diff --git a/leveleditor.py b/leveleditor.py index d9b1e3e..2556dfa 100644 --- a/leveleditor.py +++ b/leveleditor.py @@ -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.