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https://github.com/panda3d/panda3d.git
synced 2025-10-01 17:35:34 -04:00
status line, etc.
This commit is contained in:
parent
797a71c6f9
commit
8b72ac6d8d
@ -22,6 +22,8 @@ class TexMemWatcher(DirectObject):
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NextIndex = 1
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StatusHeight = 20 # in pixels
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def __init__(self, gsg = None, limit = None):
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DirectObject.__init__(self)
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@ -30,6 +32,7 @@ class TexMemWatcher(DirectObject):
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TexMemWatcher.NextIndex += 1
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self.cleanedUp = False
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self.top = 1.0
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# If no GSG is specified, use the main GSG.
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if gsg is None:
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@ -55,14 +58,15 @@ class TexMemWatcher(DirectObject):
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self.pipe = None
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# We should use a tinydisplay pipe, so we don't compete for the
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# graphics memory.
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moduleName = base.config.GetString('tex-mem-pipe', 'tinydisplay')
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# Set this to tinydisplay if you're running on a machine with
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# limited texture memory. That way you won't compete for
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# texture memory with the main scene.
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moduleName = base.config.GetString('tex-mem-pipe', '')
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if moduleName:
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self.pipe = base.makeModulePipe(moduleName)
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# If the requested pipe fails for some reason, I guess we'll
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# use the regular pipe.
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# If the requested pipe fails for some reason, we'll use the
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# regular pipe.
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if not self.pipe:
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self.pipe = base.pipe
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@ -83,43 +87,18 @@ class TexMemWatcher(DirectObject):
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self.win.setWindowEvent(eventName)
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self.accept(eventName, self.windowEvent)
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# Make a render2d in this new window.
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self.render2d = NodePath('render2d')
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self.render2d.setDepthTest(False)
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self.render2d.setDepthWrite(False)
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self.render2d.setTwoSided(True)
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# And a camera to view it.
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self.dr = self.win.makeDisplayRegion()
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cam = Camera('cam2d')
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self.lens = OrthographicLens()
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self.lens.setNearFar(-1000, 1000)
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cam.setLens(self.lens)
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self.cam = self.render2d.attachNewNode(cam)
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self.dr.setCamera(self.cam)
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# We'll need a Mouse and a MouseWatcher in the data graph, so
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# we can interact with the various textures.
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# We'll need a mouse object to get mouse events.
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self.mouse = base.dataRoot.attachNewNode(MouseAndKeyboard(self.win, 0, '%s-mouse' % (self.name)))
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self.mw = MouseWatcher('%s-watcher' % (self.name))
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mwnp = self.mouse.attachNewNode(self.mw)
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bt = ButtonThrower('%s-thrower' % (self.name))
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mwnp.attachNewNode(bt)
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self.mouse.attachNewNode(bt)
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bt.setPrefix('button-%s-' % (self.name))
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self.accept('button-%s-mouse1' % (self.name), self.mouseClick)
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eventName = '%s-enter' % (self.name)
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self.mw.setEnterPattern(eventName)
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self.accept(eventName, self.enterRegion)
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eventName = '%s-leave' % (self.name)
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self.mw.setLeavePattern(eventName)
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self.accept(eventName, self.leaveRegion)
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self.setupGui()
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self.setupCanvas()
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# Now start handling up the actual stuff in the scene.
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self.canvas = self.render2d.attachNewNode('canvas')
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self.background = None
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self.overflowing = False
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self.nextTexRecordKey = 0
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@ -132,6 +111,119 @@ class TexMemWatcher(DirectObject):
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self.setLimit(limit)
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def setupGui(self):
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""" Creates the gui elements and supporting structures. """
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self.render2d = NodePath('render2d')
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self.render2d.setDepthTest(False)
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self.render2d.setDepthWrite(False)
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self.render2d.setTwoSided(True)
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self.render2d.setBin('unsorted', 0)
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# Create a DisplayRegion and an associated camera.
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dr = self.win.makeDisplayRegion()
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cam = Camera('cam2d')
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self.lens = OrthographicLens()
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self.lens.setNearFar(-1000, 1000)
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self.lens.setFilmSize(2, 2)
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cam.setLens(self.lens)
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np = self.render2d.attachNewNode(cam)
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dr.setCamera(np)
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self.aspect2d = self.render2d.attachNewNode('aspect2d')
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cm = CardMaker('statusBackground')
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cm.setColor(0.85, 0.85, 0.85, 1)
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cm.setFrame(0, 2, 0, 2)
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self.statusBackground = self.render2d.attachNewNode(cm.generate(), -1)
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self.statusBackground.setPos(-1, 0, -1)
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self.status = self.aspect2d.attachNewNode('status')
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self.statusText = TextNode('statusText')
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self.statusText.setTextColor(0, 0, 0, 1)
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self.statusTextNP = self.status.attachNewNode(self.statusText)
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self.statusTextNP.setScale(1.5)
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self.sizeText = TextNode('sizeText')
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self.sizeText.setTextColor(0, 0, 0, 1)
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self.sizeText.setAlign(TextNode.ARight)
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self.sizeText.setCardAsMargin(0.25, 0, 0, -0.25)
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self.sizeText.setCardColor(0.85, 0.85, 0.85, 1)
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self.sizeTextNP = self.status.attachNewNode(self.sizeText)
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self.sizeTextNP.setScale(1.5)
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def setupCanvas(self):
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""" Creates the "canvas", which is the checkerboard area where
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texture memory is laid out. The canvas has its own
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DisplayRegion. """
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self.canvasRoot = NodePath('canvasRoot')
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self.canvasRoot.setDepthTest(False)
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self.canvasRoot.setDepthWrite(False)
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self.canvasRoot.setTwoSided(True)
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self.canvasRoot.setBin('unsorted', 0)
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self.canvas = self.canvasRoot.attachNewNode('canvas')
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# Create a DisplayRegion and an associated camera.
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self.canvasDR = self.win.makeDisplayRegion()
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self.canvasDR.setSort(-10)
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cam = Camera('cam2d')
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self.canvasLens = OrthographicLens()
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self.canvasLens.setNearFar(-1000, 1000)
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cam.setLens(self.canvasLens)
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np = self.canvasRoot.attachNewNode(cam)
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self.canvasDR.setCamera(np)
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# Create a MouseWatcher so we can interact with the various
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# textures.
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self.mw = MouseWatcher('%s-watcher' % (self.name))
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self.mw.setDisplayRegion(self.canvasDR)
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mwnp = self.mouse.attachNewNode(self.mw)
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eventName = '%s-enter' % (self.name)
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self.mw.setEnterPattern(eventName)
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self.accept(eventName, self.enterRegion)
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eventName = '%s-leave' % (self.name)
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self.mw.setLeavePattern(eventName)
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self.accept(eventName, self.leaveRegion)
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# Create a checkerboard background card for the canvas.
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p = PNMImage(2, 2, 1)
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p.setGray(0, 0, 0.40)
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p.setGray(1, 1, 0.40)
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p.setGray(0, 1, 0.75)
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p.setGray(1, 0, 0.75)
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self.checkTex = Texture('checkTex')
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self.checkTex.load(p)
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self.checkTex.setMagfilter(Texture.FTNearest)
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self.canvasBackground = None
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self.makeCanvasBackground()
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def makeCanvasBackground(self):
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if self.canvasBackground:
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self.canvasBackground.removeNode()
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self.canvasBackground = self.canvasRoot.attachNewNode('canvasBackground', -100)
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cm = CardMaker('background')
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cm.setFrame(0, 1, 0, 1)
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cm.setUvRange((0, 0), (1, 1))
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self.canvasBackground.attachNewNode(cm.generate())
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cm.setFrame(0, 1, 1, self.top)
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cm.setUvRange((0, 1), (1, self.top))
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bad = self.canvasBackground.attachNewNode(cm.generate())
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bad.setColor((0.8, 0.2, 0.2, 1))
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self.canvasBackground.setTexture(self.checkTex)
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def setLimit(self, limit):
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self.limit = limit
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self.dynamicLimit = False
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@ -164,11 +256,11 @@ class TexMemWatcher(DirectObject):
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if self.dynamicLimit:
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# Actually, we'll never exceed texture memory, so never mind.
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self.top = 1
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self.makeCanvasBackground()
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self.canvasLens.setFilmSize(1, self.top)
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self.canvasLens.setFilmOffset(0.5, self.top / 2.0) # lens covers 0..1 in x and y
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self.lens.setFilmSize(1, self.top)
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self.lens.setFilmOffset(0.5, self.top / 2.0) # lens covers 0..1 in x and y
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self.makeWindowBackground()
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self.reconfigureWindow()
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def cleanup(self):
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@ -208,9 +300,6 @@ class TexMemWatcher(DirectObject):
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def enterRegion(self, region, buttonName):
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""" the mouse has rolled over a texture. """
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if self.isolate:
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return
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key, pi = map(int, region.getName().split(':'))
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tr = self.texRecordsByKey.get(key)
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if not tr:
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@ -243,14 +332,12 @@ class TexMemWatcher(DirectObject):
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def setRollover(self, tr, pi):
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""" Sets the highlighted texture (due to mouse rollover) to
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the indicated texture, or None to clear it. """
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if self.rollover:
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self.rollover.clearRollover()
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self.rollover = tr
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if self.rollover:
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self.rollover.showRollover(pi, self)
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self.statusText.setText(tr.tex.getName())
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else:
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self.statusText.setText('')
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def isolateTexture(self, tr):
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""" Isolates the indicated texture onscreen, or None to
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@ -262,17 +349,20 @@ class TexMemWatcher(DirectObject):
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self.isolated = tr
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# Undo the previous call to isolate.
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self.canvas.show()
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self.background.clearColor()
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self.canvasBackground.clearColor()
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self.win.getGsg().setTextureQualityOverride(Texture.QLDefault)
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self.gsg.clearFlashTexture()
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if not tr:
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return
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# Now isolate.
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self.canvas.hide()
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# Disable the red bar at the top.
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self.background.setColor(1, 1, 1, 1, 1)
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self.canvasBackground.setColor(1, 1, 1, 1, 1)
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# Show the texture in all its filtered glory.
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self.win.getGsg().setTextureQualityOverride(Texture.QLBest)
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@ -281,20 +371,21 @@ class TexMemWatcher(DirectObject):
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self.gsg.setFlashTexture(tr.tex)
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self.isolate = self.render2d.attachNewNode('isolate')
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self.isolate.setBin('fixed', 0)
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wx, wy = self.winSize
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# Put a label on the bottom of the screen.
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tn = TextNode('tn')
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tn.setText('%s\n%s x %s\n%s bytes' % (
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tn.setText('%s\n%s x %s\n%s' % (
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tr.tex.getName(), tr.tex.getXSize(), tr.tex.getYSize(),
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tr.size))
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self.formatSize(tr.size)))
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tn.setAlign(tn.ACenter)
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tn.setCardAsMargin(100.0, 100.0, 0.1, 0.1)
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tn.setCardColor(0.1, 0.2, 0.4, 1)
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tnp = self.isolate.attachNewNode(tn)
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scale = 15.0 / self.winSize[1]
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tnp.setScale(scale * self.winSize[1] / self.winSize[0], scale, scale)
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tnp.setPos(0.5, 0, -tn.getBottom() * scale)
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scale = 30.0 / wy
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tnp.setScale(scale * wy / wx, scale, scale)
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tnp.setPos(render2d, 0, 0, -1 - tn.getBottom() * scale)
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labelTop = tn.getHeight() * scale
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@ -303,8 +394,8 @@ class TexMemWatcher(DirectObject):
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tw = tr.tex.getXSize()
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th = tr.tex.getYSize()
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wx = self.winSize[0] * 0.9
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wy = self.winSize[1] * (1.0 - labelTop) * 0.9
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wx = float(wx)
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wy = float(wy) * (2.0 - labelTop) * 0.5
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w = min(tw, wx)
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h = min(th, wy)
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@ -316,13 +407,13 @@ class TexMemWatcher(DirectObject):
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w = tw * s / float(self.winSize[0])
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h = th * s / float(self.winSize[1])
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cx = 0.5
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cy = 1.0 - (1.0 - labelTop) * 0.5
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cx = 0.0
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cy = 1.0 - (2.0 - labelTop) * 0.5
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l = cx - w * 0.5
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r = cx + w * 0.5
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b = cy - h * 0.5
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t = cy + h * 0.5
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l = cx - w
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r = cx + w
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b = cy - h
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t = cy + h
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cm = CardMaker('card')
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cm.setFrame(l, r, b, t)
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@ -343,8 +434,27 @@ class TexMemWatcher(DirectObject):
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def reconfigureWindow(self):
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""" Resets everything for a new window size. """
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self.background.setTexScale(TextureStage.getDefault(),
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self.winSize[0] / 20.0, self.winSize[1] / (20.0 * self.top))
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wx, wy = self.winSize
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if wx <= 0 or wy <= 0:
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return
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self.aspect2d.setScale(float(wy) / float(wx), 1, 1)
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# Reserve self.StatusHeight pixels for the status bar;
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# everything else is for the canvas.
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statusScale = float(self.StatusHeight) / float(wy)
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self.statusBackground.setScale(1, 1, statusScale)
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self.status.setScale(statusScale)
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self.statusTextNP.setPos(self.statusBackground, 0, 0, 0.5)
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self.sizeTextNP.setPos(self.statusBackground, 2, 0, 0.5)
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self.canvasDR.setDimensions(0, 1, statusScale, 1)
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w = self.canvasDR.getPixelWidth()
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h = self.canvasDR.getPixelHeight()
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self.canvasBackground.setTexScale(TextureStage.getDefault(),
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w / 20.0, h / (20.0 * self.top))
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if self.isolate:
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# If we're currently showing an isolated texture, refresh
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@ -358,41 +468,6 @@ class TexMemWatcher(DirectObject):
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# immediately.
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self.repack()
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def makeWindowBackground(self):
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""" Creates a tile to use for coloring the background of the
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window, so we can tell what empty space looks like. """
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if self.background:
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self.background.detachNode()
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self.background = None
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# We start with a simple checkerboard texture image.
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p = PNMImage(2, 2, 1)
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p.setGray(0, 0, 0.40)
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p.setGray(1, 1, 0.40)
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p.setGray(0, 1, 0.80)
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p.setGray(1, 0, 0.80)
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tex = Texture('check')
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tex.load(p)
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tex.setMagfilter(tex.FTNearest)
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self.background = self.render2d.attachNewNode('background')
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cm = CardMaker('background')
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cm.setFrame(0, 1, 0, 1)
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cm.setUvRange((0, 0), (1, 1))
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self.background.attachNewNode(cm.generate())
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cm.setFrame(0, 1, 1, self.top)
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cm.setUvRange((0, 1), (1, self.top))
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bad = self.background.attachNewNode(cm.generate())
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bad.setColor((0.8, 0.2, 0.2, 1))
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self.background.setBin('fixed', -100)
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self.background.setTexture(tex)
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def updateTextures(self, task):
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""" Gets the current list of resident textures and adds new
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textures or removes old ones from the onscreen display, as
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@ -453,6 +528,7 @@ class TexMemWatcher(DirectObject):
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del self.texRecordsByKey[tr.key]
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self.totalSize = totalSize
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self.sizeText.setText(self.formatSize(self.totalSize))
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if totalSize > self.limit and self.dynamicLimit:
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# Actually, never mind on the update: we have exceeded the
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# dynamic limit computed before, and therefore we need to
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@ -509,6 +585,7 @@ class TexMemWatcher(DirectObject):
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totalSize += size
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self.totalSize = totalSize
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self.sizeText.setText(self.formatSize(self.totalSize))
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if not self.totalSize:
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return
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@ -540,7 +617,7 @@ class TexMemWatcher(DirectObject):
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self.h = h
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self.canvas.setScale(1.0 / w, 1.0, 1.0 / h)
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self.mw.setFrame(0, w, 0, h)
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self.mw.setFrame(0, w, 0, h * self.top)
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# Sort the regions from largest to smallest to maximize
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# packing effectiveness.
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@ -551,6 +628,19 @@ class TexMemWatcher(DirectObject):
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for tr in texRecords:
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self.placeTexture(tr)
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def formatSize(self, size):
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""" Returns a size in MB, KB, GB, whatever. """
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if size < 1000:
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return '%s bytes' % (size)
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size /= 1024.0
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if size < 1000:
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return '%0.1f kb' % (size)
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size /= 1024.0
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if size < 1000:
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return '%0.1f MB' % (size)
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size /= 1024.0
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return '%0.1f GB' % (size)
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def unplaceTexture(self, tr):
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""" Removes the texture from its place on the canvas. """
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for tp in tr.placements:
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@ -838,7 +928,6 @@ class TexRecord:
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||||
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)
|
||||
|
Loading…
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Reference in New Issue
Block a user