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Python Open Source » GUI » pyui 
pyui » pyui095 » pyui » renderers » openglPygame.py
# PyUI
# Copyright (C) 2001-2002 Sean C. Riley
# 
# This library is free software; you can redistribute it and/or
# modify it under the terms of version 2.1 of the GNU Lesser General Public
# License as published by the Free Software Foundation.
# 
# This library is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
# Lesser General Public License for more details.
# 
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA

"""PyGame openGL renderer
"""

import sys
import time

import pyui
import pygame
from pyui.renderers import openglBase
from pygame import locals

from pyui.desktop import getDesktop,getTheme,getRenderer

from OpenGL.GL import *

class OpenGLPygame(openglBase.OpenGLBase):
    """ PyGame 3D wrapper for the GL renderer
    """

    name = "P3D"
    
    def __init__(self, w, h, fullscreen, title):
        openglBase.OpenGLBase.__init__(self, w, h, fullscreen, title)
        pygame.init()
        pygame.display.set_caption(title)
        if fullscreen:
            self.screen = pygame.display.set_mode((w, h), locals.OPENGL | locals.DOUBLEBUF | locals.FULLSCREEN)
        else:
            self.screen = pygame.display.set_mode((w, h), locals.OPENGL | locals.DOUBLEBUF)

        pygame.key.set_mods(locals.KMOD_NONE)
        

    def draw(self, windows):
        apply(self.drawBackMethod, self.drawBackArgs)        
        self.setup2D()                        
        for i in xrange(len(windows)-1, -1, -1):
            w = windows[i]
            self.setWindowOrigin(w.posX, w.posY)
            if w.dirty:
                ## use display lists for deferred rendering...
                w.displayList = glGenLists(1)
                glNewList(w.displayList, GL_COMPILE_AND_EXECUTE)
                w.drawWindow(self)                
                glEndList()
            else:
                glCallList(w.displayList)

        self.teardown2D()
    
        pygame.display.flip()

        self.mustFill = 0
        self.dirtyRects = []
        

    def update(self):
        """PyGame event handling.
        """
        desktop = getDesktop()
        ## process all pending system events.
        event = pygame.event.poll()
        while event.type != locals.NOEVENT:
            
            # special case to handle multiple mouse buttons!
            if event.type == locals.MOUSEBUTTONDOWN:
                if event.dict['button'] == 1:
                    desktop.postUserEvent(pyui.locals.LMOUSEBUTTONDOWN, event.pos[0], event.pos[1])
                elif event.dict['button'] == 3:
                    desktop.postUserEvent(pyui.locals.RMOUSEBUTTONDOWN, event.pos[0], event.pos[1])
                    
            elif event.type == locals.MOUSEBUTTONUP:
                if event.dict['button'] == 1:
                    desktop.postUserEvent(pyui.locals.LMOUSEBUTTONUP, event.pos[0], event.pos[1])
                elif event.dict['button'] == 3:
                    desktop.postUserEvent(pyui.locals.RMOUSEBUTTONUP, event.pos[0], event.pos[1])
                    
            elif event.type == locals.MOUSEMOTION:
                desktop.postUserEvent(pyui.locals.MOUSEMOVE, event.pos[0], event.pos[1])

            elif event.type == locals.KEYDOWN:
                character = event.unicode
                code = 0
                if len(character) > 0:
                    code = ord(character)
                else:
                    code = event.key
                    #code = event.key, code                    
                desktop.postUserEvent(pyui.locals.KEYDOWN, 0, 0, code, pygame.key.get_mods())
                #if code >= 32 and code < 128:
                #    desktop.postUserEvent(pyui.locals.CHAR, 0, 0, character, pygame.key.get_mods())
            elif event.type == locals.KEYUP:
                code = event.key
                desktop.postUserEvent(pyui.locals.KEYUP, 0, 0, code, pygame.key.get_mods())
                
            else:
                try:
                    desktop.postUserEvent(event.type)
                except:
                    print "Error handling event %s" % repr(event)
            event = pygame.event.poll()

    def quit(self):
        pygame.quit()          
        
    def loadTexture(self, filename, label = None):
        """This loads images without using P.I.L! Yay.
        """
        if label:
            if self.textures.has_key(label):
                return
        else:
            if self.textures.has_key(filename):
                return

        surface = pygame.image.load(filename)
        data = pygame.image.tostring(surface, "RGBA", 1)
        ix = surface.get_width()
        iy = surface.get_height()
        
        # Create Texture
        texture = glGenTextures(1)
        glBindTexture(GL_TEXTURE_2D, texture)   # 2d texture (x and y size)
        glPixelStorei(GL_UNPACK_ALIGNMENT,1)
        glTexImage2D(GL_TEXTURE_2D, 0, 4, ix, iy, 0, GL_RGBA, GL_UNSIGNED_BYTE, data)

        if label:
            self.textures[label] = texture
        else:
            self.textures[filename] = texture

        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE)    
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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