pep8 compliance: W291 trailing whitespace

This commit is contained in:
David Sowder 2012-02-19 19:41:42 -06:00
parent a24b338d1c
commit ec9cffcf49

View File

@ -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
@ -652,7 +652,7 @@ class CameraViewport(GLViewport):
mobTable.selectedIndex = 0
def selectedMob():
return mobs[mobTable.selectedIndex]
return mobs[mobTable.selectedIndex]
id = tileEntity["EntityId"].value
@ -1273,7 +1273,7 @@ class CameraViewport(GLViewport):
self.editor.renderer.draw()
focusPair = None
if self.showCeiling and not self.editor.renderer.inSpace():
if self.showCeiling and not self.editor.renderer.inSpace():
self.drawCeiling()
if self.editor.level:
@ -1378,7 +1378,7 @@ class ChunkViewport(CameraViewport):
x, y, z = self.cameraPosition
dx, dz = evt.rel
self.cameraPosition = (
x - dx / self.defaultScale,
x - dx / self.defaultScale,
y,
z - dz / self.defaultScale)
else:
@ -1397,7 +1397,7 @@ class ChunkViewport(CameraViewport):
pass
# if self.defaultScale >= 0.5:
# return super(ChunkViewport, self).drawCeiling()
#
#
class LevelEditor(GLViewport):
anchor = "tlbr"
def __init__(self, mcedit):
@ -1446,16 +1446,16 @@ class LevelEditor(GLViewport):
viewDistanceUp = Button(">", action=self.increaseViewDistance)
viewDistanceReadout = ValueDisplay(width=40, ref=AttrRef(self.renderer, "viewDistance"))
chunksReadout = SmallValueDisplay(width=140,
chunksReadout = SmallValueDisplay(width=140,
get_value=lambda:"Chunks: %d" % len(self.renderer.chunkRenderers),
tooltipText = "Number of chunks loaded into the renderer.")
fpsReadout = SmallValueDisplay(width=80,
fpsReadout = SmallValueDisplay(width=80,
get_value=lambda:"fps: %0.1f" % self.averageFPS,
tooltipText = "Frames per second.")
cpsReadout = SmallValueDisplay(width=100,
cpsReadout = SmallValueDisplay(width=100,
get_value=lambda:"cps: %0.1f" % self.averageCPS,
tooltipText = "Chunks per second.")
mbReadout = SmallValueDisplay(width=60,
mbReadout = SmallValueDisplay(width=60,
get_value=lambda:"MBv: %0.1f" % (self.renderer.bufferUsage / 1000000.),
tooltipText = "Memory used for vertexes")
@ -1478,7 +1478,7 @@ class LevelEditor(GLViewport):
return sum(size(c) for c in chunks.itervalues())
mbldReadout = SmallValueDisplay(width=60,
mbldReadout = SmallValueDisplay(width=60,
get_value=lambda:"MBd: %0.1f" % (dataSize() / 1000000.),
tooltipText = "Memory used for saved game data.")
@ -1488,18 +1488,18 @@ class LevelEditor(GLViewport):
col.append(CheckBoxLabel("Items", fg_color = (0x22, 0xff, 0x22), ref=Settings.drawItems.propertyRef()))
col.append(CheckBoxLabel("TileEntities", fg_color = (0xff, 0xff, 0x22), ref=Settings.drawTileEntities.propertyRef()))
col.append(CheckBoxLabel("TileTicks", ref=Settings.drawTileTicks.propertyRef()))
col.append(CheckBoxLabel("Unpopulated Chunks", fg_color = renderer.TerrainPopulatedRenderer.color,
col.append(CheckBoxLabel("Unpopulated Chunks", fg_color = renderer.TerrainPopulatedRenderer.color,
ref=Settings.drawUnpopulatedChunks.propertyRef()))
col.append(CheckBoxLabel("Sky", ref=Settings.drawSky.propertyRef()))
col.append(CheckBoxLabel("Fog", ref=Settings.drawFog.propertyRef()))
col.append(CheckBoxLabel("Ceiling",
col.append(CheckBoxLabel("Ceiling",
ref=Settings.showCeiling.propertyRef()))
col.append(CheckBoxLabel("Hidden Ores",
col.append(CheckBoxLabel("Hidden Ores",
ref=Settings.showHiddenOres.propertyRef()))
col.append(CheckBoxLabel("Chunk Redraw", fg_color = (0xff, 0x99, 0x99),
col.append(CheckBoxLabel("Chunk Redraw", fg_color = (0xff, 0x99, 0x99),
ref=Settings.showChunkRedraw.propertyRef()))
col = Column(col, align="r")
@ -1518,7 +1518,7 @@ class LevelEditor(GLViewport):
self.viewportButton = Button("Camera View", action=self.swapViewports,
tooltipText = "Shortcut: TAB")
row = (viewDistanceDown, Label("View Distance:"), viewDistanceReadout, viewDistanceUp,
row = (viewDistanceDown, Label("View Distance:"), viewDistanceReadout, viewDistanceUp,
readoutGrid, viewButton, self.viewportButton)
@ -1769,11 +1769,11 @@ class LevelEditor(GLViewport):
def sortKey(x):
val = x[colnum]
if isinstance(val, basestring):
if isinstance(val, basestring):
alphanum_key(val)
return val
blockRows.sort(key = sortKey,
blockRows.sort(key = sortKey,
reverse = table.reverseSort)
table.sortColumn = col
rows[:] = blockRows
@ -1790,7 +1790,7 @@ class LevelEditor(GLViewport):
tableBacking.shrink_wrap()
def saveToFile():
filename = askSaveFile( mcplatform.docsFolder,
filename = askSaveFile( mcplatform.docsFolder,
title='Save analysis...',
defaultName=self.level.displayName + "_analysis",
filetype='Comma Separated Values\0*.txt\0\0',
@ -1893,14 +1893,14 @@ class LevelEditor(GLViewport):
teximage[:, :2] = darkColor
GL.glTexImage2D(GL.GL_TEXTURE_2D, lev, GL.GL_RGBA8,
w/step, h/step, 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
w/step, h/step, 0,
GL.GL_RGBA, GL.GL_UNSIGNED_BYTE,
teximage[::step, ::step].ravel())
return Texture(makeSixteenBlockTex, mode)
def showProgress(self, *a, **kw):
def showProgress(self, *a, **kw):
return showProgress(*a, **kw)
def drawConstructionCube(self, box, color, texture=None):
@ -2196,8 +2196,8 @@ class LevelEditor(GLViewport):
if any(self.cameraInputs) or any(self.cameraPanKeys):
self.postMouseMoved()
if(self.renderer.needsImmediateRedraw or
(self.renderer.needsRedraw and datetime.now() - self.lastRendererDraw > timedelta(0, 1, 0) / 3)):
if(self.renderer.needsImmediateRedraw or
(self.renderer.needsRedraw and datetime.now() - self.lastRendererDraw > timedelta(0, 1, 0) / 3)):
self.invalidate()
self.lastRendererDraw = datetime.now()
if self.renderer.needsImmediateRedraw:
@ -2309,7 +2309,7 @@ class LevelEditor(GLViewport):
self.dragInProgress = True;
self.dragStartPoint = (x,y)
self.currentOperation.dragStart(x,y)
'
'
def mouseDragOff(self):
if self.dragInProgress:
self.dragInProgress = False
@ -2333,12 +2333,12 @@ class LevelEditor(GLViewport):
# pos = self.blockFaceUnderCursor[0];
# blockID = self.level.blockAt(*pos)
# blockData = self.level.blockDataAt(*pos)
#
#
# return "{name} ({bid})\n{pos}".format(name=self.level.materials.names[blockID][blockData], bid=blockID,pos=pos)
#
#
# except Exception, e:
# return None
#
#
def generateStars(self):
starDistance = 999.0
@ -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.
@ -2768,7 +2768,7 @@ class LevelEditor(GLViewport):
if hasattr(self.level, 'Time'):
time = self.level.Time
#timezone adjust -
#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
@ -3360,7 +3360,7 @@ class LevelEditor(GLViewport):
return
# glColor(1.0, 0., 0., 1.0);
#
#
# #glDrawBuffer(GL_FRONT);
# glMatrixMode(GL_PROJECTION);
# glPushMatrix();
@ -3455,24 +3455,24 @@ class LevelEditor(GLViewport):
##
## print blockCount, fbo;
##
## destBlocks = zeros(blockCount, 'uint8')
## destBlocks = zeros(blockCount, 'uint8')
## (sourceTex, destTex) = glGenTextures(2)
##
##
## glBindTexture(GL_TEXTURE_3D, sourceTex);
## glTexImage3D(GL_TEXTURE_3D, 0, 1,
## level.Width, level.Length, level.Height,
## 0, GL_RED, GL_UNSIGNED_BYTE,
## blocks)
##
##
## #return
##
##
## glBindTexture(GL_TEXTURE_2D, destTex);
## glTexImage2D(GL_TEXTURE_2D, 0, 1,
## level.Width, level.Length,
## 0, GL_RED, GL_UNSIGNED_BYTE, destBlocks)
## glTexParameter(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
## glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, destTex, 0)
##
##
## vertShader = glCreateShader(GL_VERTEX_SHADER)
##
## vertShaderSource = """
@ -3484,7 +3484,7 @@ class LevelEditor(GLViewport):
##
## glShaderSource(vertShader, vertShaderSource);
## glCompileShader(vertShader);
##
##
## fragShader = glCreateShader(GL_FRAGMENT_SHADER)
##
## fragShaderSource = """
@ -3496,9 +3496,9 @@ class LevelEditor(GLViewport):
##
## glShaderSource(fragShader, fragShaderSource);
## glCompileShader(fragShader);
##
##
##
##
##
## prog = glCreateProgram()
##
## glAttachShader(prog, vertShader)
@ -3511,11 +3511,11 @@ class LevelEditor(GLViewport):
## 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);
## glEnable(GL_DEPTH_TEST);
##
##
## glFlush();
## destBlocks = glGetTexImage(GL_TEXTURE_2D, 0, GL_RED, GL_UNSIGNED_BYTE);
## print destBlocks, destBlocks[0:8];
## raise SystemExit;
## raise SystemExit;
def handleMemoryError(self):
if self.renderer.viewDistance <= 2:
@ -3549,7 +3549,7 @@ class EditorToolbar(GLOrtho):
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):
@ -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()
@ -3745,7 +3745,7 @@ class EditorToolbar(GLOrtho):
# #tw = th;
# tw = (24./20.)* th
# th = tw;
#
#
#===================================================================
tx = 20. * float(currentToolNumber)
ty = 0.