status line, etc.

This commit is contained in:
David Rose 2009-02-06 20:40:05 +00:00
parent 797a71c6f9
commit 8b72ac6d8d

View File

@ -22,6 +22,8 @@ class TexMemWatcher(DirectObject):
NextIndex = 1
StatusHeight = 20 # in pixels
def __init__(self, gsg = None, limit = None):
DirectObject.__init__(self)
@ -30,6 +32,7 @@ class TexMemWatcher(DirectObject):
TexMemWatcher.NextIndex += 1
self.cleanedUp = False
self.top = 1.0
# If no GSG is specified, use the main GSG.
if gsg is None:
@ -55,14 +58,15 @@ class TexMemWatcher(DirectObject):
self.pipe = None
# We should use a tinydisplay pipe, so we don't compete for the
# graphics memory.
moduleName = base.config.GetString('tex-mem-pipe', 'tinydisplay')
# Set this to tinydisplay if you're running on a machine with
# limited texture memory. That way you won't compete for
# texture memory with the main scene.
moduleName = base.config.GetString('tex-mem-pipe', '')
if moduleName:
self.pipe = base.makeModulePipe(moduleName)
# If the requested pipe fails for some reason, I guess we'll
# use the regular pipe.
# If the requested pipe fails for some reason, we'll use the
# regular pipe.
if not self.pipe:
self.pipe = base.pipe
@ -83,43 +87,18 @@ class TexMemWatcher(DirectObject):
self.win.setWindowEvent(eventName)
self.accept(eventName, self.windowEvent)
# Make a render2d in this new window.
self.render2d = NodePath('render2d')
self.render2d.setDepthTest(False)
self.render2d.setDepthWrite(False)
self.render2d.setTwoSided(True)
# And a camera to view it.
self.dr = self.win.makeDisplayRegion()
cam = Camera('cam2d')
self.lens = OrthographicLens()
self.lens.setNearFar(-1000, 1000)
cam.setLens(self.lens)
self.cam = self.render2d.attachNewNode(cam)
self.dr.setCamera(self.cam)
# We'll need a Mouse and a MouseWatcher in the data graph, so
# we can interact with the various textures.
# We'll need a mouse object to get mouse events.
self.mouse = base.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, '%s-mouse' % (self.name)))
self.mw = MouseWatcher('%s-watcher' % (self.name))
mwnp = self.mouse.attachNewNode(self.mw)
bt = ButtonThrower('%s-thrower' % (self.name))
mwnp.attachNewNode(bt)
self.mouse.attachNewNode(bt)
bt.setPrefix('button-%s-' % (self.name))
self.accept('button-%s-mouse1' % (self.name), self.mouseClick)
eventName = '%s-enter' % (self.name)
self.mw.setEnterPattern(eventName)
self.accept(eventName, self.enterRegion)
eventName = '%s-leave' % (self.name)
self.mw.setLeavePattern(eventName)
self.accept(eventName, self.leaveRegion)
self.setupGui()
self.setupCanvas()
# Now start handling up the actual stuff in the scene.
self.canvas = self.render2d.attachNewNode('canvas')
self.background = None
self.overflowing = False
self.nextTexRecordKey = 0
@ -132,6 +111,119 @@ class TexMemWatcher(DirectObject):
self.setLimit(limit)
def setupGui(self):
""" Creates the gui elements and supporting structures. """
self.render2d = NodePath('render2d')
self.render2d.setDepthTest(False)
self.render2d.setDepthWrite(False)
self.render2d.setTwoSided(True)
self.render2d.setBin('unsorted', 0)
# Create a DisplayRegion and an associated camera.
dr = self.win.makeDisplayRegion()
cam = Camera('cam2d')
self.lens = OrthographicLens()
self.lens.setNearFar(-1000, 1000)
self.lens.setFilmSize(2, 2)
cam.setLens(self.lens)
np = self.render2d.attachNewNode(cam)
dr.setCamera(np)
self.aspect2d = self.render2d.attachNewNode('aspect2d')
cm = CardMaker('statusBackground')
cm.setColor(0.85, 0.85, 0.85, 1)
cm.setFrame(0, 2, 0, 2)
self.statusBackground = self.render2d.attachNewNode(cm.generate(), -1)
self.statusBackground.setPos(-1, 0, -1)
self.status = self.aspect2d.attachNewNode('status')
self.statusText = TextNode('statusText')
self.statusText.setTextColor(0, 0, 0, 1)
self.statusTextNP = self.status.attachNewNode(self.statusText)
self.statusTextNP.setScale(1.5)
self.sizeText = TextNode('sizeText')
self.sizeText.setTextColor(0, 0, 0, 1)
self.sizeText.setAlign(TextNode.ARight)
self.sizeText.setCardAsMargin(0.25, 0, 0, -0.25)
self.sizeText.setCardColor(0.85, 0.85, 0.85, 1)
self.sizeTextNP = self.status.attachNewNode(self.sizeText)
self.sizeTextNP.setScale(1.5)
def setupCanvas(self):
""" Creates the "canvas", which is the checkerboard area where
texture memory is laid out. The canvas has its own
DisplayRegion. """
self.canvasRoot = NodePath('canvasRoot')
self.canvasRoot.setDepthTest(False)
self.canvasRoot.setDepthWrite(False)
self.canvasRoot.setTwoSided(True)
self.canvasRoot.setBin('unsorted', 0)
self.canvas = self.canvasRoot.attachNewNode('canvas')
# Create a DisplayRegion and an associated camera.
self.canvasDR = self.win.makeDisplayRegion()
self.canvasDR.setSort(-10)
cam = Camera('cam2d')
self.canvasLens = OrthographicLens()
self.canvasLens.setNearFar(-1000, 1000)
cam.setLens(self.canvasLens)
np = self.canvasRoot.attachNewNode(cam)
self.canvasDR.setCamera(np)
# Create a MouseWatcher so we can interact with the various
# textures.
self.mw = MouseWatcher('%s-watcher' % (self.name))
self.mw.setDisplayRegion(self.canvasDR)
mwnp = self.mouse.attachNewNode(self.mw)
eventName = '%s-enter' % (self.name)
self.mw.setEnterPattern(eventName)
self.accept(eventName, self.enterRegion)
eventName = '%s-leave' % (self.name)
self.mw.setLeavePattern(eventName)
self.accept(eventName, self.leaveRegion)
# Create a checkerboard background card for the canvas.
p = PNMImage(2, 2, 1)
p.setGray(0, 0, 0.40)
p.setGray(1, 1, 0.40)
p.setGray(0, 1, 0.75)
p.setGray(1, 0, 0.75)
self.checkTex = Texture('checkTex')
self.checkTex.load(p)
self.checkTex.setMagfilter(Texture.FTNearest)
self.canvasBackground = None
self.makeCanvasBackground()
def makeCanvasBackground(self):
if self.canvasBackground:
self.canvasBackground.removeNode()
self.canvasBackground = self.canvasRoot.attachNewNode('canvasBackground', -100)
cm = CardMaker('background')
cm.setFrame(0, 1, 0, 1)
cm.setUvRange((0, 0), (1, 1))
self.canvasBackground.attachNewNode(cm.generate())
cm.setFrame(0, 1, 1, self.top)
cm.setUvRange((0, 1), (1, self.top))
bad = self.canvasBackground.attachNewNode(cm.generate())
bad.setColor((0.8, 0.2, 0.2, 1))
self.canvasBackground.setTexture(self.checkTex)
def setLimit(self, limit):
self.limit = limit
self.dynamicLimit = False
@ -164,11 +256,11 @@ class TexMemWatcher(DirectObject):
if self.dynamicLimit:
# Actually, we'll never exceed texture memory, so never mind.
self.top = 1
self.makeCanvasBackground()
self.canvasLens.setFilmSize(1, self.top)
self.canvasLens.setFilmOffset(0.5, self.top / 2.0) # lens covers 0..1 in x and y
self.lens.setFilmSize(1, self.top)
self.lens.setFilmOffset(0.5, self.top / 2.0) # lens covers 0..1 in x and y
self.makeWindowBackground()
self.reconfigureWindow()
def cleanup(self):
@ -208,9 +300,6 @@ class TexMemWatcher(DirectObject):
def enterRegion(self, region, buttonName):
""" the mouse has rolled over a texture. """
if self.isolate:
return
key, pi = map(int, region.getName().split(':'))
tr = self.texRecordsByKey.get(key)
if not tr:
@ -243,14 +332,12 @@ class TexMemWatcher(DirectObject):
def setRollover(self, tr, pi):
""" Sets the highlighted texture (due to mouse rollover) to
the indicated texture, or None to clear it. """
if self.rollover:
self.rollover.clearRollover()
self.rollover = tr
if self.rollover:
self.rollover.showRollover(pi, self)
self.statusText.setText(tr.tex.getName())
else:
self.statusText.setText('')
def isolateTexture(self, tr):
""" Isolates the indicated texture onscreen, or None to
@ -262,17 +349,20 @@ class TexMemWatcher(DirectObject):
self.isolated = tr
# Undo the previous call to isolate.
self.canvas.show()
self.background.clearColor()
self.canvasBackground.clearColor()
self.win.getGsg().setTextureQualityOverride(Texture.QLDefault)
self.gsg.clearFlashTexture()
if not tr:
return
# Now isolate.
self.canvas.hide()
# Disable the red bar at the top.
self.background.setColor(1, 1, 1, 1, 1)
self.canvasBackground.setColor(1, 1, 1, 1, 1)
# Show the texture in all its filtered glory.
self.win.getGsg().setTextureQualityOverride(Texture.QLBest)
@ -281,20 +371,21 @@ class TexMemWatcher(DirectObject):
self.gsg.setFlashTexture(tr.tex)
self.isolate = self.render2d.attachNewNode('isolate')
self.isolate.setBin('fixed', 0)
wx, wy = self.winSize
# Put a label on the bottom of the screen.
tn = TextNode('tn')
tn.setText('%s\n%s x %s\n%s bytes' % (
tn.setText('%s\n%s x %s\n%s' % (
tr.tex.getName(), tr.tex.getXSize(), tr.tex.getYSize(),
tr.size))
self.formatSize(tr.size)))
tn.setAlign(tn.ACenter)
tn.setCardAsMargin(100.0, 100.0, 0.1, 0.1)
tn.setCardColor(0.1, 0.2, 0.4, 1)
tnp = self.isolate.attachNewNode(tn)
scale = 15.0 / self.winSize[1]
tnp.setScale(scale * self.winSize[1] / self.winSize[0], scale, scale)
tnp.setPos(0.5, 0, -tn.getBottom() * scale)
scale = 30.0 / wy
tnp.setScale(scale * wy / wx, scale, scale)
tnp.setPos(render2d, 0, 0, -1 - tn.getBottom() * scale)
labelTop = tn.getHeight() * scale
@ -303,8 +394,8 @@ class TexMemWatcher(DirectObject):
tw = tr.tex.getXSize()
th = tr.tex.getYSize()
wx = self.winSize[0] * 0.9
wy = self.winSize[1] * (1.0 - labelTop) * 0.9
wx = float(wx)
wy = float(wy) * (2.0 - labelTop) * 0.5
w = min(tw, wx)
h = min(th, wy)
@ -316,13 +407,13 @@ class TexMemWatcher(DirectObject):
w = tw * s / float(self.winSize[0])
h = th * s / float(self.winSize[1])
cx = 0.5
cy = 1.0 - (1.0 - labelTop) * 0.5
cx = 0.0
cy = 1.0 - (2.0 - labelTop) * 0.5
l = cx - w * 0.5
r = cx + w * 0.5
b = cy - h * 0.5
t = cy + h * 0.5
l = cx - w
r = cx + w
b = cy - h
t = cy + h
cm = CardMaker('card')
cm.setFrame(l, r, b, t)
@ -343,8 +434,27 @@ class TexMemWatcher(DirectObject):
def reconfigureWindow(self):
""" Resets everything for a new window size. """
self.background.setTexScale(TextureStage.getDefault(),
self.winSize[0] / 20.0, self.winSize[1] / (20.0 * self.top))
wx, wy = self.winSize
if wx <= 0 or wy <= 0:
return
self.aspect2d.setScale(float(wy) / float(wx), 1, 1)
# Reserve self.StatusHeight pixels for the status bar;
# everything else is for the canvas.
statusScale = float(self.StatusHeight) / float(wy)
self.statusBackground.setScale(1, 1, statusScale)
self.status.setScale(statusScale)
self.statusTextNP.setPos(self.statusBackground, 0, 0, 0.5)
self.sizeTextNP.setPos(self.statusBackground, 2, 0, 0.5)
self.canvasDR.setDimensions(0, 1, statusScale, 1)
w = self.canvasDR.getPixelWidth()
h = self.canvasDR.getPixelHeight()
self.canvasBackground.setTexScale(TextureStage.getDefault(),
w / 20.0, h / (20.0 * self.top))
if self.isolate:
# If we're currently showing an isolated texture, refresh
@ -358,41 +468,6 @@ class TexMemWatcher(DirectObject):
# immediately.
self.repack()
def makeWindowBackground(self):
""" Creates a tile to use for coloring the background of the
window, so we can tell what empty space looks like. """
if self.background:
self.background.detachNode()
self.background = None
# We start with a simple checkerboard texture image.
p = PNMImage(2, 2, 1)
p.setGray(0, 0, 0.40)
p.setGray(1, 1, 0.40)
p.setGray(0, 1, 0.80)
p.setGray(1, 0, 0.80)
tex = Texture('check')
tex.load(p)
tex.setMagfilter(tex.FTNearest)
self.background = self.render2d.attachNewNode('background')
cm = CardMaker('background')
cm.setFrame(0, 1, 0, 1)
cm.setUvRange((0, 0), (1, 1))
self.background.attachNewNode(cm.generate())
cm.setFrame(0, 1, 1, self.top)
cm.setUvRange((0, 1), (1, self.top))
bad = self.background.attachNewNode(cm.generate())
bad.setColor((0.8, 0.2, 0.2, 1))
self.background.setBin('fixed', -100)
self.background.setTexture(tex)
def updateTextures(self, task):
""" Gets the current list of resident textures and adds new
textures or removes old ones from the onscreen display, as
@ -453,6 +528,7 @@ class TexMemWatcher(DirectObject):
del self.texRecordsByKey[tr.key]
self.totalSize = totalSize
self.sizeText.setText(self.formatSize(self.totalSize))
if totalSize > self.limit and self.dynamicLimit:
# Actually, never mind on the update: we have exceeded the
# dynamic limit computed before, and therefore we need to
@ -509,6 +585,7 @@ class TexMemWatcher(DirectObject):
totalSize += size
self.totalSize = totalSize
self.sizeText.setText(self.formatSize(self.totalSize))
if not self.totalSize:
return
@ -540,7 +617,7 @@ class TexMemWatcher(DirectObject):
self.h = h
self.canvas.setScale(1.0 / w, 1.0, 1.0 / h)
self.mw.setFrame(0, w, 0, h)
self.mw.setFrame(0, w, 0, h * self.top)
# Sort the regions from largest to smallest to maximize
# packing effectiveness.
@ -551,6 +628,19 @@ class TexMemWatcher(DirectObject):
for tr in texRecords:
self.placeTexture(tr)
def formatSize(self, size):
""" Returns a size in MB, KB, GB, whatever. """
if size < 1000:
return '%s bytes' % (size)
size /= 1024.0
if size < 1000:
return '%0.1f kb' % (size)
size /= 1024.0
if size < 1000:
return '%0.1f MB' % (size)
size /= 1024.0
return '%0.1f GB' % (size)
def unplaceTexture(self, tr):
""" Removes the texture from its place on the canvas. """
for tp in tr.placements:
@ -838,7 +928,6 @@ class TexRecord:
self.root = None
self.regions = []
self.placements = []
self.rollover = None
self.setSize(size)
@ -880,18 +969,18 @@ class TexRecord:
self.clearCard(tmw)
root = NodePath('root')
# A matte to frame the texture and indicate its status.
matte = root.attachNewNode('matte', 0)
# A backing to put behind the card.
backing = root.attachNewNode('backing')
backing = root.attachNewNode('backing', 10)
# A card to display the texture.
card = root.attachNewNode('card')
# A matte to frame the texture and indicate its status.
matte = root.attachNewNode('matte')
card = root.attachNewNode('card', 20)
# A wire frame to ring the matte and separate the card from
# its neighbors.
frame = root.attachNewNode('frame')
frame = root.attachNewNode('frame', 30)
for p in self.placements:
@ -928,21 +1017,17 @@ class TexRecord:
f2 = f1.copyTo(frame)
f2.setMat(shrinkMat)
matte.setBin('fixed', 0)
#matte.flattenStrong()
self.matte = matte
backing.setBin('fixed', 10)
#backing.flattenStrong()
self.backing = backing
card.setTransparency(TransparencyAttrib.MAlpha)
card.setBin('fixed', 20)
card.setTexture(self.tex)
#card.flattenStrong()
self.card = card
frame.setBin('fixed', 30)
#frame.flattenStrong()
self.frame = frame
@ -958,105 +1043,6 @@ class TexRecord:
tmw.mw.addRegion(r)
self.regions.append(p)
def showRollover(self, pi, tmw):
self.clearRollover()
try:
p = self.placements[pi]
except IndexError:
return
# Center the rollover rectangle over the placement
l, r, b, t = p.p
cx0 = (l + r) * 0.5
cy0 = (b + t) * 0.5
# Exaggerate its size a bit
w = self.w
h = self.h
cx = cx0
if cx + w > tmw.w:
cx = tmw.w - w
if cx - w < 0:
cx = w
cy = cy0
if cy + h > tmw.h:
cy = tmw.h - h
if cy - h < 0:
cy = h
# But keep it within the window
l = max(cx - w, 0)
r = min(cx + w, tmw.w)
b = max(cy - h, 0)
t = min(cy + h, tmw.h)
# If it needs to be shrunk to fit within the window, keep it
# the same aspect ratio.
sx = float(r - l) / float(w)
sy = float(t - b) / float(h)
if sx != sy:
s = min(sx, sy)
w *= s / sx
h *= s / sy
cx = cx0
if cx + w > tmw.w:
cx = tmw.w - w
if cx - w < 0:
cx = w
cy = cy0
if cy + h > tmw.h:
cy = tmw.h - h
if cy - h < 0:
cy = h
l = max(cx - w, 0)
r = min(cx + w, tmw.w)
b = max(cy - h, 0)
t = min(cy + h, tmw.h)
self.rollover = tmw.canvas.attachNewNode('rollover')
cm = CardMaker('backing')
cm.setFrame(l, r, b, t)
cm.setColor(0.1, 0.3, 0.5, 1)
c = self.rollover.attachNewNode(cm.generate())
c.setBin('fixed', 100)
cm = CardMaker('card')
cm.setFrame(l, r, b, t)
c = self.rollover.attachNewNode(cm.generate())
c.setTexture(self.tex)
c.setBin('fixed', 110)
c.setTransparency(TransparencyAttrib.MAlpha)
# Label the font too.
tn = TextNode('tn')
tn.setText('%s\n%s x %s' % (self.tex.getName(), self.tex.getXSize(), self.tex.getYSize()))
tn.setAlign(tn.ACenter)
tn.setShadow(0.05, 0.05)
tnp = self.rollover.attachNewNode(tn)
scale = 20.0 / tmw.winSize[1] * tmw.h
tnp.setScale(scale)
tx = (l + r) * 0.5
ty = b + scale * 2
tnp.setPos(tx, 0, ty)
if tx + tn.getWidth() * scale * 0.5 > tmw.w:
tn.setAlign(tn.ARight)
tnp.setX(r)
elif tx - tn.getWidth() * scale * 0.5 < 0:
tn.setAlign(tn.ALeft)
tnp.setX(l)
tnp.setBin('fixed', 120)
def clearRollover(self):
if self.rollover:
self.rollover.removeNode()
self.rollover = None
class TexPlacement:
def __init__(self, l, r, b, t):
self.p = (l, r, b, t)