
|
"""
|
|
Creates the structures necessary to monitor the mouse input,
|
|
using the indicated window. If the mouse has already been set
|
|
up for a different window, those structures are deleted first.
|
|
|
|
The return value is the ButtonThrower NodePath created for
|
|
this window.
|
|
|
|
If fMultiWin is true, then the previous mouse structures are
|
|
not deleted; instead, multiple windows are allowed to monitor
|
|
the mouse input. However, in this case, the trackball
|
|
controls are not set up, and must be set up by hand if
|
|
desired.
|
|
"""
|
|
if not fMultiWin and self.buttonThrowers != None:
|
|
for bt in self.buttonThrowers:
|
|
mw = bt.getParent()
|
|
mk = mw.getParent()
|
|
bt.removeNode()
|
|
mw.removeNode()
|
|
mk.removeNode()
|
|
|
|
bts, pws = self.setupMouseCB(win)
|
|
|
|
if fMultiWin:
|
|
return bts[0]
|
|
|
|
self.buttonThrowers = bts[:]
|
|
self.pointerWatcherNodes = pws[:]
|
|
|
|
self.mouseWatcher = self.buttonThrowers[0].getParent()
|
|
self.mouseWatcherNode = self.mouseWatcher.node()
|
|
|
|
if self.mouseInterface:
|
|
self.mouseInterface.reparentTo(self.mouseWatcher)
|
|
|
|
if self.recorder:
|
|
# If we have a recorder, the mouseWatcher belongs under a
|
|
# special MouseRecorder node, which may intercept the
|
|
# mouse activity.
|
|
mw = self.buttonThrowers[0].getParent()
|
|
mouseRecorder = MouseRecorder('mouse')
|
|
self.recorder.addRecorder(
|
|
'mouse', mouseRecorder.upcastToRecorderBase())
|
|
np = mw.getParent().attachNewNode(mouseRecorder)
|
|
mw.reparentTo(np)
|
|
|
|
# A special ButtonThrower to generate keyboard events and
|
|
# include the time from the OS. This is separate only to
|
|
# support legacy code that did not expect a time parameter; it
|
|
# will eventually be folded into the normal ButtonThrower,
|
|
# above.
|
|
mw = self.buttonThrowers[0].getParent()
|
|
self.timeButtonThrower = mw.attachNewNode(ButtonThrower('timeButtons'))
|
|
self.timeButtonThrower.node().setPrefix('time-')
|
|
self.timeButtonThrower.node().setTimeFlag(1)
|
|
|
|
# Tell the gui system about our new mouse watcher.
|
|
self.aspect2d.node().setMouseWatcher(mw.node())
|
|
self.aspect2dp.node().setMouseWatcher(mw.node())
|
|
self.pixel2d.node().setMouseWatcher(mw.node())
|
|
self.pixel2dp.node().setMouseWatcher(mw.node())
|
|
mw.node().addRegion(PGMouseWatcherBackground())
|
|
|
|
return self.buttonThrowers[0]
|
|
|
|
# [gjeon] this function is seperated from setupMouse to allow multiple mouse watchers
|
|
def setupMouseCB(self, win):
|
|
# For each mouse/keyboard device, we create
|
|
# - MouseAndKeyboard
|
|
# - MouseWatcher
|
|
# - ButtonThrower
|
|
# The ButtonThrowers are stored in a list, self.buttonThrowers.
|
|
# Given a ButtonThrower, one can access the MouseWatcher and
|
|
# MouseAndKeyboard using getParent.
|
|
#
|
|
# The MouseAndKeyboard generates mouse events and mouse
|
|
# button/keyboard events; the MouseWatcher passes them through
|
|
# unchanged when the mouse is not over a 2-d button, and passes
|
|
# nothing through when the mouse *is* over a 2-d button. Therefore,
|
|
# objects that don't want to get events when the mouse is over a
|
|
# button, like the driveInterface, should be parented to
|
|
# MouseWatcher, while objects that want events in all cases, like the
|
|
# chat interface, should be parented to the MouseAndKeyboard.
|
|
|
|
buttonThrowers = []
|
|
pointerWatcherNodes = []
|
|
for i in range(win.getNumInputDevices()):
|
|
name = win.getInputDeviceName(i)
|
|
mk = self.dataRoot.attachNewNode(MouseAndKeyboard(win, i, name))
|
|
mw = mk.attachNewNode(MouseWatcher("watcher%s" % (i)))
|
|
|
|
if win.getSideBySideStereo():
|
|
# If the window has side-by-side stereo enabled, then
|
|
# we should constrain the MouseWatcher to the window's
|
|
# DisplayRegion. This will enable the MouseWatcher to
|
|
# track the left and right halves of the screen
|
|
# individually.
|
|
mw.node().setDisplayRegion(win.getOverlayDisplayRegion())
|
|
|
|
mb = mw.node().getModifierButtons()
|
|
mb.addButton(KeyboardButton.shift())
|
|
mb.addButton(KeyboardButton.control())
|
|
mb.addButton(KeyboardButton.alt())
|
|
mb.addButton(KeyboardButton.meta())
|
|
mw.node().setModifierButtons(mb)
|
|
bt = mw.attachNewNode(ButtonThrower("buttons%s" % (i)))
|
|
if (i != 0):
|
|
bt.node().setPrefix('mousedev%s-' % (i))
|
|
mods = ModifierButtons()
|
|
mods.addButton(KeyboardButton.shift())
|
|
mods.addButton(KeyboardButton.control())
|
|
mods.addButton(KeyboardButton.alt())
|
|
mods.addButton(KeyboardButton.meta())
|
|
bt.node().setModifierButtons(mods)
|
|
buttonThrowers.append(bt)
|
|
if (win.hasPointer(i)):
|
|
pointerWatcherNodes.append(mw.node())
|
|
|
|
return buttonThrowers, pointerWatcherNodes
|
|
|
|
def enableSoftwareMousePointer(self):
|
|
"""
|
|
Creates some geometry and parents it to render2d to show
|
|
the currently-known mouse position. Useful if the mouse
|
|
pointer is invisible for some reason.
|
|
"""
|
|
mouseViz = render2d.attachNewNode('mouseViz')
|
|
lilsmiley = loader.loadModel('lilsmiley')
|
|
lilsmiley.reparentTo(mouseViz)
|
|
|
|
aspectRatio = self.getAspectRatio()
|
|
# Scale the smiley face to 32x32 pixels.
|
|
height = self.win.getSbsLeftYSize()
|
|
lilsmiley.setScale(
|
|
32.0 / height / aspectRatio,
|
|
1.0, 32.0 / height)
|
|
self.mouseWatcherNode.setGeometry(mouseViz.node())
|
|
|
|
def getAlt(self):
|
|
return self.mouseWatcherNode.getModifierButtons().isDown(
|
|
KeyboardButton.alt())
|
|
|
|
def getShift(self):
|
|
return self.mouseWatcherNode.getModifierButtons().isDown(
|
|
KeyboardButton.shift())
|
|
|
|
def getControl(self):
|
|
return self.mouseWatcherNode.getModifierButtons().isDown(
|
|
KeyboardButton.control())
|
|
|
|
def getMeta(self):
|
|
return self.mouseWatcherNode.getModifierButtons().isDown(
|
|
KeyboardButton.meta())
|
|
|
|
def addAngularIntegrator(self):
|
|
if not self.physicsMgrAngular:
|
|
self.physicsMgrAngular = 1
|
|
integrator = AngularEulerIntegrator()
|
|
self.physicsMgr.attachAngularIntegrator(integrator)
|
|
|
|
def enableParticles(self):
|
|
if not self.particleMgrEnabled:
|
|
if not self.particleMgr:
|
|
from direct.particles.ParticleManagerGlobal import particleMgr
|
|
self.particleMgr = particleMgr
|
|
self.particleMgr.setFrameStepping(1)
|
|
|
|
if not self.physicsMgr:
|
|
from PhysicsManagerGlobal import physicsMgr
|
|
self.physicsMgr = physicsMgr
|
|
integrator = LinearEulerIntegrator()
|
|
self.physicsMgr.attachLinearIntegrator(integrator)
|
|
|
|
self.particleMgrEnabled = 1
|
|
self.physicsMgrEnabled = 1
|
|
self.taskMgr.remove('manager-update')
|
|
self.taskMgr.add(self.updateManagers, 'manager-update')
|
|
|
|
def disableParticles(self):
|
|
if self.particleMgrEnabled:
|
|
self.particleMgrEnabled = 0
|
|
self.physicsMgrEnabled = 0
|
|
self.taskMgr.remove('manager-update')
|
|
|
|
def toggleParticles(self):
|
|
if self.particleMgrEnabled == 0:
|
|
self.enableParticles()
|
|
else:
|
|
self.disableParticles()
|
|
|
|
def isParticleMgrEnabled(self):
|
|
return self.particleMgrEnabled
|
|
|
|
def isPhysicsMgrEnabled(self):
|
|
return self.physicsMgrEnabled
|
|
|
|
def updateManagers(self, state):
|
|
dt = globalClock.getDt()
|
|
if (self.particleMgrEnabled == 1):
|
|
self.particleMgr.doParticles(dt)
|
|
if (self.physicsMgrEnabled == 1):
|
|
self.physicsMgr.doPhysics(dt)
|
|
return Task.cont
|
|
|
|
def createStats(self, hostname=None, port=None):
|
|
# You can specify pstats-host in your Config.prc or use ~pstats/~aipstats
|
|
# The default is localhost
|
|
if not self.wantStats:
|
|
return False
|
|
|
|
if PStatClient.isConnected():
|
|
PStatClient.disconnect()
|
|
# these default values match the C++ default values
|
|
if hostname is None:
|
|
hostname = ''
|
|
if port is None:
|
|
port = -1
|
|
PStatClient.connect(hostname, port)
|
|
return PStatClient.isConnected()
|
|
|
|
|
|
def addSfxManager(self, extraSfxManager):
|
|
# keep a list of sfx manager objects to apply settings to,
|
|
# since there may be others in addition to the one we create here
|
|
self.sfxManagerList.append(extraSfxManager)
|
|
newSfxManagerIsValid = (extraSfxManager!=None) and extraSfxManager.isValid()
|
|
self.sfxManagerIsValidList.append(newSfxManagerIsValid)
|
|
if newSfxManagerIsValid:
|
|
extraSfxManager.setActive(self.sfxActive)
|
|
|
|
def createBaseAudioManagers(self):
|
|
self.sfxPlayer = SfxPlayer.SfxPlayer()
|
|
sfxManager = AudioManager.createAudioManager()
|
|
self.addSfxManager(sfxManager)
|
|
|
|
self.musicManager = AudioManager.createAudioManager()
|
|
self.musicManagerIsValid=self.musicManager!=None \
|
|
and self.musicManager.isValid()
|
|
if self.musicManagerIsValid:
|
|
# ensure only 1 midi song is playing at a time:
|
|
self.musicManager.setConcurrentSoundLimit(1)
|
|
self.musicManager.setActive(self.musicActive)
|
|
|
|
# enableMusic/enableSoundEffects are meant to be called in response
|
|
# to a user request so sfxActive/musicActive represent how things
|
|
# *should* be, regardless of App/OS/HW state
|
|
def enableMusic(self, bEnableMusic):
|
|
# don't setActive(1) if no audiofocus
|
|
if self.AppHasAudioFocus and self.musicManagerIsValid:
|
|
self.musicManager.setActive(bEnableMusic)
|
|
self.musicActive = bEnableMusic
|
|
if bEnableMusic:
|
|
# This is useful when we want to play different music
|
|
# from what the manager has queued
|
|
messenger.send("MusicEnabled")
|
|
self.notify.debug("Enabling music")
|
|
else:
|
|
self.notify.debug("Disabling music")
|
|
|
|
def SetAllSfxEnables(self, bEnabled):
|
|
for i in range(len(self.sfxManagerList)):
|
|
if (self.sfxManagerIsValidList[i]):
|
|
self.sfxManagerList[i].setActive(bEnabled)
|
|
|
|
def enableSoundEffects(self, bEnableSoundEffects):
|
|
# don't setActive(1) if no audiofocus
|
|
if self.AppHasAudioFocus or (bEnableSoundEffects==0):
|
|
self.SetAllSfxEnables(bEnableSoundEffects)
|
|
self.sfxActive=bEnableSoundEffects
|
|
if bEnableSoundEffects:
|
|
self.notify.debug("Enabling sound effects")
|
|
else:
|
|
self.notify.debug("Disabling sound effects")
|
|
|
|
# enable/disableAllAudio allow a programmable global override-off
|
|
# for current audio settings. they're meant to be called when app
|
|
# loses audio focus (switched out), so we can turn off sound without
|
|
# affecting internal sfxActive/musicActive sound settings, so things
|
|
# come back ok when the app is switched back to
|
|
|
|
def disableAllAudio(self):
|
|
self.AppHasAudioFocus = 0
|
|
self.SetAllSfxEnables(0)
|
|
if self.musicManagerIsValid:
|
|
self.musicManager.setActive(0)
|
|
self.notify.debug("Disabling audio")
|
|
|
|
def enableAllAudio(self):
|
|
self.AppHasAudioFocus = 1
|
|
self.SetAllSfxEnables(self.sfxActive)
|
|
if self.musicManagerIsValid:
|
|
self.musicManager.setActive(self.musicActive)
|
|
self.notify.debug("Enabling audio")
|
|
|
|
# This function should only be in the loader but is here for
|
|
# backwards compatibility. Please do not add code here, add
|
|
# it to the loader.
|
|
def loadSfx(self, name):
|
|
return self.loader.loadSfx(name)
|
|
|
|
# This function should only be in the loader but is here for
|
|
# backwards compatibility. Please do not add code here, add
|
|
# it to the loader.
|
|
def loadMusic(self, name):
|
|
return self.loader.loadMusic(name)
|
|
|
|
def playSfx(
|
|
self, sfx, looping = 0, interrupt = 1, volume = None,
|
|
time = 0.0, node = None, listener = None, cutoff = None):
|
|
# This goes through a special player for potential localization
|
|
return self.sfxPlayer.playSfx(sfx, looping, interrupt, volume, time, node, listener, cutoff)
|
|
|
|
def playMusic(self, music, looping = 0, interrupt = 1, volume = None, time = 0.0):
|
|
if music:
|
|
if volume != None:
|
|
music.setVolume(volume)
|
|
|
|
# if interrupt was set to 0, start over even if it's
|
|
# already playing
|
|
if interrupt or (music.status() != AudioSound.PLAYING):
|
|
music.setTime(time)
|
|
music.setLoop(looping)
|
|
music.play()
|
|
|
|
def __resetPrevTransform(self, state):
|
|
# Clear out the previous velocity deltas now, after we have
|
|
# rendered (the previous frame). We do this after the render,
|
|
# so that we have a chance to draw a representation of spheres
|
|
# along with their velocities. At the beginning of the frame
|
|
# really means after the command prompt, which allows the user
|
|
# to interactively query these deltas meaningfully.
|
|
|
|
PandaNode.resetAllPrevTransform()
|
|
return Task.cont
|
|
|
|
def __dataLoop(self, state):
|
|
# traverse the data graph. This reads all the control
|
|
# inputs (from the mouse and keyboard, for instance) and also
|
|
# directly acts upon them (for instance, to move the avatar).
|
|
self.dgTrav.traverse(self.dataRootNode)
|
|
return Task.cont
|
|
|
|
def __ivalLoop(self, state):
|
|
# Execute all intervals in the global ivalMgr.
|
|
IntervalManager.ivalMgr.step()
|
|
return Task.cont
|
|
|
|
def initShadowTrav(self):
|
|
if not self.shadowTrav:
|
|
# set up the shadow collision traverser
|
|
self.shadowTrav = CollisionTraverser("base.shadowTrav")
|
|
self.shadowTrav.setRespectPrevTransform(False)
|
|
|
|
def __shadowCollisionLoop(self, state):
|
|
# run the collision traversal if we have a
|
|
# CollisionTraverser set.
|
|
if self.shadowTrav:
|
|
self.shadowTrav.traverse(self.render)
|
|
return Task.cont
|
|
|
|
def __collisionLoop(self, state):
|
|
# run the collision traversal if we have a
|
|
# CollisionTraverser set.
|
|
if self.cTrav:
|
|
self.cTrav.traverse(self.render)
|
|
if self.appTrav:
|
|
self.appTrav.traverse(self.render)
|
|
if self.shadowTrav:
|
|
self.shadowTrav.traverse(self.render)
|
|
messenger.send("collisionLoopFinished")
|
|
return Task.cont
|
|
|
|
def __audioLoop(self, state):
|
|
if (self.musicManager != None):
|
|
self.musicManager.update()
|
|
for x in self.sfxManagerList:
|
|
x.update()
|
|
return Task.cont
|
|
|
|
def __garbageCollectStates(self, state):
|
|
""" This task is started only when we have
|
|
garbage-collect-states set in the Config.prc file, in which
|
|
case we're responsible for taking out Panda's garbage from
|
|
time to time. This is not to be confused with Python's
|
|
garbage collection. """
|
|
|
|
TransformState.garbageCollect()
|
|
RenderState.garbageCollect()
|
|
return Task.cont
|
|
|
|
def __igLoop(self, state):
|
|
# We render the watch variables for the onScreenDebug as soon
|
|
# as we reasonably can before the renderFrame().
|
|
onScreenDebug.render()
|
|
|
|
if self.recorder:
|
|
self.recorder.recordFrame()
|
|
|
|
# Finally, render the frame.
|
|
self.graphicsEngine.renderFrame()
|
|
if self.clusterSyncFlag:
|
|
self.graphicsEngine.syncFrame()
|
|
if self.multiClientSleep:
|
|
time.sleep(0)
|
|
|
|
# We clear the text buffer for the onScreenDebug as soon
|
|
# as we reasonably can after the renderFrame().
|
|
onScreenDebug.clear()
|
|
|
|
if self.recorder:
|
|
self.recorder.playFrame()
|
|
|
|
if self.mainWinMinimized:
|
|
# If the main window is minimized, slow down the app a bit
|
|
# by sleeping here in igLoop so we don't use all available
|
|
# CPU needlessly.
|
|
|
|
# Note: this isn't quite right if multiple windows are
|
|
# open. We should base this on whether *all* windows are
|
|
# minimized, not just the main window. But it will do for
|
|
# now until someone complains.
|
|
time.sleep(0.1)
|
|
|
|
# Lerp stuff needs this event, and it must be generated in
|
|
# C++, not in Python.
|
|
throwNewFrame()
|
|
return Task.cont
|
|
|
|
|
|
def __igLoopSync(self, state):
|
|
# We render the watch variables for the onScreenDebug as soon
|
|
# as we reasonably can before the renderFrame().
|
|
onScreenDebug.render()
|
|
|
|
if self.recorder:
|
|
self.recorder.recordFrame()
|
|
|
|
|
|
self.cluster.collectData()
|
|
|
|
# Finally, render the frame.
|
|
self.graphicsEngine.renderFrame()
|
|
if self.clusterSyncFlag:
|
|
self.graphicsEngine.syncFrame()
|
|
if self.multiClientSleep:
|
|
time.sleep(0)
|
|
|
|
# We clear the text buffer for the onScreenDebug as soon
|
|
# as we reasonably can after the renderFrame().
|
|
onScreenDebug.clear()
|
|
|
|
if self.recorder:
|
|
self.recorder.playFrame()
|
|
|
|
if self.mainWinMinimized:
|
|
# If the main window is minimized, slow down the app a bit
|
|
# by sleeping here in igLoop so we don't use all available
|
|
# CPU needlessly.
|
|
|
|
# Note: this isn't quite right if multiple windows are
|
|
# open. We should base this on whether *all* windows are
|
|
# minimized, not just the main window. But it will do for
|
|
# now until someone complains.
|
|
time.sleep(0.1)
|
|
|
|
self.graphicsEngine.readyFlip()
|
|
self.cluster.waitForFlipCommand()
|
|
self.graphicsEngine.flipFrame()
|
|
|
|
# Lerp stuff needs this event, and it must be generated in
|
|
# C++, not in Python.
|
|
throwNewFrame()
|
|
return Task.cont
|
|
|
|
def restart(self,clusterSync=False,cluster=None):
|
|
self.shutdown()
|
|
# __resetPrevTransform goes at the very beginning of the frame.
|
|
self.taskMgr.add(
|
|
self.__resetPrevTransform, 'resetPrevTransform', sort = -51)
|
|
# give the dataLoop task a reasonably "early" sort,
|
|
# so that it will get run before most tasks
|
|
self.taskMgr.add(self.__dataLoop, 'dataLoop', sort = -50)
|
|
self.__deadInputs = 0
|
|
# spawn the ivalLoop with a later sort, so that it will
|
|
# run after most tasks, but before igLoop.
|
|
self.taskMgr.add(self.__ivalLoop, 'ivalLoop', sort = 20)
|
|
# make the collisionLoop task run before igLoop,
|
|
# but leave enough room for the app to insert tasks
|
|
# between collisionLoop and igLoop
|
|
self.taskMgr.add(self.__collisionLoop, 'collisionLoop', sort = 30)
|
|
|
|
if ConfigVariableBool('garbage-collect-states').getValue():
|
|
self.taskMgr.add(self.__garbageCollectStates, 'garbageCollectStates', sort = 46)
|
|
# give the igLoop task a reasonably "late" sort,
|
|
# so that it will get run after most tasks
|
|
self.cluster = cluster
|
|
if (not clusterSync or (cluster == None)):
|
|
self.taskMgr.add(self.__igLoop, 'igLoop', sort = 50)
|
|
else:
|
|
self.taskMgr.add(self.__igLoopSync, 'igLoop', sort = 50)
|
|
# the audioLoop updates the positions of 3D sounds.
|
|
# as such, it needs to run after the cull traversal in the igLoop.
|
|
self.taskMgr.add(self.__audioLoop, 'audioLoop', sort = 60)
|
|
self.eventMgr.restart()
|
|
|
|
def shutdown(self):
|
|
self.taskMgr.remove('audioLoop')
|
|
self.taskMgr.remove('igLoop')
|
|
self.taskMgr.remove('shadowCollisionLoop')
|
|
self.taskMgr.remove('collisionLoop')
|
|
self.taskMgr.remove('dataLoop')
|
|
self.taskMgr.remove('resetPrevTransform')
|
|
self.taskMgr.remove('ivalLoop')
|
|
self.taskMgr.remove('garbage_collect')
|
|
self.eventMgr.shutdown()
|
|
|
|
def getBackgroundColor(self, win = None):
|
|
"""
|
|
Returns the current window background color. This assumes
|
|
the window is set up to clear the color each frame (this is
|
|
the normal setting).
|
|
"""
|
|
if win == None:
|
|
win = self.win
|
|
|
|
return VBase4(win.getClearColor())
|
|
|
|
def setBackgroundColor(self, r = None, g = None, b = None, a = 0.0, win = None):
|
|
"""
|
|
Sets the window background color to the indicated value.
|
|
This assumes the window is set up to clear the color each
|
|
frame (this is the normal setting).
|
|
|
|
The color may be either a VBase3 or a VBase4, or a 3-component
|
|
tuple, or the individual r, g, b parameters.
|
|
"""
|
|
if g != None:
|
|
color = VBase4(r, g, b, a)
|
|
else:
|
|
arg = r
|
|
if isinstance(arg, VBase4):
|
|
color = arg
|
|
else:
|
|
color = VBase4(arg[0], arg[1], arg[2], a)
|
|
|
|
if win == None:
|
|
win = self.win
|
|
|
|
if win:
|
|
win.setClearColor(color)
|
|
|
|
def toggleBackface(self):
|
|
if self.backfaceCullingEnabled:
|
|
self.backfaceCullingOff()
|
|
else:
|
|
self.backfaceCullingOn()
|
|
|
|
def backfaceCullingOn(self):
|
|
if not self.backfaceCullingEnabled:
|
|
self.render.setTwoSided(0)
|
|
self.backfaceCullingEnabled = 1
|
|
|
|
def backfaceCullingOff(self):
|
|
if self.backfaceCullingEnabled:
|
|
self.render.setTwoSided(1)
|
|
self.backfaceCullingEnabled = 0
|
|
|
|
def toggleTexture(self):
|
|
if self.textureEnabled:
|
|
self.textureOff()
|
|
else:
|
|
self.textureOn()
|
|
|
|
def textureOn(self):
|
|
self.render.clearTexture()
|
|
self.textureEnabled = 1
|
|
|
|
def textureOff(self):
|
|
self.render.setTextureOff(100)
|
|
self.textureEnabled = 0
|
|
|
|
def toggleWireframe(self):
|
|
if self.wireframeEnabled:
|
|
self.wireframeOff()
|
|
else:
|
|
self.wireframeOn()
|
|
|
|
def wireframeOn(self):
|
|
self.render.setRenderModeWireframe(100)
|
|
self.render.setTwoSided(1)
|
|
self.wireframeEnabled = 1
|
|
|
|
def wireframeOff(self):
|
|
self.render.clearRenderMode()
|
|
render.setTwoSided(not self.backfaceCullingEnabled)
|
|
self.wireframeEnabled = 0
|
|
|
|
def disableMouse(self):
|
|
"""
|
|
Temporarily disable the mouse control of the camera, either
|
|
via the drive interface or the trackball, whichever is
|
|
currently in use.
|
|
"""
|
|
# We don't reparent the drive interface or the trackball;
|
|
# whichever one was there before will remain in the data graph
|
|
# and active. This way they won't lose button events while
|
|
# the mouse is disabled. However, we do move the mouse2cam
|
|
# object out of there, so we won't be updating the camera any
|
|
# more.
|
|
if self.mouse2cam:
|
|
self.mouse2cam.detachNode()
|
|
|
|
def enableMouse(self):
|
|
"""
|
|
Reverse the effect of a previous call to disableMouse().
|
|
useDrive() also implicitly enables the mouse.
|
|
"""
|
|
if self.mouse2cam:
|
|
self.mouse2cam.reparentTo(self.mouseInterface)
|
|
|
|
def silenceInput(self):
|
|
"""
|
|
This is a heavy-handed way of temporarily turning off
|
|
all inputs. Bring them back with reviveInput().
|
|
"""
|
|
if not self.__deadInputs:
|
|
self.__deadInputs = taskMgr.remove('dataLoop')
|
|
|
|
def reviveInput(self):
|
|
"""
|
|
Restores inputs after a previous call to silenceInput.
|
|
"""
|
|
if self.__deadInputs:
|
|
self.eventMgr.doEvents()
|
|
self.dgTrav.traverse(base.dataRootNode)
|
|
self.eventMgr.eventQueue.clear()
|
|
self.taskMgr.add(self.__dataLoop, 'dataLoop', sort = -50)
|
|
self.__deadInputs = 0
|
|
|
|
def setMouseOnNode(self, newNode):
|
|
if self.mouse2cam:
|
|
self.mouse2cam.node().setNode(newNode)
|
|
|
|
def changeMouseInterface(self, changeTo):
|
|
"""
|
|
Switch mouse action
|
|
"""
|
|
# Get rid of the prior interface:
|
|
self.mouseInterface.detachNode()
|
|
# Update the mouseInterface to point to the drive
|
|
self.mouseInterface = changeTo
|
|
self.mouseInterfaceNode = self.mouseInterface.node()
|
|
# Hookup the drive to the camera.
|
|
if self.mouseWatcher:
|
|
self.mouseInterface.reparentTo(self.mouseWatcher)
|
|
if self.mouse2cam:
|
|
self.mouse2cam.reparentTo(self.mouseInterface)
|
|
|
|
def useDrive(self):
|
|
"""
|
|
Switch mouse action to drive mode
|
|
"""
|
|
if self.drive:
|
|
self.changeMouseInterface(self.drive)
|
|
# Set the height to a good eyeheight
|
|
self.mouseInterfaceNode.reset()
|
|
self.mouseInterfaceNode.setZ(4.0)
|
|
|
|
def useTrackball(self):
|
|
"""
|
|
Switch mouse action to trackball mode
|
|
"""
|
|
if self.trackball:
|
|
self.changeMouseInterface(self.trackball)
|
|
|
|
def toggleTexMem(self):
|
|
""" Toggles a handy texture memory watcher. See TexMemWatcher
|
|
for more information. """
|
|
|
|
if self.texmem and not self.texmem.cleanedUp:
|
|
self.texmem.cleanup()
|
|
self.texmem = None
|
|
return
|
|
|
|
from direct.showutil.TexMemWatcher import TexMemWatcher
|
|
self.texmem = TexMemWatcher()
|
|
|
|
def toggleShowVertices(self):
|
|
""" Toggles a mode that visualizes vertex density per screen
|
|
area. """
|
|
|
|
if self.showVertices:
|
|
# Clean up the old mode.
|
|
self.showVertices.node().setActive(0)
|
|
dr = self.showVertices.node().getDisplayRegion(0)
|
|
base.win.removeDisplayRegion(dr)
|
|
self.showVertices.removeNode()
|
|
self.showVertices = None
|
|
return
|
|
|
|
dr = base.win.makeDisplayRegion()
|
|
dr.setSort(1000)
|
|
cam = Camera('showVertices')
|
|
cam.setLens(base.camLens)
|
|
|
|
# Set up a funny state to render only vertices.
|
|
override = 100000
|
|
t = NodePath('t')
|
|
t.setColor(1, 0, 1, 0.02, override)
|
|
t.setColorScale(1, 1, 1, 1, override)
|
|
t.setAttrib(ColorBlendAttrib.make(ColorBlendAttrib.MAdd, ColorBlendAttrib.OIncomingAlpha, ColorBlendAttrib.OOneMinusIncomingAlpha), override)
|
|
t.setAttrib(RenderModeAttrib.make(RenderModeAttrib.MPoint, 10), override)
|
|
t.setTwoSided(True, override)
|
|
t.setBin('fixed', 0, override)
|
|
t.setDepthTest(False, override)
|
|
t.setDepthWrite(False, override)
|
|
t.setLightOff(override)
|
|
t.setShaderOff(override)
|
|
t.setFogOff(override)
|
|
t.setAttrib(AntialiasAttrib.make(AntialiasAttrib.MNone), override)
|
|
t.setAttrib(RescaleNormalAttrib.make(RescaleNormalAttrib.MNone), override)
|
|
t.setTextureOff(override)
|
|
|
|
# Make the spots round, so there's less static in the display.
|
|
# This forces software point generation on many drivers, so
|
|
# it's not on by default.
|
|
if self.config.GetBool('round-show-vertices', False):
|
|
spot = PNMImage(256, 256, 1)
|
|
spot.renderSpot((1, 1, 1, 1), (0, 0, 0, 0), 0.8, 1)
|
|
tex = Texture('spot')
|
|
tex.load(spot)
|
|
tex.setFormat(tex.FAlpha)
|
|
t.setTexture(tex, override)
|
|
t.setAttrib(TexGenAttrib.make(TextureStage.getDefault(), TexGenAttrib.MPointSprite), override)
|
|
|
|
cam.setInitialState(t.getState())
|
|
cam.setCameraMask(~PandaNode.getOverallBit())
|
|
|
|
self.showVertices = self.cam.attachNewNode(cam)
|
|
dr.setCamera(self.showVertices)
|
|
|
|
|
|
def oobe(self, cam = None):
|
|
"""
|
|
Enable a special "out-of-body experience" mouse-interface
|
|
mode. This can be used when a "god" camera is needed; it
|
|
moves the camera node out from under its normal node and sets
|
|
the world up in trackball state. Button events are still sent
|
|
to the normal mouse action node (e.g. the DriveInterface), and
|
|
mouse events, if needed, may be sent to the normal node by
|
|
holding down the Control key.
|
|
|
|
This is different than useTrackball(), which simply changes
|
|
the existing mouse action to a trackball interface. In fact,
|
|
OOBE mode doesn't care whether useDrive() or useTrackball() is
|
|
in effect; it just temporarily layers a new trackball
|
|
interface on top of whatever the basic interface is. You can
|
|
even switch between useDrive() and useTrackball() while OOBE
|
|
mode is in effect.
|
|
|
|
This is a toggle; the second time this function is called, it
|
|
disables the mode.
|
|
"""
|
|
if cam is None:
|
|
cam = self.cam
|
|
|
|
# If oobeMode was never set, set it to false and create the
|
|
# structures we need to implement OOBE.
|
|
if not hasattr(self, 'oobeMode'):
|
|
self.oobeMode = 0
|
|
|
|
self.oobeCamera = self.hidden.attachNewNode('oobeCamera')
|
|
self.oobeCameraTrackball = self.oobeCamera.attachNewNode('oobeCameraTrackball')
|
|
self.oobeLens = PerspectiveLens()
|
|
self.oobeLens.setAspectRatio(self.getAspectRatio())
|
|
self.oobeLens.setNearFar(0.1, 10000.0)
|
|
self.oobeLens.setMinFov(40)
|
|
|
|
self.oobeTrackball = NodePath(Trackball('oobeTrackball'))
|
|
self.oobe2cam = self.oobeTrackball.attachNewNode(Transform2SG('oobe2cam'))
|
|
self.oobe2cam.node().setNode(self.oobeCameraTrackball.node())
|
|
|
|
self.oobeVis = loader.loadModel('models/misc/camera', okMissing = True)
|
|
if not self.oobeVis:
|
|
# Sometimes we have default-model-extension set to
|
|
# egg, but the file might be a bam file.
|
|
self.oobeVis = loader.loadModel('models/misc/camera.bam', okMissing = True)
|
|
if not self.oobeVis:
|
|
self.oobeVis = NodePath('oobeVis')
|
|
self.oobeVis.node().setFinal(1)
|
|
self.oobeVis.setLightOff(1)
|
|
self.oobeCullFrustum = None
|
|
|
|
self.accept('oobe-down', self.__oobeButton, extraArgs = [''])
|
|
self.accept('oobe-repeat', self.__oobeButton, extraArgs = ['-repeat'])
|
|
self.accept('oobe-up', self.__oobeButton, extraArgs = ['-up'])
|
|
|
|
if self.oobeMode:
|
|
# Disable OOBE mode.
|
|
if self.oobeCullFrustum != None:
|
|
# First, disable OOBE cull mode.
|
|
self.oobeCull(cam = cam)
|
|
|
|
if self.oobeVis:
|
|
self.oobeVis.reparentTo(self.hidden)
|
|
|
|
# Restore the mouse interface node, and remove the oobe
|
|
# trackball from the data path.
|
|
self.mouseInterfaceNode.clearButton(KeyboardButton.shift())
|
|
self.oobeTrackball.detachNode()
|
|
|
|
bt = self.buttonThrowers[0].node()
|
|
bt.setSpecificFlag(1)
|
|
bt.setButtonDownEvent('')
|
|
bt.setButtonRepeatEvent('')
|
|
bt.setButtonUpEvent('')
|
|
|
|
cam.reparentTo(self.camera)
|
|
#if cam == self.cam:
|
|
# self.camNode.setLens(self.camLens)
|
|
self.oobeCamera.reparentTo(self.hidden)
|
|
self.oobeMode = 0
|
|
bboard.post('oobeEnabled', False)
|
|
else:
|
|
bboard.post('oobeEnabled', True)
|
|
try:
|
|
cameraParent = localAvatar
|
|
except:
|
|
# Make oobeCamera be a sibling of wherever camera is now.
|
|
cameraParent = self.camera.getParent()
|
|
self.oobeCamera.reparentTo(cameraParent)
|
|
self.oobeCamera.clearMat()
|
|
|
|
# Make the regular MouseInterface node respond only when
|
|
# the shift button is pressed. And the oobe node will
|
|
# respond only when shift is *not* pressed.
|
|
|
|
self.mouseInterfaceNode.requireButton(KeyboardButton.shift(), True)
|
|
self.oobeTrackball.node().requireButton(KeyboardButton.shift(), False)
|
|
self.oobeTrackball.reparentTo(self.mouseWatcher)
|
|
|
|
# Set our initial OOB position to be just behind the camera.
|
|
mat = Mat4.translateMat(0, -10, 3) * self.camera.getMat(cameraParent)
|
|
mat.invertInPlace()
|
|
self.oobeTrackball.node().setMat(mat)
|
|
|
|
cam.reparentTo(self.oobeCameraTrackball)
|
|
|
|
# Temporarily disable button events by routing them
|
|
# through the oobe filters.
|
|
bt = self.buttonThrowers[0].node()
|
|
bt.setSpecificFlag(0)
|
|
bt.setButtonDownEvent('oobe-down')
|
|
bt.setButtonRepeatEvent('oobe-repeat')
|
|
bt.setButtonUpEvent('oobe-up')
|
|
|
|
# Don't change the camera lens--keep it with the original lens.
|
|
#if cam == self.cam:
|
|
# self.camNode.setLens(self.oobeLens)
|
|
|
|
if self.oobeVis:
|
|
self.oobeVis.reparentTo(self.camera)
|
|
self.oobeMode = 1
|
|
|
|
def __oobeButton(self, suffix, button):
|
|
if button.startswith('mouse'):
|
|
# Eat mouse buttons.
|
|
return
|
|
|
|
# Transmit other buttons.
|
|
messenger.send(button + suffix)
|
|
|
|
def oobeCull(self, cam = None):
|
|
"""
|
|
While in OOBE mode (see above), cull the viewing frustum as if
|
|
it were still attached to our original camera. This allows us
|
|
to visualize the effectiveness of our bounding volumes.
|
|
"""
|
|
if cam is None:
|
|
cam = self.cam
|
|
|
|
# First, make sure OOBE mode is enabled.
|
|
if not getattr(self, 'oobeMode', False):
|
|
self.oobe(cam = cam)
|
|
|
|
if self.oobeCullFrustum == None:
|
|
# Enable OOBE culling.
|
|
pnode = LensNode('oobeCull')
|
|
pnode.setLens(self.camLens)
|
|
pnode.showFrustum()
|
|
self.oobeCullFrustum = self.camera.attachNewNode(pnode)
|
|
|
|
# Tell the camera to cull from here instead of its own
|
|
# origin.
|
|
for c in base.camList:
|
|
c.node().setCullCenter(self.oobeCullFrustum)
|
|
if cam.node().isOfType(Camera):
|
|
cam.node().setCullCenter(self.oobeCullFrustum)
|
|
for c in cam.findAllMatches('**/+Camera'):
|
|
c.node().setCullCenter(self.oobeCullFrustum)
|
|
else:
|
|
# Disable OOBE culling.
|
|
|
|
for c in base.camList:
|
|
c.node().setCullCenter(NodePath())
|
|
if cam.node().isOfType(Camera):
|
|
cam.node().setCullCenter(self.oobeCullFrustum)
|
|
for c in cam.findAllMatches('**/+Camera'):
|
|
c.node().setCullCenter(NodePath())
|
|
self.oobeCullFrustum.removeNode()
|
|
self.oobeCullFrustum = None
|
|
|
|
def showCameraFrustum(self):
|
|
# Create a visible representation of the frustum.
|
|
self.removeCameraFrustum()
|
|
geom = self.camLens.makeGeometry()
|
|
if geom != None:
|
|
gn = GeomNode('frustum')
|
|
gn.addGeom(geom)
|
|
self.camFrustumVis = self.camera.attachNewNode(gn)
|
|
|
|
def removeCameraFrustum(self):
|
|
if self.camFrustumVis:
|
|
self.camFrustumVis.removeNode()
|
|
|
|
def screenshot(self, namePrefix = 'screenshot',
|
|
defaultFilename = 1, source = None,
|
|
imageComment=""):
|
|
""" Captures a screenshot from the main window or from the
|
|
specified window or Texture and writes it to a filename in the
|
|
current directory (or to a specified directory).
|
|
|
|
If defaultFilename is True, the filename is synthesized by
|
|
appending namePrefix to a default filename suffix (including
|
|
the filename extension) specified in the Config variable
|
|
screenshot-filename. Otherwise, if defaultFilename is False,
|
|
the entire namePrefix is taken to be the filename to write,
|
|
and this string should include a suitable filename extension
|
|
that will be used to determine the type of image file to
|
|
write.
|
|
|
|
Normally, the source is a GraphicsWindow, GraphicsBuffer or
|
|
DisplayRegion. If a Texture is supplied instead, it must have
|
|
a ram image (that is, if it was generated by
|
|
makeTextureBuffer() or makeCubeMap(), the parameter toRam
|
|
should have been set true). If it is a cube map texture as
|
|
generated by makeCubeMap(), namePrefix should contain the hash
|
|
mark ('#') character.
|
|
|
|
The return value is the filename if successful, or None if
|
|
there is a problem.
|
|
"""
|
|
|
|
if source == None:
|
|
source = self.win
|
|
|
|
if defaultFilename:
|
|
filename = GraphicsOutput.makeScreenshotFilename(namePrefix)
|
|
else:
|
|
filename = Filename(namePrefix)
|
|
|
|
if isinstance(source, Texture):
|
|
if source.getZSize() > 1:
|
|
saved = source.write(filename, 0, 0, 1, 0)
|
|
else:
|
|
saved = source.write(filename)
|
|
else:
|
|
saved = source.saveScreenshot(filename, imageComment)
|
|
|
|
if saved:
|
|
# Announce to anybody that a screenshot has been taken
|
|
messenger.send('screenshot', [filename])
|
|
return filename
|
|
|
|
return None
|
|
|
|
def saveCubeMap(self, namePrefix = 'cube_map_#.png',
|
|
defaultFilename = 0, source = None,
|
|
camera = None, size = 128,
|
|
cameraMask = PandaNode.getAllCameraMask()):
|
|
|
|
"""
|
|
Similar to screenshot(), this sets up a temporary cube map
|
|
Texture which it uses to take a series of six snapshots of the
|
|
current scene, one in each of the six cube map directions.
|
|
This requires rendering a new frame.
|
|
|
|
Unlike screenshot(), source may only be a GraphicsWindow,
|
|
GraphicsBuffer, or DisplayRegion; it may not be a Texture.
|
|
|
|
camera should be the node to which the cubemap cameras will be
|
|
parented. The default is the camera associated with source,
|
|
if source is a DisplayRegion, or base.camera otherwise.
|
|
|
|
The return value is the filename if successful, or None if
|
|
there is a problem.
|
|
"""
|
|
|
|
if source == None:
|
|
source = base.win
|
|
|
|
if camera == None:
|
|
if hasattr(source, "getCamera"):
|
|
camera = source.getCamera()
|
|
if camera == None:
|
|
camera = base.camera
|
|
|
|
if hasattr(source, "getWindow"):
|
|
source = source.getWindow()
|
|
|
|
rig = NodePath(namePrefix)
|
|
buffer = source.makeCubeMap(namePrefix, size, rig, cameraMask, 1)
|
|
if buffer == None:
|
|
raise StandardError, "Could not make cube map."
|
|
|
|
# Set the near and far planes from the default lens.
|
|
lens = rig.find('**/+Camera').node().getLens()
|
|
lens.setNearFar(base.camLens.getNear(), base.camLens.getFar())
|
|
|
|
# Now render a frame to fill up the texture.
|
|
rig.reparentTo(camera)
|
|
base.graphicsEngine.openWindows()
|
|
base.graphicsEngine.renderFrame()
|
|
|
|
tex = buffer.getTexture()
|
|
saved = self.screenshot(namePrefix = namePrefix,
|
|
defaultFilename = defaultFilename,
|
|
source = tex)
|
|
|
|
base.graphicsEngine.removeWindow(buffer)
|
|
rig.removeNode()
|
|
|
|
return saved
|
|
|
|
def saveSphereMap(self, namePrefix = 'spheremap.png',
|
|
defaultFilename = 0, source = None,
|
|
camera = None, size = 256,
|
|
cameraMask = PandaNode.getAllCameraMask(),
|
|
numVertices = 1000):
|
|
"""
|
|
This works much like saveCubeMap(), and uses the graphics
|
|
API's hardware cube-mapping ability to get a 360-degree view
|
|
of the world. But then it converts the six cube map faces
|
|
into a single fisheye texture, suitable for applying as a
|
|
static environment map (sphere map).
|
|
|
|
For eye-relative static environment maps, sphere maps are
|
|
often preferable to cube maps because they require only a
|
|
single texture and because they are supported on a broader
|
|
range of hardware.
|
|
|
|
The return value is the filename if successful, or None if
|
|
there is a problem.
|
|
"""
|
|
if source == None:
|
|
source = base.win
|
|
|
|
if camera == None:
|
|
if hasattr(source, "getCamera"):
|
|
camera = source.getCamera()
|
|
if camera == None:
|
|
camera = base.camera
|
|
|
|
if hasattr(source, "getWindow"):
|
|
source = source.getWindow()
|
|
|
|
# First, make an offscreen buffer to convert the cube map to a
|
|
# sphere map. We make it first so we can guarantee the
|
|
# rendering order for the cube map.
|
|
toSphere = source.makeTextureBuffer(namePrefix, size, size,
|
|
Texture(), 1)
|
|
|
|
# Now make the cube map buffer.
|
|
rig = NodePath(namePrefix)
|
|
buffer = toSphere.makeCubeMap(namePrefix, size, rig, cameraMask, 0)
|
|
if buffer == None:
|
|
base.graphicsEngine.removeWindow(toSphere)
|
|
raise StandardError, "Could not make cube map."
|
|
|
|
# Set the near and far planes from the default lens.
|
|
lens = rig.find('**/+Camera').node().getLens()
|
|
lens.setNearFar(base.camLens.getNear(), base.camLens.getFar())
|
|
|
|
# Set up the scene to convert the cube map. It's just a
|
|
# simple scene, with only the FisheyeMaker object in it.
|
|
dr = toSphere.makeMonoDisplayRegion()
|
|
camNode = Camera('camNode')
|
|
lens = OrthographicLens()
|
|
lens.setFilmSize(2, 2)
|
|
lens.setNearFar(-1000, 1000)
|
|
camNode.setLens(lens)
|
|
root = NodePath('buffer')
|
|
cam = root.attachNewNode(camNode)
|
|
dr.setCamera(cam)
|
|
|
|
fm = FisheyeMaker('card')
|
|
fm.setNumVertices(numVertices)
|
|
fm.setSquareInscribed(1, 1.1)
|
|
fm.setReflection(1)
|
|
card = root.attachNewNode(fm.generate())
|
|
card.setTexture(buffer.getTexture())
|
|
|
|
# Now render a frame. This will render out the cube map and
|
|
# then apply it to the the card in the toSphere buffer.
|
|
rig.reparentTo(camera)
|
|
base.graphicsEngine.openWindows()
|
|
base.graphicsEngine.renderFrame()
|
|
|
|
# One more frame for luck.
|
|
base.graphicsEngine.renderFrame()
|
|
|
|
saved = self.screenshot(namePrefix = namePrefix,
|
|
defaultFilename = defaultFilename,
|
|
source = toSphere.getTexture())
|
|
|
|
base.graphicsEngine.removeWindow(buffer)
|
|
base.graphicsEngine.removeWindow(toSphere)
|
|
rig.removeNode()
|
|
|
|
return saved
|
|
|
|
def movie(self, namePrefix = 'movie', duration = 1.0, fps = 30,
|
|
format = 'png', sd = 4, source = None):
|
|
"""
|
|
Spawn a task to capture a movie using the screenshot function.
|
|
- namePrefix will be used to form output file names (can include
|
|
path information (e.g. '/i/beta/frames/myMovie')
|
|
- duration is the length of the movie in seconds
|
|
- fps is the frame rate of the resulting movie
|
|
- format specifies output file format (e.g. png, bmp)
|
|
- sd specifies number of significant digits for frame count in the
|
|
output file name (e.g. if sd = 4, movie_0001.png)
|
|
- source is the Window, Buffer, DisplayRegion, or Texture from which
|
|
to save the resulting images. The default is the main window.
|
|
"""
|
|
globalClock.setMode(ClockObject.MNonRealTime)
|
|
globalClock.setDt(1.0/float(fps))
|
|
t = taskMgr.add(self._movieTask, namePrefix + '_task')
|
|
t.frameIndex = 0 # Frame 0 is not captured.
|
|
t.numFrames = int(duration * fps)
|
|
t.source = source
|
|
t.outputString = namePrefix + '_%0' + repr(sd) + 'd.' + format
|
|
t.setUponDeath(lambda state: globalClock.setMode(ClockObject.MNormal))
|
|
|
|
def _movieTask(self, state):
|
|
if state.frameIndex != 0:
|
|
frameName = state.outputString % state.frameIndex
|
|
self.notify.info("Capturing frame: " + frameName)
|
|
self.screenshot(namePrefix = frameName, defaultFilename = 0,
|
|
source = state.source)
|
|
|
|
state.frameIndex += 1
|
|
if state.frameIndex > state.numFrames:
|
|
return Task.done
|
|
else:
|
|
return Task.cont
|
|
|
|
def windowEvent(self, win):
|
|
if win == self.win:
|
|
properties = win.getProperties()
|
|
self.notify.info("Got window event: %s" % (repr(properties)))
|
|
if not properties.getOpen():
|
|
# If the user closes the main window, we should exit.
|
|
self.notify.info("User closed main window.")
|
|
if __dev__ and config.GetBool('auto-garbage-logging', 0):
|
|
GarbageReport.b_checkForGarbageLeaks()
|
|
self.userExit()
|
|
|
|
if properties.getForeground() and not self.mainWinForeground:
|
|
self.mainWinForeground = 1
|
|
elif not properties.getForeground() and self.mainWinForeground:
|
|
self.mainWinForeground = 0
|
|
if __dev__ and config.GetBool('auto-garbage-logging', 0):
|
|
GarbageReport.b_checkForGarbageLeaks()
|
|
|
|
if properties.getMinimized() and not self.mainWinMinimized:
|
|
# If the main window is minimized, throw an event to
|
|
# stop the music.
|
|
self.mainWinMinimized = 1
|
|
messenger.send('PandaPaused')
|
|
elif not properties.getMinimized() and self.mainWinMinimized:
|
|
# If the main window is restored, throw an event to
|
|
# restart the music.
|
|
self.mainWinMinimized = 0
|
|
messenger.send('PandaRestarted')
|
|
|
|
# If we have not forced the aspect ratio, let's see if it has
|
|
# changed and update the camera lenses and aspect2d parameters
|
|
self.adjustWindowAspectRatio(self.getAspectRatio())
|
|
|
|
# Temporary hasattr for old Pandas
|
|
if not hasattr(win, 'getSbsLeftXSize'):
|
|
self.pixel2d.setScale(2.0 / win.getXSize(), 1.0, 2.0 / win.getYSize())
|
|
self.pixel2dp.setScale(2.0 / win.getXSize(), 1.0, 2.0 / win.getYSize())
|
|
else:
|
|
self.pixel2d.setScale(2.0 / win.getSbsLeftXSize(), 1.0, 2.0 / win.getSbsLeftYSize())
|
|
self.pixel2dp.setScale(2.0 / win.getSbsLeftXSize(), 1.0, 2.0 / win.getSbsLeftYSize())
|
|
|
|
def adjustWindowAspectRatio(self, aspectRatio):
|
|
""" This function is normally called internally by
|
|
windowEvent(), but it may also be called to explicitly adjust
|
|
the aspect ratio of the render/render2d DisplayRegion, by a
|
|
class that has redefined these. """
|
|
|
|
if self.__configAspectRatio:
|
|
aspectRatio = self.__configAspectRatio
|
|
|
|
if aspectRatio != self.__oldAspectRatio:
|
|
self.__oldAspectRatio = aspectRatio
|
|
# Fix up some anything that depends on the aspectRatio
|
|
if self.camLens:
|
|
self.camLens.setAspectRatio(aspectRatio)
|
|
if aspectRatio < 1:
|
|
# If the window is TALL, lets expand the top and bottom
|
|
self.aspect2d.setScale(1.0, aspectRatio, aspectRatio)
|
|
self.a2dTop = 1.0 / aspectRatio
|
|
self.a2dBottom = - 1.0 / aspectRatio
|
|
self.a2dLeft = -1
|
|
self.a2dRight = 1.0
|
|
# Don't forget 2dp
|
|
self.aspect2dp.setScale(1.0, aspectRatio, aspectRatio)
|
|
self.a2dpTop = 1.0 / aspectRatio
|
|
self.a2dpBottom = - 1.0 / aspectRatio
|
|
self.a2dpLeft = -1
|
|
self.a2dpRight = 1.0
|
|
|
|
else:
|
|
# If the window is WIDE, lets expand the left and right
|
|
self.aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)
|
|
self.a2dTop = 1.0
|
|
self.a2dBottom = -1.0
|
|
self.a2dLeft = -aspectRatio
|
|
self.a2dRight = aspectRatio
|
|
# Don't forget 2dp
|
|
self.aspect2dp.setScale(1.0 / aspectRatio, 1.0, 1.0)
|
|
self.a2dpTop = 1.0
|
|
self.a2dpBottom = -1.0
|
|
self.a2dpLeft = -aspectRatio
|
|
self.a2dpRight = aspectRatio
|
|
|
|
# Reposition the aspect2d marker nodes
|
|
self.a2dTopCenter.setPos(0, self.a2dTop, self.a2dTop)
|
|
self.a2dBottomCenter.setPos(0, self.a2dBottom, self.a2dBottom)
|
|
self.a2dLeftCenter.setPos(self.a2dLeft, 0, 0)
|
|
self.a2dRightCenter.setPos(self.a2dRight, 0, 0)
|
|
self.a2dTopLeft.setPos(self.a2dLeft, self.a2dTop, self.a2dTop)
|
|
self.a2dTopRight.setPos(self.a2dRight, self.a2dTop, self.a2dTop)
|
|
self.a2dBottomLeft.setPos(self.a2dLeft, self.a2dBottom, self.a2dBottom)
|
|
self.a2dBottomRight.setPos(self.a2dRight, self.a2dBottom, self.a2dBottom)
|
|
|
|
# Reposition the aspect2d marker nodes
|
|
self.a2dTopCenterNs.setPos(0, self.a2dTop, self.a2dTop)
|
|
self.a2dBottomCenterNs.setPos(0, self.a2dBottom, self.a2dBottom)
|
|
self.a2dLeftCenterNs.setPos(self.a2dLeft, 0, 0)
|
|
self.a2dRightCenterNs.setPos(self.a2dRight, 0, 0)
|
|
self.a2dTopLeftNs.setPos(self.a2dLeft, self.a2dTop, self.a2dTop)
|
|
self.a2dTopRightNs.setPos(self.a2dRight, self.a2dTop, self.a2dTop)
|
|
self.a2dBottomLeftNs.setPos(self.a2dLeft, self.a2dBottom, self.a2dBottom)
|
|
self.a2dBottomRightNs.setPos(self.a2dRight, self.a2dBottom, self.a2dBottom)
|
|
|
|
# Reposition the aspect2dp marker nodes
|
|
self.a2dpTopCenter.setPos(0, self.a2dpTop, self.a2dpTop)
|
|
self.a2dpBottomCenter.setPos(0, self.a2dpBottom, self.a2dpBottom)
|
|
self.a2dpLeftCenter.setPos(self.a2dpLeft, 0, 0)
|
|
self.a2dpRightCenter.setPos(self.a2dpRight, 0, 0)
|
|
self.a2dpTopLeft.setPos(self.a2dpLeft, self.a2dpTop, self.a2dpTop)
|
|
self.a2dpTopRight.setPos(self.a2dpRight, self.a2dpTop, self.a2dpTop)
|
|
self.a2dpBottomLeft.setPos(self.a2dpLeft, self.a2dpBottom, self.a2dpBottom)
|
|
self.a2dpBottomRight.setPos(self.a2dpRight, self.a2dpBottom, self.a2dpBottom)
|
|
|
|
# If anybody needs to update their GUI, put a callback on this event
|
|
messenger.send("aspectRatioChanged")
|
|
|
|
def userExit(self):
|
|
# The user has requested we exit the program. Deal with this.
|
|
if self.exitFunc:
|
|
self.exitFunc()
|
|
self.notify.info("Exiting ShowBase.")
|
|
self.finalizeExit()
|
|
|
|
def finalizeExit(self):
|
|
sys.exit()
|
|
|
|
# [gjeon] start wxPython
|
|
def startWx(self, fWantWx = True):
|
|
fWantWx = bool(fWantWx)
|
|
if self.wantWx != fWantWx:
|
|
self.wantWx = fWantWx
|
|
if self.wantWx:
|
|
self.spawnWxLoop()
|
|
|
|
def spawnWxLoop(self):
|
|
""" Call this method to hand the main loop over to wxPython.
|
|
This sets up a wxTimer callback so that Panda still gets
|
|
updated, but wxPython owns the main loop (which seems to make
|
|
it happier than the other way around). """
|
|
|
|
if self.wxApp:
|
|
# Don't do this twice.
|
|
return
|
|
|
|
initAppForGui()
|
|
|
|
import wx
|
|
# Create a new base.wxApp.
|
|
self.wxApp = wx.PySimpleApp(redirect = False)
|
|
|
|
if ConfigVariableBool('wx-main-loop', True):
|
|
# Put wxPython in charge of the main loop. It really
|
|
# seems to like this better; some features of wx don't
|
|
# work properly unless this is true.
|
|
|
|
# Set a timer to run the Panda frame 60 times per second.
|
|
wxFrameRate = ConfigVariableDouble('wx-frame-rate', 60.0)
|
|
self.wxTimer = wx.Timer(self.wxApp)
|
|
self.wxTimer.Start(1000.0 / wxFrameRate.getValue())
|
|
self.wxApp.Bind(wx.EVT_TIMER, self.__wxTimerCallback)
|
|
|
|
# wx is now the main loop, not us any more.
|
|
self.run = self.wxRun
|
|
self.taskMgr.run = self.wxRun
|
|
__builtin__.run = self.wxRun
|
|
if self.appRunner:
|
|
self.appRunner.run = self.wxRun
|
|
|
|
else:
|
|
# Leave Panda in charge of the main loop. This is
|
|
# friendlier for IDE's and interactive editing in general.
|
|
def wxLoop(task):
|
|
# First we need to ensure that the OS message queue is
|
|
# processed.
|
|
base.wxApp.Yield()
|
|
|
|
# Now do all the wxPython events waiting on this frame.
|
|
while base.wxApp.Pending():
|
|
base.wxApp.Dispatch()
|
|
|
|
return task.again
|
|
|
|
self.taskMgr.add(wxLoop, 'wxLoop')
|
|
|
|
def __wxTimerCallback(self, event):
|
|
if Thread.getCurrentThread().getCurrentTask():
|
|
# This happens when the wxTimer expires while igLoop is
|
|
# rendering. Ignore it.
|
|
return
|
|
|
|
self.taskMgr.step()
|
|
|
|
def wxRun(self):
|
|
""" This method replaces base.run() after we have called
|
|
spawnWxLoop(). Since at this point wxPython now owns the main
|
|
loop, this method is a call to wxApp.MainLoop(). """
|
|
|
|
if Thread.getCurrentThread().getCurrentTask():
|
|
# This happens in the p3d environment during startup.
|
|
# Ignore it.
|
|
return
|
|
|
|
self.wxApp.MainLoop()
|
|
|
|
def startTk(self, fWantTk = True):
|
|
fWantTk = bool(fWantTk)
|
|
if self.wantTk != fWantTk:
|
|
self.wantTk = fWantTk
|
|
if self.wantTk:
|
|
self.spawnTkLoop()
|
|
|
|
def spawnTkLoop(self):
|
|
""" Call this method to hand the main loop over to Tkinter.
|
|
This sets up a timer callback so that Panda still gets
|
|
updated, but Tkinter owns the main loop (which seems to make
|
|
it happier than the other way around). """
|
|
|
|
if self.tkRoot:
|
|
# Don't do this twice.
|
|
return
|
|
|
|
from Tkinter import tkinter
|
|
import Pmw
|
|
|
|
# Create a new Tk root.
|
|
self.tkRoot = Pmw.initialise()
|
|
__builtin__.tkroot = self.tkRoot
|
|
|
|
initAppForGui()
|
|
|
|
if ConfigVariableBool('tk-main-loop', True):
|
|
# Put Tkinter in charge of the main loop. It really
|
|
# seems to like this better; the GUI otherwise becomes
|
|
# largely unresponsive on Mac OS X unless this is true.
|
|
|
|
# Set a timer to run the Panda frame 60 times per second.
|
|
tkFrameRate = ConfigVariableDouble('tk-frame-rate', 60.0)
|
|
self.tkDelay = int(1000.0 / tkFrameRate.getValue())
|
|
self.tkRoot.after(self.tkDelay, self.__tkTimerCallback)
|
|
|
|
# wx is now the main loop, not us any more.
|
|
self.run = self.tkRun
|
|
self.taskMgr.run = self.tkRun
|
|
__builtin__.run = self.tkRun
|
|
if self.appRunner:
|
|
self.appRunner.run = self.tkRun
|
|
|
|
else:
|
|
# Leave Panda in charge of the main loop. This is
|
|
# friendlier for IDE's and interactive editing in general.
|
|
def tkLoop(task):
|
|
# Do all the tkinter events waiting on this frame
|
|
# dooneevent will return 0 if there are no more events
|
|
# waiting or 1 if there are still more.
|
|
# DONT_WAIT tells tkinter not to block waiting for events
|
|
while tkinter.dooneevent(tkinter.ALL_EVENTS | tkinter.DONT_WAIT):
|
|
pass
|
|
|
|
return task.again
|
|
|
|
self.taskMgr.add(tkLoop, 'tkLoop')
|
|
|
|
def __tkTimerCallback(self):
|
|
if not Thread.getCurrentThread().getCurrentTask():
|
|
self.taskMgr.step()
|
|
|
|
self.tkRoot.after(self.tkDelay, self.__tkTimerCallback)
|
|
|
|
def tkRun(self):
|
|
""" This method replaces base.run() after we have called
|
|
spawnTkLoop(). Since at this point Tkinter now owns the main
|
|
loop, this method is a call to tkRoot.mainloop(). """
|
|
|
|
if Thread.getCurrentThread().getCurrentTask():
|
|
# This happens in the p3d environment during startup.
|
|
# Ignore it.
|
|
return
|
|
|
|
self.tkRoot.mainloop()
|
|
|
|
def startDirect(self, fWantDirect = 1, fWantTk = 1, fWantWx = 0):
|
|
self.startTk(fWantTk)
|
|
self.startWx(fWantWx)
|
|
self.wantDirect = fWantDirect
|
|
if self.wantDirect:
|
|
from direct.directtools import DirectSession
|
|
base.direct.enable()
|
|
else:
|
|
__builtin__.direct = self.direct = None
|
|
|
|
def getRepository(self):
|
|
return None
|
|
|
|
def getAxes(self):
|
|
return loader.loadModel("models/misc/xyzAxis.bam")
|
|
|
|
def __doStartDirect(self):
|
|
if self.__directStarted:
|
|
return
|
|
self.__directStarted = False
|
|
|
|
# Start Tk, Wx and DIRECT if specified by Config.prc
|
|
fTk = self.config.GetBool('want-tk', 0)
|
|
fWx = self.config.GetBool('want-wx', 0)
|
|
# Start DIRECT if specified in Config.prc or in cluster mode
|
|
fDirect = (self.config.GetBool('want-directtools', 0) or
|
|
(self.config.GetString("cluster-mode", '') != ''))
|
|
# Set fWantTk to 0 to avoid starting Tk with this call
|
|
self.startDirect(fWantDirect = fDirect, fWantTk = fTk, fWantWx = fWx)
|
|
|
|
def run(self):
|
|
# This method runs the TaskManager when self.appRunner is
|
|
# None, which is to say, when we are not running from within a
|
|
# p3d file. When we *are* within a p3d file, the Panda
|
|
# runtime has to be responsible for running the main loop, so
|
|
# we can't allow the application to do it.
|
|
if self.appRunner is None or self.appRunner.dummy or \
|
|
(self.appRunner.interactiveConsole and not self.appRunner.initialAppImport):
|
|
self.taskMgr.run()
|
|
|
|
|
|
# A class to encapsulate information necessary for multiwindow support.
|
|
class WindowControls:
|
|
def __init__(
|
|
self, win, cam=None, camNode=None, cam2d=None, mouseWatcher=None,
|
|
mouseKeyboard=None, closeCmd=lambda: 0, grid=None):
|
|
self.win = win
|
|
self.camera = cam
|
|
if camNode is None and cam is not None:
|
|
camNode = cam.node()
|
|
self.camNode = camNode
|
|
self.camera2d = cam2d
|
|
self.mouseWatcher = mouseWatcher
|
|
self.mouseKeyboard = mouseKeyboard
|
|
self.closeCommand = closeCmd
|
|
self.grid = grid
|
|
|
|
def __str__(self):
|
|
s = "window = " + str(self.win) + "\n"
|
|
s += "camera = " + str(self.camera) + "\n"
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s += "camNode = " + str(self.camNode) + "\n"
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s += "camera2d = " + str(self.camera2d) + "\n"
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s += "mouseWatcher = " + str(self.mouseWatcher) + "\n"
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s += "mouseAndKeyboard = " + str(self.mouseKeyboard) + "\n"
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return s
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