TetrArcade/arcade/application.py

447 lines
14 KiB
Python

"""
The main window class that all object-oriented applications should
derive from.
"""
from numbers import Number
from typing import Tuple
import pyglet.gl as gl
import pyglet
from arcade.window_commands import (get_viewport, set_viewport, set_window)
MOUSE_BUTTON_LEFT = 1
MOUSE_BUTTON_MIDDLE = 2
MOUSE_BUTTON_RIGHT = 4
class NoOpenGLException(Exception):
"""
Exception when we can't get an OpenGL 3.3+ context
"""
pass
class Window(pyglet.window.Window):
"""
The Window class forms the basis of most advanced games that use Arcade.
It represents a window on the screen, and manages events.
"""
def __init__(self, width: Number = 800, height: Number = 600,
title: str = 'Arcade Window', fullscreen: bool = False,
resizable: bool = False, update_rate=1/60,
antialiasing: bool = True):
"""
Construct a new window
:param float width: Window width
:param float height: Window height
:param str title: Title (appears in title bar)
:param bool fullscreen: Should this be full screen?
:param bool resizable: Can the user resize the window?
:param float update_rate: How frequently to update the window.
:param bool antialiasing: Should OpenGL's anti-aliasing be enabled?
"""
if antialiasing:
config = pyglet.gl.Config(major_version=3,
minor_version=3,
double_buffer=True,
sample_buffers=1,
samples=4)
else:
config = pyglet.gl.Config(major_version=3,
minor_version=3,
double_buffer=True)
try:
super().__init__(width=width, height=height, caption=title,
resizable=resizable, config=config)
except pyglet.window.NoSuchConfigException:
raise NoOpenGLException("Unable to create an OpenGL 3.3+ context. "
"Check to make sure your system supports OpenGL 3.3 or higher.")
if antialiasing:
try:
gl.glEnable(gl.GL_MULTISAMPLE_ARB)
except pyglet.gl.GLException:
print("Warning: Anti-aliasing not supported on this computer.")
if update_rate:
from pyglet import compat_platform
if compat_platform == 'darwin' or compat_platform == 'linux':
# Set vsync to false, or we'll be limited to a 1/30 sec update rate possibly
self.context.set_vsync(False)
self.set_update_rate(update_rate)
super().set_fullscreen(fullscreen)
self.invalid = False
set_window(self)
set_viewport(0, self.width, 0, self.height)
self.current_view = None
def update(self, delta_time: float):
"""
Move everything. For better consistency in naming, use ``on_update`` instead.
:param float delta_time: Time interval since the last time the function was called in seconds.
"""
try:
self.current_view.update(delta_time)
except AttributeError:
pass
def on_update(self, delta_time: float):
"""
Move everything. Perform collision checks. Do all the game logic here.
:param float delta_time: Time interval since the last time the function was called.
"""
try:
self.current_view.on_update(delta_time)
except AttributeError:
pass
def set_update_rate(self, rate: float):
"""
Set how often the screen should be updated.
For example, self.set_update_rate(1 / 60) will set the update rate to 60 fps
:param float rate: Update frequency in seconds
"""
pyglet.clock.unschedule(self.update)
pyglet.clock.schedule_interval(self.update, rate)
pyglet.clock.unschedule(self.on_update)
pyglet.clock.schedule_interval(self.on_update, rate)
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
"""
Override this function to add mouse functionality.
:param float x: x position of mouse
:param float y: y position of mouse
:param float dx: Change in x since the last time this method was called
:param float dy: Change in y since the last time this method was called
"""
pass
def on_mouse_press(self, x: float, y: float, button: int, modifiers: int):
"""
Override this function to add mouse button functionality.
:param float x: x position of the mouse
:param float y: y position of the mouse
:param int button: What button was hit. One of:
arcade.MOUSE_BUTTON_LEFT, arcade.MOUSE_BUTTON_RIGHT,
arcade.MOUSE_BUTTON_MIDDLE
:param int modifiers: Shift/click, ctrl/click, etc.
"""
pass
def on_mouse_drag(self, x: float, y: float, dx: float, dy: float, buttons: int, modifiers: int):
"""
Override this function to add mouse button functionality.
:param float x: x position of mouse
:param float y: y position of mouse
:param float dx: Change in x since the last time this method was called
:param float dy: Change in y since the last time this method was called
:param int buttons: Which button is pressed
:param int modifiers: Ctrl, shift, etc.
"""
self.on_mouse_motion(x, y, dx, dy)
def on_mouse_release(self, x: float, y: float, button: int,
modifiers: int):
"""
Override this function to add mouse button functionality.
:param float x:
:param float y:
:param int button:
:param int modifiers:
"""
pass
def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int):
"""
User moves the scroll wheel.
:param int x:
:param int y:
:param int scroll_x:
:param int scroll_y:
"""
pass
def set_mouse_visible(self, visible: bool = True):
"""
If true, user can see the mouse cursor while it is over the window. Set false,
the mouse is not visible. Default is true.
:param bool visible:
"""
super().set_mouse_visible(visible)
def on_key_press(self, symbol: int, modifiers: int):
"""
Override this function to add key press functionality.
:param int symbol: Key that was hit
:param int modifiers: If it was shift/ctrl/alt
"""
pass
def on_key_release(self, symbol: int, modifiers: int):
"""
Override this function to add key release functionality.
:param int symbol: Key that was hit
:param int modifiers: If it was shift/ctrl/alt
"""
pass
def on_draw(self):
"""
Override this function to add your custom drawing code.
"""
pass
def on_resize(self, width: float, height: float):
"""
Override this function to add custom code to be called any time the window
is resized.
:param float width: New width
:param float height: New height
"""
original_viewport = self.get_viewport()
# unscaled_viewport = self.get_viewport_size()
# scaling = unscaled_viewport[0] / width
self.set_viewport(original_viewport[0],
original_viewport[0] + width,
original_viewport[2],
original_viewport[2] + height)
def set_min_size(self, width: float, height: float):
""" Wrap the Pyglet window call to set minimum size
:param float width: width in pixels.
:param float height: height in pixels.
"""
if self._resizable:
super().set_minimum_size(width, height)
else:
raise ValueError('Cannot set min size on non-resizable window')
def set_max_size(self, width: float, height: float):
""" Wrap the Pyglet window call to set maximum size
:param float width: width in pixels.
:param float height: height in pixels.
:Raises ValueError:
"""
if self._resizable:
super().set_maximum_size(width, height)
else:
raise ValueError('Cannot set max size on non-resizable window')
def set_size(self, width: float, height: float):
"""
Ignore the resizable flag and set the size
:param float width:
:param float height:
"""
super().set_size(width, height)
def get_size(self) -> Tuple[int, int]:
"""
Get the size of the window.
:returns: (width, height)
"""
return super().get_size()
def get_location(self) -> Tuple[int, int]:
"""
Return the X/Y coordinates of the window
:returns: x, y of window location
"""
return super().get_location()
def set_visible(self, visible=True):
"""
Set if the window is visible or not. Normally, a program's window is visible.
:param bool visible:
"""
super().set_visible(visible)
def set_viewport(self, left: Number, right: Number, bottom: Number, top: Number):
"""
Set the viewport. (What coordinates we can see.
Used to scale and/or scroll the screen.)
:param Number left:
:param Number right:
:param Number bottom:
:param Number top:
"""
set_viewport(left, right, bottom, top)
def get_viewport(self) -> (float, float, float, float):
""" Get the viewport. (What coordinates we can see.) """
return get_viewport()
def test(self, frames: int = 10):
"""
Used by unit test cases. Runs the event loop a few times and stops.
:param int frames:
"""
for i in range(frames):
self.switch_to()
self.dispatch_events()
self.dispatch_event('on_draw')
self.flip()
self.update(1/60)
def show_view(self, new_view: 'View'):
if not isinstance(new_view, View):
raise ValueError("Must pass an arcade.View object to "
"Window.show_view()")
# Store the Window that is showing the "new_view" View.
if new_view.window is None:
new_view.window = self
elif new_view.window != self:
raise RuntimeError("You are attempting to pass the same view "
"object between multiple windows. A single "
"view object can only be used in one window.")
# remove previously shown view's handlers
if self.current_view is not None:
self.remove_handlers(self.current_view)
# push new view's handlers
self.current_view = new_view
self.push_handlers(self.current_view)
self.current_view.on_show()
# Note: After the View has been pushed onto pyglet's stack of event handlers (via push_handlers()), pyglet
# will still call the Window's event handlers. (See pyglet's EventDispatcher.dispatch_event() implementation
# for details)
def _create(self):
super()._create()
def _recreate(self, changes):
super()._recreate(changes)
def flip(self):
super().flip()
def switch_to(self):
super().switch_to()
def set_caption(self, caption):
super().set_caption(caption)
def set_minimum_size(self, width, height):
super().set_minimum_size(width, height)
def set_maximum_size(self, width, height):
super().set_maxiumum_size(width, height)
def set_location(self, x, y):
super().set_location(x, y)
def activate(self):
super().activate()
def minimize(self):
super().minimize()
def maximize(self):
super().maximize()
def set_vsync(self, vsync):
super().set_vsync(vsync)
def set_mouse_platform_visible(self, platform_visible=None):
super().set_mouse_platform_visible(platform_visible)
def set_exclusive_mouse(self, exclusive=True):
super().set_exclusive_mouse(exclusive)
def set_exclusive_keyboard(self, exclusive=True):
super().set_exclusive_keyboard(exclusive)
def get_system_mouse_cursor(self, name):
super().get_system_mouse_cursor(name)
def dispatch_events(self):
super().dispatch_events()
def open_window(width: Number, height: Number, window_title: str, resizable: bool = False,
antialiasing: bool = True) -> Window:
"""
This function opens a window. For ease-of-use we assume there will only be one window, and the
programmer does not need to keep a handle to the window. This isn't the best architecture, because
the window handle is stored in a global, but it makes things easier for programmers if they don't
have to track a window pointer.
:param Number width: Width of the window.
:param Number height: Height of the window.
:param str window_title: Title of the window.
:param bool resizable: Whether the window can be user-resizable.
:param bool antialiasing: Smooth the graphics?
:returns: Handle to window
:rtype arcade.Window:
"""
global _window
_window = Window(width, height, window_title, resizable, update_rate=None,
antialiasing=antialiasing)
return _window
class View:
"""
TODO:Thoughts:
- is there a need for a close()/on_close() method?
"""
def __init__(self):
self.window = None
def update(self, delta_time: float):
"""To be overridden"""
pass
def on_update(self, delta_time: float):
"""To be overridden"""
pass
def on_draw(self):
"""Called when this view should draw"""
pass
def on_show(self):
"""Called when this view is shown"""
pass