TetrArcade/arcade/window_commands.py

296 lines
7.9 KiB
Python

"""
This submodule has functions that control opening, closing, rendering, and otherwise managing windows.
It also has commands for scheduling pauses and scheduling interval functions.
"""
import gc
import time
import os
import pyglet.gl as gl
import pyglet
import numpy as np
from numbers import Number
from typing import Callable
from typing import Union
from arcade.arcade_types import Color
_left = -1
_right = 1
_bottom = -1
_top = 1
_scaling = None
_window = None
_projection = None
_opengl_context = None
def get_projection():
"""
Returns the current projection.
:return: Numpy array with projection.
"""
return _projection
def create_orthogonal_projection(
left,
right,
bottom,
top,
near,
far,
dtype=None
):
"""
Creates an orthogonal projection matrix. Used internally with the
OpenGL shaders.
:param float left: The left of the near plane relative to the plane's centre.
:param float right: The right of the near plane relative to the plane's centre.
:param float top: The top of the near plane relative to the plane's centre.
:param float bottom: The bottom of the near plane relative to the plane's centre.
:param float near: The distance of the near plane from the camera's origin.
It is recommended that the near plane is set to 1.0 or above to avoid
rendering issues at close range.
:param float far: The distance of the far plane from the camera's origin.
:param dtype:
:return: A projection matrix representing the specified orthogonal perspective.
:rtype: numpy.array
.. seealso:: http://msdn.microsoft.com/en-us/library/dd373965(v=vs.85).aspx
"""
rml = right - left
tmb = top - bottom
fmn = far - near
a = 2. / rml
b = 2. / tmb
c = -2. / fmn
tx = -(right + left) / rml
ty = -(top + bottom) / tmb
tz = -(far + near) / fmn
return np.array((
(a, 0., 0., 0.),
(0., b, 0., 0.),
(0., 0., c, 0.),
(tx, ty, tz, 1.),
), dtype=dtype)
def pause(seconds: Number):
"""
Pause for the specified number of seconds. This is a convenience function that just calls time.sleep()
:param float seconds: Time interval to pause in seconds.
"""
time.sleep(seconds)
def get_window() -> Union[pyglet.window.Window, None]:
"""
Return a handle to the current window.
:return: Handle to the current window.
"""
global _window
return _window
def set_window(window: pyglet.window.Window):
"""
Set a handle to the current window.
:param Window window: Handle to the current window.
"""
global _window
_window = window
def get_scaling_factor(window):
"""
Tries to get the scaling factor of the given Window. Currently works
on MacOS only. Useful in figuring out what's going on with Retina and
high-res displays.
:param Window window: Handle to window we want to get scaling factor of.
:return: Scaling factor. E.g., 2 would indicate scaled up twice.
:rtype: int
"""
from pyglet import compat_platform
if compat_platform == 'darwin':
from pyglet.libs.darwin.cocoapy import NSMakeRect
view = window.context._nscontext.view()
content_rect = NSMakeRect(0, 0, window._width, window._height) # Get size, possibly scaled
bounds = view.convertRectFromBacking_(content_rect) # Convert to actual pixel sizes
return int(content_rect.size.width / bounds.size.width)
else:
return 1
def set_viewport(left: Number, right: Number, bottom: Number, top: Number):
"""
This sets what coordinates the window will cover.
By default, the lower left coordinate will be (0, 0) and the top y
coordinate will be the height of the window in pixels, and the right x
coordinate will be the width of the window in pixels.
If a program is making a game where the user scrolls around a larger
world, this command can help out.
Note: It is recommended to only set the view port to integer values that
line up with the pixels on the screen. Otherwise if making a tiled game
the blocks may not line up well, creating rectangle artifacts.
:param Number left: Left-most (smallest) x value.
:param Number right: Right-most (largest) x value.
:param Number bottom: Bottom (smallest) y value.
:param Number top: Top (largest) y value.
"""
global _left
global _right
global _bottom
global _top
global _projection
global _scaling
_left = left
_right = right
_bottom = bottom
_top = top
# Needed for sprites
if _scaling is None:
_scaling = get_scaling_factor(_window)
gl.glViewport(0, 0, _window.width * _scaling, _window.height * _scaling)
# Needed for drawing
# gl.glMatrixMode(gl.GL_PROJECTION)
# gl.glLoadIdentity()
# gl.glOrtho(_left, _right, _bottom, _top, -1, 1)
# gl.glMatrixMode(gl.GL_MODELVIEW)
# gl.glLoadIdentity()
_projection = create_orthogonal_projection(left=_left, right=_right,
bottom=_bottom, top=_top,
near=-1000, far=100, dtype=np.float32)
def get_viewport() -> (float, float, float, float):
"""
Get the current viewport settings.
:return: Tuple of floats, with left, right, bottom, top
"""
return _left, _right, _bottom, _top
def close_window():
"""
Closes the current window, and then runs garbage collection. The garbage collection
is necessary to prevent crashing when opening/closing windows rapidly (usually during
unit tests).
"""
global _window
_window.close()
_window = None
# Have to do a garbage collection or Python will crash
# if we do a lot of window open and closes. Like for
# unit tests.
gc.collect()
def finish_render():
"""
Swap buffers and displays what has been drawn.
If programs use derive from the Window class, this function is
automatically called.
"""
global _window
_window.flip()
def run():
"""
Run the main loop.
After the window has been set up, and the event hooks are in place, this is usually one of the last
commands on the main program.
"""
if 'ARCADE_TEST' in os.environ and os.environ['ARCADE_TEST'].upper() == "TRUE":
# print("Testing!!!")
window = get_window()
if window:
window.update(1/60)
window.on_draw()
else:
pyglet.app.run()
def quick_run(time_to_pause: Number):
"""
Only run the application for the specified time in seconds.
Useful for unit testing or continuous integration (CI) testing
where there is no user interaction.
:param Number time_to_pause: Number of seconds to pause before automatically
closing.
"""
pause(time_to_pause)
close_window()
def start_render():
"""
Get set up to render. Required to be called before drawing anything to the
screen.
"""
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# gl.glMatrixMode(gl.GL_MODELVIEW)
# gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
def set_background_color(color: Color):
"""
This specifies the background color of the window.
:param Color color: List of 3 or 4 bytes in RGB/RGBA format.
"""
gl.glClearColor(color[0]/255, color[1]/255, color[2]/255, 1)
def schedule(function_pointer: Callable, interval: Number):
"""
Schedule a function to be automatically called every ``interval``
seconds.
:param Callable function_pointer: Pointer to the function to be called.
:param Number interval: Interval to call the function.
"""
pyglet.clock.schedule_interval(function_pointer, interval)
def unschedule(function_pointer: Callable):
"""
Unschedule a function being automatically called.
:param Callable function_pointer: Pointer to the function to be unscheduled.
"""
pyglet.clock.unschedule(function_pointer)