diff --git a/leveleditor.py b/leveleditor.py index 7b7ad29..6f5a542 100644 --- a/leveleditor.py +++ b/leveleditor.py @@ -28,7 +28,7 @@ imported from editortools/ import gc from datetime import datetime, timedelta from OpenGL.GL import * -#from OpenGL.GLUT import glutBitmapCharacter, GLUT_BITMAP_HELVETICA_18 +# from OpenGL.GLUT import glutBitmapCharacter, GLUT_BITMAP_HELVETICA_18 import time from pygame import display, event, key @@ -41,7 +41,7 @@ from albow.openglwidgets import GLViewport, GLPerspective from mceutils import * from glutils import gl, Texture, FramebufferTexture import glutils -#Label = GLLabel +# Label = GLLabel import config @@ -121,7 +121,7 @@ ControlSettings.swapAxes = ControlSettings("swap axes looking down", False) arch = platform.architecture()[0] def remapMouseButton(button): - buttons = [0, 1, 3, 2, 4, 5] #mouse2 is right button, mouse3 is middle + buttons = [0, 1, 3, 2, 4, 5] # mouse2 is right button, mouse3 is middle if button < len(buttons): return buttons[button] return button @@ -176,7 +176,7 @@ class ControlPanel(Panel): buttons = HotkeyColumn(hotkeys, keysColumn, buttonsColumn) - #buttons.buttons[-1].ref = + # buttons.buttons[-1].ref = self.add(buttons) buttons.right = self.centerx @@ -199,7 +199,7 @@ class ControlPanel(Panel): def unproject(x, y, z): try: return GLU.gluUnProject(x, y, z) - except ValueError: #projection failed + except ValueError: # projection failed return 0, 0, 0 def DebugDisplay(obj, *attrs): @@ -236,13 +236,13 @@ class CameraViewport(GLViewport): self.brake = False self.lastTick = datetime.now() - #self.nearheight = near * tang; + # self.nearheight = near * tang; self.cameraPosition = (16., 45., 16.) self.velocity = [0., 0., 0.] - self.yaw = -45. #degrees + self.yaw = -45. # degrees self._pitch = 0.1 self.cameraVector = self._cameraVector() @@ -261,7 +261,7 @@ class CameraViewport(GLViewport): Settings.fov.addObserver(self, "fovSetting", callback=self.updateFov) self.mouseVector = (0, 0, 0) - #self.add(DebugDisplay(self, "cameraPosition", "blockFaceUnderCursor", "mouseVector", "mouse3dPoint")) + # self.add(DebugDisplay(self, "cameraPosition", "blockFaceUnderCursor", "mouseVector", "mouse3dPoint")) @property def pitch(self): return self._pitch @@ -300,12 +300,12 @@ class CameraViewport(GLViewport): return timeDelta = float(timeDelta.microseconds) / 1000000. - timeDelta = min(timeDelta, 0.125) #8fps lower limit! + timeDelta = min(timeDelta, 0.125) # 8fps lower limit! drag = ControlSettings.cameraDrag.get() accel_factor = drag + ControlSettings.cameraAccel.get() - #if we're in space, move faster + # if we're in space, move faster drag_epsilon = 10.0 * timeDelta max_speed = self.maxSpeed @@ -337,7 +337,7 @@ class CameraViewport(GLViewport): else: (dx, dy, dz) = self._cameraVector() - velocity = self.velocity #xxx learn to use matrix/vector libs + velocity = self.velocity # xxx learn to use matrix/vector libs i = inputs yaw = radians(self.yaw) cosyaw = -cos(yaw) @@ -358,7 +358,7 @@ class CameraViewport(GLViewport): # give the camera an impulse according to the state of the inputs and in the direction of the camera cameraAccel = map(lambda x:x * accel_factor * timeDelta, directedInputs) - #cameraImpulse = map(lambda x:x*impulse_factor, directedInputs); + # cameraImpulse = map(lambda x:x*impulse_factor, directedInputs); newVelocity = map(lambda a, b:a + b, velocity, cameraAccel) velocityDir, speed = normalize_size(newVelocity) @@ -381,7 +381,7 @@ class CameraViewport(GLViewport): velocity = map(lambda a:a * speed, velocityDir) - #velocity = map(lambda p,d:p+d, velocity, cameraImpulse) + # velocity = map(lambda p,d:p+d, velocity, cameraImpulse) d = map(lambda a, b:abs(a - b), self.cameraPosition, self.oldPosition) if d[0] + d[2] > 32.0: self.oldPosition = self.cameraPosition @@ -436,7 +436,7 @@ class CameraViewport(GLViewport): position to the mouse position on the near plane """ x, y = mouse.get_pos() - #if (x, y) not in self.rect: return (0, 0, 0); #xxx + # if (x, y) not in self.rect: return (0, 0, 0); # xxx y = self.get_root().height - y point1 = unproject(x, y, 0.0) @@ -473,8 +473,8 @@ class CameraViewport(GLViewport): pixel = glReadPixels(x, y, 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT) newpoint = unproject(x, y, pixel[0]) except Exception, e: - #print e; - #traceback.print_exc(); + # print e; + # traceback.print_exc(); return 0, 0, 0 return newpoint @@ -492,7 +492,7 @@ class CameraViewport(GLViewport): focusPair = self.findBlockFaceUnderCursor(mouse3dPoint) - #otherwise, find the block at a controllable distance in front of the camera + # otherwise, find the block at a controllable distance in front of the camera if focusPair is None: focusPair = (self.getCameraPoint(), (0, 0, 0)) @@ -506,10 +506,10 @@ class CameraViewport(GLViewport): try: intProjectedPoint = map(int, map(floor, projectedPoint)) except ValueError: - return None #catch NaNs + return None # catch NaNs intProjectedPoint[1] = max(0, intProjectedPoint[1]) - #find out which face is under the cursor. xxx do it more precisely + # find out which face is under the cursor. xxx do it more precisely faceVector = ((projectedPoint[0] - (intProjectedPoint[0] + 0.5)), (projectedPoint[1] - (intProjectedPoint[1] + 0.5)), (projectedPoint[2] - (intProjectedPoint[2] + 0.5)) @@ -534,7 +534,7 @@ class CameraViewport(GLViewport): if block == alphaMaterials.SnowLayer.ID: potentialOffsets.append((0, 1, 0)) else: - #discard any faces that aren't likely to be exposed + # discard any faces that aren't likely to be exposed for face, offsets in faceDirections: point = map(lambda a, b:a + b, intProjectedPoint, offsets) try: @@ -544,7 +544,7 @@ class CameraViewport(GLViewport): except ChunkNotPresent: pass - #check each component of the face vector to see if that face is exposed + # check each component of the face vector to see if that face is exposed if tuple(d) not in potentialOffsets: av[i] = 0 i = av.index(max(av)) @@ -568,7 +568,7 @@ class CameraViewport(GLViewport): if len(potentialOffsets): d = potentialOffsets[0] else: - #use the top face as a fallback + # use the top face as a fallback d = [0, 1, 0] return intProjectedPoint, d @@ -720,7 +720,7 @@ class CameraViewport(GLViewport): def menu_picked(index): c = u'\xa7' + hex(index)[-1] currentField = panel.focus_switch.focus_switch - currentField.text += c #xxx view hierarchy + currentField.text += c # xxx view hierarchy currentField.insertion_point = len(currentField.text) @@ -806,7 +806,7 @@ class CameraViewport(GLViewport): chestItemTable.click_row = selectTableRow fieldRow = ( - #IntInputRow("Slot: ", ref=AttrRef(chestWidget, 'Slot'), min= -128, max=127), + # IntInputRow("Slot: ", ref=AttrRef(chestWidget, 'Slot'), min= -128, max=127), IntInputRow("ID: ", ref=AttrRef(chestWidget, 'id'), min=0, max=32767), IntInputRow("DMG: ", ref=AttrRef(chestWidget, 'Damage'), min= -32768, max=32767), IntInputRow("Count: ", ref=AttrRef(chestWidget, 'Count'), min= -128, max=127), @@ -822,7 +822,7 @@ class CameraViewport(GLViewport): deleteSameDamage = CheckBoxLabel("Only delete items with the same damage value") deleteBlocksToo = CheckBoxLabel("Also delete blocks placed in the world") - if id not in (8, 9, 10, 11): #fluid blocks + if id not in (8, 9, 10, 11): # fluid blocks deleteBlocksToo.value = True w = wrapped_label("WARNING: You are about to modify the entire world. This cannot be undone. Really delete all copies of this item from all land, chests, furnaces, dispensers, dropped items, item-containing tiles, and player inventories in this world?", 60) @@ -953,8 +953,8 @@ class CameraViewport(GLViewport): if self.rightMouseDragStart is None: return td = datetime.now() - self.rightMouseDragStart - #except AttributeError: return; - #print "RightClickUp: ", td + # except AttributeError: return; + # print "RightClickUp: ", td if td.seconds > 0 or td.microseconds > 280000: self.mouseLookOff() @@ -982,7 +982,7 @@ class CameraViewport(GLViewport): self.editor.endSelection() edit(point) else: - #detect "container" tiles + # detect "container" tiles try: te = self.editor.level.tileEntityAt(*point) if te and "Items" in te and "id" in te: @@ -1014,7 +1014,7 @@ class CameraViewport(GLViewport): self.editor.key_down(evt) self.editor.focus_on(None) - #self.focus_switch = None + # self.focus_switch = None def mouse_up(self, evt): button = remapMouseButton(evt.button) @@ -1051,10 +1051,10 @@ class CameraViewport(GLViewport): - #adjustLimit = 2; + # adjustLimit = 2; - #self.oldMousePosition = (x, y) - #if (self.startingMousePosition[0] - x > adjustLimit or self.startingMousePosition[1] - y > adjustLimit or + # self.oldMousePosition = (x, y) + # if (self.startingMousePosition[0] - x > adjustLimit or self.startingMousePosition[1] - y > adjustLimit or # self.startingMousePosition[0] - x < -adjustLimit or self.startingMousePosition[1] - y < -adjustLimit): # mouse.set_pos(*self.startingMousePosition) # event.get(MOUSEMOTION); @@ -1110,7 +1110,7 @@ class CameraViewport(GLViewport): def drawCeiling(self): glMatrixMode(GL_MODELVIEW) - #glPushMatrix() + # glPushMatrix() x,y,z = self.cameraPosition x -= x % 16 z -= z % 16 @@ -1254,13 +1254,13 @@ class CameraViewport(GLViewport): self.render() def render(self): - #if self.visibilityCheck: + # if self.visibilityCheck: if True: self.viewingFrustum = frustum.Frustum.fromViewingMatrix() else: self.viewingFrustum = None - #self.editor.drawStars(); + # self.editor.drawStars(); if self.drawSky: self.drawSkyBackground() if self.drawFog: @@ -1283,11 +1283,11 @@ class CameraViewport(GLViewport): focusPair = self.blockFaceUnderCursor if focusPair is not None: - #xxx whose job is it to check this stuff + # xxx whose job is it to check this stuff (blockPosition, faceDirection) = focusPair if None != blockPosition: self.editor.updateInspectionString(blockPosition) - #for t in self.toolbar.tools: + # for t in self.toolbar.tools: if self.find_widget(mouse.get_pos()) == self: ct = self.editor.currentTool @@ -1308,7 +1308,7 @@ class CameraViewport(GLViewport): class ChunkViewport(CameraViewport): - defaultScale = 1.0 #pixels per block + defaultScale = 1.0 # pixels per block def __init__(self, *a, **kw): CameraViewport.__init__(self, *a, **kw) @@ -1349,12 +1349,12 @@ class ChunkViewport(CameraViewport): self.zoom(self.incrementFactor) def mouse_down(self, evt): - if evt.button == 4: #wheel up - zoom in + if evt.button == 4: # wheel up - zoom in # if self.defaultScale == 4.0: # self.editor.swapViewports() # else: self.zoomIn() - elif evt.button == 5: #wheel down - zoom out + elif evt.button == 5: # wheel down - zoom out self.zoomOut() else: super(ChunkViewport, self).mouse_down(evt) @@ -1435,8 +1435,8 @@ class LevelEditor(GLViewport): self.sixteenBlockTex = self.genSixteenBlockTexture() - #print "FontRenderer()" - #self.Font = Font("Verdana, Arial", 18) + # print "FontRenderer()" + # self.Font = Font("Verdana, Arial", 18) print "generateStars()" self.generateStars() @@ -1522,7 +1522,7 @@ class LevelEditor(GLViewport): readoutGrid, viewButton, self.viewportButton) - #row += (Button("CR Info", action=self.showChunkRendererInfo), ) + # row += (Button("CR Info", action=self.showChunkRendererInfo), ) row = Row(row) self.add(row) self.statusLabel = ValueDisplay(width=self.width, ref=AttrRef(self, "statusText")) @@ -1579,8 +1579,8 @@ class LevelEditor(GLViewport): h = 0 y = max(self.mainViewport.cameraPosition[1], h + 2) self.mainViewport.cameraPosition = x, y, z - #self.mainViewport.yaw = 180.0 - #self.mainViewport.pitch = 90.0 + # self.mainViewport.yaw = 180.0 + # self.mainViewport.pitch = 90.0 self.mainViewport.cameraVector = self.mainViewport._cameraVector() self.renderer.overheadMode = False self.viewportButton.text = "Chunk View" @@ -1738,7 +1738,7 @@ class LevelEditor(GLViewport): blockRows = [("({0}:{1})".format(block.ID, block.blockData), block.name, count) for block, count in counts] - #blockRows.sort(key=lambda x:alphanum_key(x[2]), reverse=True) + # blockRows.sort(key=lambda x:alphanum_key(x[2]), reverse=True) rows = list(blockRows) @@ -1837,7 +1837,7 @@ class LevelEditor(GLViewport): self.toolbar.anchor = 'bwh' self.add(self.toolbar) - self.toolbar.bottom = self.viewportContainer.bottom #bottoms are touching + self.toolbar.bottom = self.viewportContainer.bottom # bottoms are touching self.toolbar.centerx = self.centerx @@ -1875,7 +1875,7 @@ class LevelEditor(GLViewport): teximage[-1:] = darkColor teximage[:, -1:] = darkColor teximage[:, :2] = darkColor - #GL.glTexParameter(GL.GL_TEXTURE_2D, + # GL.glTexParameter(GL.GL_TEXTURE_2D, # GL.GL_TEXTURE_MIN_FILTER, # GL.GL_NEAREST_MIPMAP_NEAREST), GL.glTexParameter(GL.GL_TEXTURE_2D, @@ -1905,13 +1905,13 @@ class LevelEditor(GLViewport): def drawConstructionCube(self, box, color, texture=None): if texture == None: texture = self.sixteenBlockTex - #textured cube faces + # textured cube faces glEnable(GL_BLEND) glEnable(GL_DEPTH_TEST) glDepthMask(False) - #edges within terrain + # edges within terrain glDepthFunc(GL_GREATER) try: glColor(color[0], color[1], color[2], max(color[3], 0.35)) @@ -1921,7 +1921,7 @@ class LevelEditor(GLViewport): glLineWidth(1.0) drawCube(box, cubeType=GL_LINE_STRIP) - #edges on or outside terrain + # edges on or outside terrain glDepthFunc(GL_LEQUAL) glColor(color[0], color[1], color[2], max(color[3] * 2, 0.75)) glLineWidth(2.0) @@ -1971,11 +1971,11 @@ class LevelEditor(GLViewport): if pdim and pdim in level.dimensions: level = level.dimensions[pdim] - except (KeyError, PlayerNotFound): #TagNotFound - #player tag not found, maybe + except (KeyError, PlayerNotFound): # TagNotFound + # player tag not found, maybe try: self.currentViewport.cameraPosition = level.playerSpawnPosition() - except KeyError: #TagNotFound + except KeyError: # TagNotFound self.currentViewport.cameraPosition = array((0, level.Height * 0.75, 0)) self.mainViewport.yaw = -45. self.mainViewport.pitch = 0.0 @@ -2100,7 +2100,7 @@ class LevelEditor(GLViewport): @alertException def reload(self): filename = self.level.filename - #self.discardAllChunks() + # self.discardAllChunks() self.level.close() self.loadFile(filename) @@ -2108,7 +2108,7 @@ class LevelEditor(GLViewport): @alertException def saveFile(self): with setWindowCaption("SAVING - "): - if isinstance(self.level, ChunkedLevelMixin): #xxx relight indev levels? + if isinstance(self.level, ChunkedLevelMixin): # xxx relight indev levels? level = self.level if level.parentWorld: level = level.parentWorld; @@ -2137,7 +2137,7 @@ class LevelEditor(GLViewport): saveInfoLabel = Label(self.saveInfoLabelText) saveInfoLabel.anchor = "blwh" - #saveInfoLabel.width = 500; + # saveInfoLabel.width = 500; saveInfoBackground.add(saveInfoLabel) saveInfoBackground.shrink_wrap() @@ -2214,7 +2214,7 @@ class LevelEditor(GLViewport): self.doWorkUnit() def activeevent(self, evt): - if evt.state & 0x4: #minimized + if evt.state & 0x4: # minimized if evt.gain == 0: debug("Offscreen") self.onscreen = False @@ -2226,7 +2226,7 @@ class LevelEditor(GLViewport): self.onscreen = True self.invalidate() - if evt.state & 0x1: #mouse enter/leave + if evt.state & 0x1: # mouse enter/leave if evt.gain == 0: debug("Mouse left") self.mouseEntered = False @@ -2268,13 +2268,13 @@ class LevelEditor(GLViewport): return repr(e) - def toolMouseDown(self, evt, f): #xxx f is a tuple + def toolMouseDown(self, evt, f): # xxx f is a tuple if self.level: if None != f: (focusPoint, direction) = f self.currentTool.mouseDown(evt, focusPoint, direction) - def toolMouseUp(self, evt, f): #xxx f is a tuple + def toolMouseUp(self, evt, f): # xxx f is a tuple if self.level: if None != f: (focusPoint, direction) = f @@ -2286,7 +2286,7 @@ class LevelEditor(GLViewport): self.key_up(evt) def mouse_drag(self, evt): - #if 'button' not in evt.dict or evt.button != 1: return + # if 'button' not in evt.dict or evt.button != 1: return if self.level: f = self.blockFaceUnderCursor if None != f: @@ -2445,7 +2445,7 @@ class LevelEditor(GLViewport): self.mainViewport.brakeOff() - #if keyname == 'left ctrl' or keyname == 'right ctrl': + # if keyname == 'left ctrl' or keyname == 'right ctrl': # self.hideControls(); @@ -2472,7 +2472,7 @@ class LevelEditor(GLViewport): if keyname == config.config.get('Keys', 'Pan Down'): cp[1] = 0. - #if keyname in ("left alt", "right alt"): + # if keyname in ("left alt", "right alt"): def key_down(self, evt): @@ -2538,7 +2538,7 @@ class LevelEditor(GLViewport): if keyname == 'f9': if mods & KMOD_ALT: self.parent.reloadEditor() - #=========================================================== + # =========================================================== # debugPanel = Panel() # buttonColumn = [ # Button("Reload Editor", action=self.parent.reloadEditor), @@ -2546,7 +2546,7 @@ class LevelEditor(GLViewport): # debugPanel.add(Column(buttonColumn)) # debugPanel.shrink_wrap(); # self.add_centered(debugPanel) - #=========================================================== + # =========================================================== elif mods & KMOD_SHIFT: raise GLError(err=1285, description="User pressed CONTROL-SHIFT-F9, requesting a GL Memory Error") @@ -2606,7 +2606,7 @@ class LevelEditor(GLViewport): self.toolbar.tools[0].endSelection() self.mouseLookOff() - #movement + # movement if keyname == config.config.get('Keys', 'Left'): d[0] = -1. im[0] = -1. @@ -2640,12 +2640,12 @@ class LevelEditor(GLViewport): if keyname == config.config.get('Keys', 'Confirm Construction'): self.confirmConstruction() - #======================================================================= + # ======================================================================= # if keyname == config.config.get('Keys','Toggle Flat Shading'): # self.renderer.swapMipmapping(); # if keyname == config.config.get('Keys','Toggle Lighting'): # self.renderer.toggleLighting(); - #======================================================================= + # ======================================================================= if keyname == config.config.get('Keys', 'Toggle FPS Counter'): self.swapDebugLevels() @@ -2677,7 +2677,7 @@ class LevelEditor(GLViewport): Label("Goto Position:"), Label("(click anywhere to teleport)"), inputRow, - #Row( (Button("Cancel"), Button("Goto")), align="r" ) + # Row( (Button("Cancel"), Button("Goto")), align="r" ) ) column = Column(column) gotoPanel.add(column) @@ -2768,15 +2768,15 @@ class LevelEditor(GLViewport): if hasattr(self.level, 'Time'): time = self.level.Time - #timezone adjust - - #minecraft time shows 0:00 on day 0 at the first sunrise - #I want that to be 6:00 on day 1, so I add 30 hours + # timezone adjust - + # minecraft time shows 0:00 on day 0 at the first sunrise + # I want that to be 6:00 on day 1, so I add 30 hours timezoneAdjust = ticksPerHour * 30 time += timezoneAdjust d, h, m, tick = decomposeMCTime(time) - dayInput = IntField(value=d, min=1) #ref=AttrRef(self, "Day")) + dayInput = IntField(value=d, min=1) # ref=AttrRef(self, "Day")) items.append(Row((Label("Day: "), dayInput))) timeInput = TimeField(value=(h, m)) @@ -2832,7 +2832,7 @@ class LevelEditor(GLViewport): revealButton = Button("Open Folder", action=openFolder) items.append(revealButton) - #if all(hasattr(self.level, i) for i in ("Length", "Width", "Height")): + # if all(hasattr(self.level, i) for i in ("Length", "Width", "Height")): size = self.level.size sizelabel = Label("{L}L x {W}W x {H}H".format(L=size[2], H=size[1], W=size[0])) items.append(sizelabel) @@ -2858,7 +2858,7 @@ class LevelEditor(GLViewport): time -= timezoneAdjust if self.level.Time != time: self.level.Time = time - #xxx TimeChangeOperation + # xxx TimeChangeOperation self.addUnsavedEdit() if hasattr(self.level, 'RandomSeed'): @@ -2943,7 +2943,7 @@ class LevelEditor(GLViewport): worldData = [[dateFormat(d), nameFormat(w), str(w.dimensions.keys())[1:-1], w, d] for w, d in ((w, dateobj(w.LastPlayed)) for w in worlds)] worldData.sort(key=lambda (a, b, dim, w, d):d, reverse=True) - #worlds = [w[2] for w in worldData] + # worlds = [w[2] for w in worldData] worldTable.selectedWorldIndex = 0 worldTable.num_rows = lambda : len(worldData) @@ -2992,10 +2992,10 @@ class LevelEditor(GLViewport): winput = IntInputRow("East-West Chunks: ", ref=AttrRef(newWorldPanel, "w"), min=0) hinput = IntInputRow("North-South Chunks: ", ref=AttrRef(newWorldPanel, "h"), min=0) - #grassinputrow = Row( (Label("Grass: ") - #from editortools import BlockButton - #blockInput = BlockButton(alphaMaterials, alphaMaterials.Grass) - #blockInputRow = Row( (Label("Surface: "), blockInput) ) + # grassinputrow = Row( (Label("Grass: ") + # from editortools import BlockButton + # blockInput = BlockButton(alphaMaterials, alphaMaterials.Grass) + # blockInputRow = Row( (Label("Surface: "), blockInput) ) types = ["Survival", "Creative"] def gametype(t): @@ -3032,7 +3032,7 @@ class LevelEditor(GLViewport): self.freezeStatus("Creating world...") try: newlevel = MCInfdevOldLevel(filename=filename, create=True, random_seed = seed) - #chunks = list(itertools.product(xrange(w / 2 - w + cx, w / 2 + cx), xrange(h / 2 - h + cz, h / 2 + cz))) + # chunks = list(itertools.product(xrange(w / 2 - w + cx, w / 2 + cx), xrange(h / 2 - h + cz, h / 2 + cz))) if generatorPanel.generatorChoice.selectedChoice == "Flatland": y = generatorPanel.chunkHeight @@ -3111,7 +3111,7 @@ class LevelEditor(GLViewport): def pasteSchematic(self, schematic): if schematic == None: return self.currentTool.cancel() - craneTool = self.toolbar.tools[5] #xxx + craneTool = self.toolbar.tools[5] # xxx self.currentTool = craneTool craneTool.loadLevel(schematic) @@ -3178,7 +3178,7 @@ class LevelEditor(GLViewport): self.frames += 1 frameDuration = self.getFrameDuration() - while frameDuration > (datetime.now() - self.frameStartTime): #if it's less than 0ms until the next frame, go draw. otherwise, go work. + while frameDuration > (datetime.now() - self.frameStartTime): # if it's less than 0ms until the next frame, go draw. otherwise, go work. self.doWorkUnit() if self.showWorkInfo: self.updateWorkInfoPanel() @@ -3186,8 +3186,8 @@ class LevelEditor(GLViewport): frameStartTime = datetime.now() timeDelta = frameStartTime - self.frameStartTime - #self.addDebugString("FrameStart: {0} CameraTick: {1}".format(frameStartTime, self.mainViewport.lastTick)) - #self.addDebugString("D: %d, " % () ) + # self.addDebugString("FrameStart: {0} CameraTick: {1}".format(frameStartTime, self.mainViewport.lastTick)) + # self.addDebugString("D: %d, " % () ) self.currentFrameDelta = timeDelta self.frameSamples.pop(0) @@ -3215,7 +3215,7 @@ class LevelEditor(GLViewport): len(self.workers), self.renderer.workFactor) - if True: #xxx + if True: # xxx self.debugString += "DL: {dl} ({dlcount}), Tx: {t}, gc: {g}, ".format( dl=len(glutils.DisplayList.allLists), dlcount=glutils.gl.listCount, t=len(glutils.Texture.allTextures), g=len(gc.garbage)) @@ -3227,7 +3227,7 @@ class LevelEditor(GLViewport): self.renderer.addDebugInfo(self.addDebugString) - #if self.onscreen: + # if self.onscreen: def createWorkInfoPanel(self): infos = [] @@ -3332,7 +3332,7 @@ class LevelEditor(GLViewport): self.inspectionString += ", Ch(%d, %d): %s" % (cx, cz, path) - else: #classic + else: # classic blockID = self.level.blockAt(*blockPosition) self.inspectionString += "ID: %d (%s), " % ( blockID, self.level.materials.names[blockID][0]) @@ -3361,19 +3361,19 @@ class LevelEditor(GLViewport): # glColor(1.0, 0., 0., 1.0); # -# #glDrawBuffer(GL_FRONT); +# # glDrawBuffer(GL_FRONT); # glMatrixMode(GL_PROJECTION); # glPushMatrix(); # glRasterPos(50, 100); # for i in string: # glutBitmapCharacter(GLUT_BITMAP_HELVETICA_18, ord(i)); # -# #glDrawBuffer(GL_BACK); +# # glDrawBuffer(GL_BACK); # glMatrixMode(GL_PROJECTION); # glPopMatrix(); # glFlush(); # display.flip(); -# #while(True): pass; +# # while(True): pass; def selectionSize(self): return self.selectionTool.selectionSize() @@ -3442,7 +3442,7 @@ class LevelEditor(GLViewport): infoPanel.topleft = self.viewportContainer.topleft self.add(infoPanel) infoPanel.click_outside_response = -1 - #infoPanel.present() + # infoPanel.present() ## def testGLSL(self): @@ -3464,7 +3464,7 @@ class LevelEditor(GLViewport): ## 0, GL_RED, GL_UNSIGNED_BYTE, ## blocks) ## -## #return +## # return ## ## glBindTexture(GL_TEXTURE_2D, destTex); ## glTexImage2D(GL_TEXTURE_2D, 0, 1, @@ -3506,7 +3506,7 @@ class LevelEditor(GLViewport): ## glLinkProgram(prog) ## ## glUseProgram(prog); -## #return +## # return ## glDisable(GL_DEPTH_TEST); ## glVertexPointer(2, GL_FLOAT, 0, [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]); ## glDrawArrays(GL_QUADS, 0, 4); @@ -3535,21 +3535,21 @@ class LevelEditor(GLViewport): class EditorToolbar(GLOrtho): - #is_gl_container = True; + # is_gl_container = True; toolbarSize = (184, 24) tooltipsUp = True toolbarTextureSize = (182., 22.) currentToolTextureRect = (0., 22., 24., 24.) - toolbarWidthRatio = 0.5 #toolbar's width as fraction of screen width. + toolbarWidthRatio = 0.5 # toolbar's width as fraction of screen width. def toolbarSizeForScreenWidth(self, width): f = max(1, int(width + 398) / 400) return map(lambda x:x * f, self.toolbarSize) - #return ( self.toolbarWidthRatio * width, + # return ( self.toolbarWidthRatio * width, # self.toolbarWidthRatio * width * self.toolbarTextureSize[1] / self.toolbarTextureSize[0] ) def __init__(self, rect, tools, *args, **kw): @@ -3574,7 +3574,7 @@ class EditorToolbar(GLOrtho): self.size = self.toolbarSizeForScreenWidth(self.parent.width) self.centerx = self.parent.centerx self.bottom = self.parent.viewportContainer.bottom - #xxx resize children when get + # xxx resize children when get def getTooltipText(self): @@ -3604,7 +3604,7 @@ class EditorToolbar(GLOrtho): def showToolOptions(self, toolNumber): if toolNumber < len(self.tools) and toolNumber >= 0: t = self.tools[toolNumber] - #if not t.toolEnabled(): return; + # if not t.toolEnabled(): return; if t.optionsPanel: t.optionsPanel.present() @@ -3724,9 +3724,9 @@ class EditorToolbar(GLOrtho): self.toolbarDisplayList.call(self.drawToolbar) glColor(1.0, 1.0, 0.0) - #glEnable(GL_BLEND); + # glEnable(GL_BLEND); - #with gl.glPushMatrix(GL_TEXTURE): + # with gl.glPushMatrix(GL_TEXTURE): # glLoadIdentity() # self.gfont.flatPrint("ADLADLADLADLADL") @@ -3736,17 +3736,17 @@ class EditorToolbar(GLOrtho): except ValueError: pass else: - #draw a bright rectangle around the current tool + # draw a bright rectangle around the current tool (texx, texy, texw, texh) = self.currentToolTextureRect - #=================================================================== + # =================================================================== # tx = tx + tw * float(currentToolNumber) / 9. # tx = tx - (2./20.)*float(tw) / 9 # ty = ty - (2./20.)*th - # #tw = th; + # # tw = th; # tw = (24./20.)* th # th = tw; # - #=================================================================== + # =================================================================== tx = 20. * float(currentToolNumber) ty = 0. tw = 24.