panda3d/direct/src/showbase/ShowBase.py
Dave Schuyler 231d582a86 formatting
2005-07-01 01:29:36 +00:00

1612 lines
59 KiB
Python

# This module redefines the builtin import function with one
# that prints out every import it does in a hierarchical form
# Annoying and very noisy, but sometimes useful
#import VerboseImport
from pandac.PandaModules import *
# This needs to be available early for DirectGUI imports
__builtins__["config"] = ConfigConfigureGetConfigConfigShowbase
from direct.directnotify.DirectNotifyGlobal import *
from MessengerGlobal import *
from BulletinBoardGlobal import *
from direct.task.TaskManagerGlobal import *
from EventManagerGlobal import *
from PythonUtil import *
from direct.particles.ParticleManagerGlobal import *
from PhysicsManagerGlobal import *
#from direct.interval.IntervalManager import ivalMgr
from direct.interval import IntervalManager
from InputStateGlobal import inputState
from direct.task import Task
import EventManager
import math
import sys
import Loader
import time
from direct.fsm import ClassicFSM
from direct.fsm import State
import DirectObject
import SfxPlayer
if __debug__:
from direct.directutil import DeltaProfiler
import OnScreenDebug
__builtins__["FADE_SORT_INDEX"] = 1000
__builtins__["NO_FADE_SORT_INDEX"] = 2000
# Now ShowBase is a DirectObject. We need this so ShowBase can hang
# hooks on messages, particularly on window-event. This doesn't
# *seem* to cause anyone any problems.
class ShowBase(DirectObject.DirectObject):
notify = directNotify.newCategory("ShowBase")
def __init__(self):
# Get the dconfig object
#self.config = ConfigConfigureGetConfigConfigShowbase
self.config = config
# Setup wantVerifyPdb as soon as reasonable:
Verify.wantVerifyPdb = self.config.GetBool('want-verify-pdb', 0)
self.printEnvDebugInfo()
if self.config.GetBool('use-vfs', 1):
vfs = VirtualFileSystem.getGlobalPtr()
else:
vfs = None
self.nextWindowIndex = 1
# Store dconfig variables
self.sfxActive = self.config.GetBool('audio-sfx-active', 1)
self.musicActive = self.config.GetBool('audio-music-active', 1)
self.wantFog = self.config.GetBool('want-fog', 1)
self.screenshotExtension = self.config.GetString('screenshot-extension', 'jpg')
self.musicManager = None
self.musicManagerIsValid = None
self.sfxManagerList = []
self.sfxManagerIsValidList = []
self.wantStats = self.config.GetBool('want-pstats', 0)
self.clientSleep = self.config.GetFloat('client-sleep', 0.)
# magic-word override
self.mwClientSleep = 0.
# using 'sleep' once per frame to limit CPU usage.
self.sleepCycle = 0.0
# Fill this in with a function to invoke when the user "exits"
# the program by closing the main window.
self.exitFunc = None
Task.TaskManager.taskTimerVerbose = self.config.GetBool('task-timer-verbose', 0)
Task.TaskManager.extendedExceptions = self.config.GetBool('extended-exceptions', 0)
Task.TaskManager.pStatsTasks = self.config.GetBool('pstats-tasks', 0)
# Set up the TaskManager to reset the PStats clock back
# whenever we resume from a pause. This callback function is
# a little hacky, but we can't call it directly from within
# the TaskManager because he doesn't know about PStats (and
# has to run before libpanda is even loaded).
taskMgr.resumeFunc = PStatClient.resumeAfterPause
fsmRedefine = self.config.GetBool('fsm-redefine', 0)
State.FsmRedefine = fsmRedefine
# If the aspect ratio is 0 or None, it means to infer the
# aspect ratio from the window size.
self.aspectRatio = ConfigVariableDouble('aspect-ratio', 0).getValue()
self.windowType = self.config.GetString('window-type', 'onscreen')
self.requireWindow = self.config.GetBool('require-window', 1)
# base.win is the main, or only window; base.winList is a list of
# *all* windows. Similarly with base.camList.
self.win = None
self.frameRateMeter = None
self.winList = []
self.mainWinMinimized = 0
self.pipe = None
self.pipeList = []
self.mouse2cam = None
self.buttonThrowers = None
self.mouseWatcher = None
self.mouseWatcherNode = None
self.pointerWatcherNodes = None
self.mouseInterface = None
self.drive = None
self.trackball = None
self.cam = None
self.camList = []
self.camNode = None
self.camLens = None
self.camera = None
self.camera2d = None
self.camera2dp = None
self.camFrustumVis = None
# This is used for syncing multiple PCs in a distributed cluster
try:
# Has the cluster sync variable been set externally?
self.clusterSyncFlag = clusterSyncFlag
except NameError:
# Has the clusterSyncFlag been set via a config variable
self.clusterSyncFlag = self.config.GetBool('cluster-sync', 0)
self.hidden = NodePath('hidden')
# We need a graphics engine to manage the actual rendering.
self.graphicsEngine = GraphicsEngine()
self.setupRender()
self.setupRender2d()
self.setupRender2dp()
self.setupDataGraph()
# This is a placeholder for a CollisionTraverser. If someone
# stores a CollisionTraverser pointer here, we'll traverse it
# in the collisionLoop task.
self.shadowTrav = 0
# in the collisionLoop task.
self.cTrav = 0
# Ditto for an AppTraverser.
self.appTrav = 0
# This is the DataGraph traverser, which we might as well
# create now.
self.dgTrav = DataGraphTraverser()
# Maybe create a RecorderController to record and/or play back
# the user session.
self.recorder = None
playbackSession = self.config.GetString('playback-session', '')
recordSession = self.config.GetString('record-session', '')
if playbackSession:
self.recorder = RecorderController()
self.recorder.beginPlayback(Filename.fromOsSpecific(playbackSession))
elif recordSession:
self.recorder = RecorderController()
self.recorder.beginRecord(Filename.fromOsSpecific(recordSession))
if self.recorder:
# If we're either playing back or recording, pass the
# random seed into the system so each session will have
# the same random seed.
import random, whrandom
seed = self.recorder.getRandomSeed()
random.seed(seed)
whrandom.seed(seed & 0xff, (seed >> 8) & 0xff, (seed >> 16) & 0xff)
# Now that we've set up the window structures, assign an exitfunc.
self.oldexitfunc = getattr(sys, 'exitfunc', None)
sys.exitfunc = self.exitfunc
# Open the default rendering window.
if self.windowType != 'none':
self.openDefaultWindow()
self.loader = Loader.Loader(self)
self.eventMgr = eventMgr
self.messenger = messenger
self.bboard = bulletinBoard
self.taskMgr = taskMgr
# Particle manager
self.particleMgr = particleMgr
self.particleMgr.setFrameStepping(1)
self.particleMgrEnabled = 0
# Physics manager
self.physicsMgr = physicsMgr
integrator = LinearEulerIntegrator()
self.physicsMgr.attachLinearIntegrator(integrator)
self.physicsMgrEnabled = 0
self.physicsMgrAngular = 0
self.createBaseAudioManagers()
self.createStats()
self.AppHasAudioFocus = 1
__builtins__["base"] = self
__builtins__["render2d"] = self.render2d
__builtins__["render2dp"] = self.render2dp
__builtins__["aspect2d"] = self.aspect2d
__builtins__["aspect2dp"] = self.aspect2dp
__builtins__["render"] = self.render
__builtins__["hidden"] = self.hidden
__builtins__["camera"] = self.camera
__builtins__["loader"] = self.loader
__builtins__["taskMgr"] = self.taskMgr
__builtins__["eventMgr"] = self.eventMgr
__builtins__["messenger"] = self.messenger
__builtins__["bboard"] = self.bboard
# Config needs to be defined before ShowBase is constructed
#__builtins__["config"] = self.config
__builtins__["run"] = self.run
__builtins__["ostream"] = Notify.out()
__builtins__["directNotify"] = directNotify
__builtins__["globalClock"] = ClockObject.getGlobalClock()
__builtins__["vfs"] = vfs
__builtins__["cpMgr"] = ConfigPageManager.getGlobalPtr()
__builtins__["cvMgr"] = ConfigVariableManager.getGlobalPtr()
__builtins__["pandaSystem"] = PandaSystem.getGlobalPtr()
__builtins__["__dev__"] = base.config.GetBool('want-dev', 0)
__builtins__["wantOtpServer"] = base.config.GetBool('want-otp-server', 0)
if __debug__:
__builtins__["deltaProfiler"] = DeltaProfiler.DeltaProfiler("ShowBase")
__builtins__["onScreenDebug"] = OnScreenDebug.OnScreenDebug()
ShowBase.notify.info('__dev__ == %s' % __dev__)
# Now hang a hook on the window-event from Panda. This allows
# us to detect when the user resizes, minimizes, or closes the
# main window.
self.accept('window-event', self.__windowEvent)
# Transition effects (fade, iris, etc)
import Transitions
self.transitions = Transitions.Transitions(self.loader)
# Start Tk and DIRECT if specified by Config.prc
fTk = self.config.GetBool('want-tk', 0)
# Start DIRECT if specified in Config.prc or in cluster mode
fDirect = (self.config.GetBool('want-directtools', 0) or
(base.config.GetString("cluster-mode", '') != ''))
# Set fWantTk to 0 to avoid starting Tk with this call
self.startDirect(fWantDirect = fDirect, fWantTk = fTk)
# Start IGLOOP
self.restart()
def printEnvDebugInfo(self):
"""
Print some information about the environment that we are running
in. Stuff like the model paths and other paths. Feel free to
add stuff to this.
"""
if self.config.GetBool('want-env-debug-info', 0):
print "\n\nEnvironment Debug Info {"
print "* model path:", getModelPath()
print "* texture path:", getTexturePath()
print "* sound path:", getSoundPath()
print "}"
def exitfunc(self):
"""
This should be assigned to sys.exitfunc to be called just
before Python shutdown. It guarantees that the Panda window
is closed cleanly, so that we free system resources, restore
the desktop and keyboard functionality, etc.
"""
self.graphicsEngine.removeAllWindows()
if self.musicManager:
# Temporary condition for old Pandas.
if hasattr(self.musicManager, 'shutdown'):
self.musicManager.shutdown()
del self.win
del self.winList
del self.pipe
del self.musicManager
del self.sfxManagerList
try:
direct.panel.destroy()
except StandardError:
pass
if self.oldexitfunc:
self.oldexitfunc()
def makeDefaultPipe(self):
"""
Creates the default GraphicsPipe, which will be used to make
windows unless otherwise specified.
"""
assert(self.pipe == None)
selection = GraphicsPipeSelection.getGlobalPtr()
selection.printPipeTypes()
self.pipe = selection.makeDefaultPipe()
if not self.pipe:
self.notify.error(
"No graphics pipe is available!\n"
"Your Config.prc file must name at least one valid panda display\n"
"library via load-display or aux-display.")
self.notify.info("Default graphics pipe is %s (%s)." % (self.pipe.getInterfaceName(), self.pipe.getType().getName()))
self.pipeList.append(self.pipe)
def makeAllPipes(self):
"""
Creates all GraphicsPipes that the system knows about and fill up
self.pipeList with them.
"""
shouldPrintPipes = 0
selection = GraphicsPipeSelection.getGlobalPtr()
selection.loadAuxModules()
# First, we should make sure the default pipe exists.
if self.pipe == None:
self.makeDefaultPipe()
# Now go through the list of known pipes, and make each one if
# we don't have one already.
numPipeTypes = selection.getNumPipeTypes()
for i in range(numPipeTypes):
pipeType = selection.getPipeType(i)
# Do we already have a pipe of this type on the list?
# This operation is n-squared, but presumably there won't
# be more than a handful of pipe types, so who cares.
already = 0
for pipe in self.pipeList:
if pipe.getType() == pipeType:
already = 1
if not already:
pipe = selection.makePipe(pipeType)
if pipe:
self.notify.info("Got aux graphics pipe %s (%s)." % (pipe.getInterfaceName(), pipe.getType().getName()))
self.pipeList.append(pipe)
else:
self.notify.info("Could not make graphics pipe %s." % (pipeType.getName()))
def openWindow(self, props = None, pipe = None, gsg = None,
type = None, name = None, scene = None,
size = None, aspectRatio = None):
"""
Creates a window and adds it to the list of windows that are
to be updated every frame.
"""
if pipe == None:
pipe = self.pipe
if pipe == None:
self.makeDefaultPipe()
pipe = self.pipe
if pipe == None:
# We couldn't get a pipe.
return None
if gsg == None:
# If we weren't given a gsg, create a new one just for
# this window.
gsg = self.graphicsEngine.makeGsg(pipe)
if gsg == None:
# Couldn't make a gsg.
return None
if type == None:
type = self.windowType
if props == None:
props = WindowProperties.getDefault()
if size != None:
# If we were given an explicit size, use it; otherwise,
# the size from the properties is used.
props = WindowProperties(props)
props.setSize(size[0], size[1])
if name == None:
name = 'window%s' % (self.nextWindowIndex)
self.nextWindowIndex += 1
win = None
if type == 'onscreen':
win = self.graphicsEngine.makeWindow(gsg, name, 0)
elif type == 'offscreen':
win = self.graphicsEngine.makeBuffer(
gsg, name, 0, props.getXSize(), props.getYSize())
if win == None:
# Couldn't create a window!
return None
if hasattr(win, "requestProperties"):
win.requestProperties(props)
if self.win == None:
self.win = win
self.winList.append(win)
# Set up a 3-d camera for the window by default.
self.makeCamera(win, scene = scene, aspectRatio = aspectRatio)
return win
def closeWindow(self, win):
"""
Closes the indicated window and removes it from the list of
windows. If it is the main window, clears the main window
pointer to None.
"""
# First, remove all of the cameras associated with display
# regions on the window.
numRegions = win.getNumDisplayRegions()
for i in range(numRegions):
dr = win.getDisplayRegion(i)
cam = NodePath(dr.getCamera())
dr.setCamera(NodePath())
if not cam.isEmpty() and cam.node().getNumDisplayRegions() == 0:
# If the camera is used by no other DisplayRegions,
# remove it.
if self.camList.count(cam) != 0:
self.camList.remove(cam)
# Don't throw away self.camera; we want to
# preserve it for reopening the window.
if cam == self.cam:
self.cam = None
cam.removeNode()
# Now we can actually close the window.
self.graphicsEngine.removeWindow(win)
self.winList.remove(win)
if win == self.win:
self.win = None
self.frameRateMeter = None
def openDefaultWindow(self):
# Creates the main window for the first time, without being
# too particular about the kind of graphics API that is
# chosen. The suggested window type from the load-display
# config variable is tried first; if that fails, the first
# window type that can be successfully opened at all is
# accepted. Returns true on success, false otherwise.
#
# This is intended to be called only once, at application
# startup. It is normally called automatically unless
# window-type is configured to 'none'.
self.openMainWindow()
# Give the window a chance to truly open.
self.graphicsEngine.openWindows()
if self.win != None and not self.isMainWindowOpen():
self.notify.info("Window did not open, removing.")
self.closeWindow(self.win)
if self.win == None:
# Try a little harder if the window wouldn't open.
self.makeAllPipes()
while self.win == None and len(self.pipeList) > 1:
self.pipeList.remove(self.pipe)
self.pipe = self.pipeList[0]
self.openMainWindow()
self.graphicsEngine.openWindows()
if self.win != None and not self.isMainWindowOpen():
self.notify.info("Window did not open, removing.")
self.closeWindow(self.win)
if self.win == None:
self.notify.warning("Unable to open '%s' window." % (self.windowType))
if self.requireWindow:
# Unless require-window is set to false, it is an
# error not to open a window.
raise StandardError, 'Could not open window.'
return (self.win != None)
def isMainWindowOpen(self):
if self.win != None:
return self.win.isValid()
return 0
def openMainWindow(self):
"""
Creates the initial, main window for the application, and sets
up the mouse and render2d structures appropriately for it. If
this method is called a second time, it will close the
previous main window and open a new one, preserving the lens
properties in base.camLens.
The return value is true on success, or false on failure (in
which case base.win may be either None, or the previous,
closed window).
"""
success = 1
oldWin = self.win
oldLens = self.camLens
oldClearColorActive = None
if self.win != None:
# Close the previous window.
oldClearColorActive = self.win.getClearColorActive()
oldClearColor = VBase4(self.win.getClearColor())
oldClearDepthActive = self.win.getClearDepthActive()
oldClearDepth = self.win.getClearDepth()
self.closeWindow(self.win)
# Open a new window.
self.openWindow()
if self.win == None:
self.win = oldWin
self.winList.append(oldWin)
success = 0
if self.win != None:
if isinstance(self.win, GraphicsWindow):
self.setupMouse(self.win)
self.makeCamera2d(self.win)
self.makeCamera2dp(self.win)
if oldLens != None:
# Restore the previous lens properties.
self.camNode.setLens(oldLens)
self.camLens = oldLens
if oldClearColorActive != None:
# Restore the previous clear properties.
self.win.setClearColorActive(oldClearColorActive)
self.win.setClearColor(oldClearColor)
self.win.setClearDepthActive(oldClearDepthActive)
self.win.setClearDepth(oldClearDepth)
self.setFrameRateMeter(self.config.GetBool('show-frame-rate-meter', 0))
return success
def setSleep(self, amount):
"""
Sets up a task that calls python 'sleep' every frame. This is a simple
way to reduce the CPU usage (and frame rate) of a panda program.
"""
if (self.sleepCycle == amount): return()
if (time == 0.0):
self.taskMgr.remove('sleep-cycle')
else:
self.sleepCycle = amount
self.taskMgr.add(self.sleepCycleTask, 'sleep-cycle')
def sleepCycleTask(self, state):
time.sleep(self.sleepCycle)
return Task.cont
def setFrameRateMeter(self, flag):
"""
Turns on or off (according to flag) a standard frame rate
meter in the upper-right corner of the main window.
"""
if flag:
if not self.frameRateMeter:
self.frameRateMeter = FrameRateMeter('frameRateMeter')
self.frameRateMeter.setupWindow(self.win)
else:
if self.frameRateMeter:
self.frameRateMeter.clearWindow()
self.frameRateMeter = None
def setupRender(self):
"""
Creates the render scene graph, the primary scene graph for
rendering 3-d geometry.
"""
self.render = NodePath('render')
# Temporary try..except for old pandas.
try:
self.render.node().setAttrib(RescaleNormalAttrib.makeDefault())
except:
pass
self.render.setTwoSided(0)
self.backfaceCullingEnabled = 1
self.textureEnabled = 1
self.wireframeEnabled = 0
def setupRender2d(self):
"""
Creates the render2d scene graph, the primary scene graph for
2-d objects and gui elements that are superimposed over the
3-d geometry in the window.
"""
self.render2d = NodePath('render2d')
# Set up some overrides to turn off certain properties which
# we probably won't need for 2-d objects.
# It's probably important to turn off the depth test, since
# many 2-d objects will be drawn over each other without
# regard to depth position.
# We used to avoid clearing the depth buffer before drawing
# render2d, but nowadays we clear it anyway, since we
# occasionally want to put 3-d geometry under render2d, and
# it's simplest (and seems to be easier on graphics drivers)
# if the 2-d scene has been cleared first.
self.render2d.setDepthWrite(0)
self.render2d.setMaterialOff(1)
self.render2d.setTwoSided(1)
# The normal 2-d DisplayRegion has an aspect ratio that
# matches the window, but its coordinate system is square.
# This means anything we parent to render2d gets stretched.
# For things where that makes a difference, we set up
# aspect2d, which scales things back to the right aspect
# ratio.
aspectRatio = self.getAspectRatio()
self.aspect2d = self.render2d.attachNewNode(PGTop("aspect2d"))
self.aspect2d.setScale(1.0 / aspectRatio, 1.0, 1.0)
# It's important to know the bounds of the aspect2d screen.
self.a2dTop = 1.0
self.a2dBottom = -1.0
self.a2dLeft = -aspectRatio
self.a2dRight = aspectRatio
def setupRender2dp(self):
"""
Creates a render2d scene graph, the secondary scene graph for
2-d objects and gui elements that are superimposed over the
2-d and 3-d geometry in the window.
"""
self.render2dp = NodePath('render2dp')
# Set up some overrides to turn off certain properties which
# we probably won't need for 2-d objects.
# It's probably important to turn off the depth test, since
# many 2-d objects will be drawn over each other without
# regard to depth position.
# We used to avoid clearing the depth buffer before drawing
# render2d, but nowadays we clear it anyway, since we
# occasionally want to put 3-d geometry under render2d, and
# it's simplest (and seems to be easier on graphics drivers)
# if the 2-d scene has been cleared first.
dt = DepthTestAttrib.make(DepthTestAttrib.MNone)
dw = DepthWriteAttrib.make(DepthWriteAttrib.MOff)
#lt = LightTransition.allOff()
self.render2dp.node().setAttrib(dt)
self.render2dp.node().setAttrib(dw)
#self.render2dp.node().setAttrib(lt, 1)
self.render2dp.setMaterialOff(1)
self.render2dp.setTwoSided(1)
# The normal 2-d DisplayRegion has an aspect ratio that
# matches the window, but its coordinate system is square.
# This means anything we parent to render2d gets stretched.
# For things where that makes a difference, we set up
# aspect2d, which scales things back to the right aspect
# ratio.
aspectRatio = self.getAspectRatio()
self.aspect2dp = self.render2dp.attachNewNode(PGTop("aspect2dp"))
# Temporary test for old panda.
if hasattr(PGTop, 'setStartSort'):
self.aspect2dp.node().setStartSort(16384)
self.aspect2dp.setScale(1.0 / aspectRatio, 1.0, 1.0)
# It's important to know the bounds of the aspect2d screen.
self.a2dpTop = 1.0
self.a2dpBottom = -1.0
self.a2dpLeft = -aspectRatio
self.a2dpRight = aspectRatio
def getAspectRatio(self, win = None):
# Returns the actual aspect ratio of the indicated (or main
# window), or the default aspect ratio if there is not yet a
# main window.
if self.aspectRatio:
return self.aspectRatio
aspectRatio = 1
if win == None:
win = self.win
if win != None and win.hasSize():
aspectRatio = float(win.getXSize()) / float(win.getYSize())
else:
props = WindowProperties.getDefault()
if not props.hasSize():
props = win.getRequestedProperties()
if props.hasSize():
aspectRatio = float(props.getXSize()) / float(props.getYSize())
return aspectRatio
def makeCamera(self, win, sort = 0, scene = None,
displayRegion = (0, 1, 0, 1), aspectRatio = None, camName = 'cam'):
"""
Makes a new 3-d camera associated with the indicated window,
and creates a display region in the indicated subrectangle.
"""
dr = win.makeDisplayRegion(*displayRegion)
dr.setSort(sort)
if scene == None:
scene = self.render
# By default, we do not clear 3-d display regions (the entire
# window will be cleared, which is normally sufficient).
if aspectRatio == None:
aspectRatio = self.getAspectRatio(win)
# Now make a new Camera node.
camNode = Camera(camName)
lens = PerspectiveLens()
lens.setAspectRatio(aspectRatio)
camNode.setLens(lens)
# self.camera is the parent node of all cameras: a node that
# we can move around to move all cameras as a group.
if self.camera == None:
self.camera = self.render.attachNewNode('camera')
__builtins__["camera"] = self.camera
cam = self.camera.attachNewNode(camNode)
dr.setCamera(cam)
if self.cam == None:
self.cam = cam
self.camNode = camNode
self.camLens = lens
self.camList.append(cam)
return cam
def makeCamera2d(self, win, sort = 10,
displayRegion = (0, 1, 0, 1), coords = (-1, 1, -1, 1)):
"""
Makes a new camera2d associated with the indicated window, and
assigns it to render the indicated subrectangle of render2d.
"""
dr = win.makeDisplayRegion(*displayRegion)
dr.setSort(sort)
# Enable clearing of the depth buffer on this new display
# region (see the comment in setupRender2d, above).
dr.setClearDepthActive(1)
left, right, bottom, top = coords
# Now make a new Camera node.
cam2dNode = Camera('cam2d')
lens = OrthographicLens()
lens.setFilmSize(right - left, top - bottom)
lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5)
lens.setNearFar(-1000, 1000)
cam2dNode.setLens(lens)
# self.camera2d is the analog of self.camera, although it's
# not as clear how useful it is.
if self.camera2d == None:
self.camera2d = self.render2d.attachNewNode('camera2d')
camera2d = self.camera2d.attachNewNode(cam2dNode)
dr.setCamera(camera2d)
return camera2d
def makeCamera2dp(self, win, sort = 20,
displayRegion = (0, 1, 0, 1), coords = (-1, 1, -1, 1)):
"""
Makes a new camera2dp associated with the indicated window, and
assigns it to render the indicated subrectangle of render2dp.
"""
dr = win.makeDisplayRegion(*displayRegion)
dr.setSort(sort)
# Enable clearing of the depth buffer on this new display
# region (see the comment in setupRender2d, above).
dr.setClearDepthActive(1)
left, right, bottom, top = coords
# Now make a new Camera node.
cam2dNode = Camera('cam2d')
lens = OrthographicLens()
lens.setFilmSize(right - left, top - bottom)
lens.setFilmOffset((right + left) * 0.5, (top + bottom) * 0.5)
lens.setNearFar(-1000, 1000)
cam2dNode.setLens(lens)
# self.camera2d is the analog of self.camera, although it's
# not as clear how useful it is.
if self.camera2dp == None:
self.camera2dp = self.render2dp.attachNewNode('camera2dp')
camera2dp = self.camera2dp.attachNewNode(cam2dNode)
dr.setCamera(camera2dp)
return camera2dp
def setupDataGraph(self):
"""
Creates the data graph and populates it with the basic input
devices.
"""
self.dataRoot = NodePath('dataRoot')
# Cache the node so we do not ask for it every frame
self.dataRootNode = self.dataRoot.node()
self.dataUnused = NodePath('dataUnused')
def setupMouse(self, win):
"""
Creates the structures necessary to monitor the mouse input,
using the indicated window. If the mouse has already been set
up for a different window, those structures are deleted first.
"""
if self.buttonThrowers != None:
for bt in self.buttonThrowers:
mw = bt.getParent()
mk = mw.getParent()
bt.removeNode()
mw.removeNode()
mk.removeNode()
# For each mouse/keyboard device, we create
# - MouseAndKeyboard
# - MouseWatcher
# - ButtonThrower
# The ButtonThrowers are stored in a list, self.buttonThrowers.
# Given a ButtonThrower, one can access the MouseWatcher and
# MouseAndKeyboard using getParent.
#
# The MouseAndKeyboard generates mouse events and mouse
# button/keyboard events; the MouseWatcher passes them through
# unchanged when the mouse is not over a 2-d button, and passes
# nothing through when the mouse *is* over a 2-d button. Therefore,
# objects that don't want to get events when the mouse is over a
# button, like the driveInterface, should be parented to
# MouseWatcher, while objects that want events in all cases, like the
# chat interface, should be parented to the MouseAndKeyboard.
self.buttonThrowers = []
self.pointerWatcherNodes = []
for i in range(win.getNumInputDevices()):
name = win.getInputDeviceName(i)
mk = self.dataRoot.attachNewNode(MouseAndKeyboard(win, i, name))
mw = mk.attachNewNode(MouseWatcher(name))
mb = mw.node().getModifierButtons()
mb.addButton(KeyboardButton.shift())
mb.addButton(KeyboardButton.control())
mb.addButton(KeyboardButton.alt())
mw.node().setModifierButtons(mb)
bt = mw.attachNewNode(ButtonThrower(name))
if (i != 0):
bt.node().setPrefix('mousedev'+str(i)+'-')
mods = ModifierButtons()
mods.addButton(KeyboardButton.shift())
mods.addButton(KeyboardButton.control())
mods.addButton(KeyboardButton.alt())
bt.node().setModifierButtons(mods)
self.buttonThrowers.append(bt)
if (win.hasPointer(i)):
self.pointerWatcherNodes.append(mw.node())
self.mouseWatcher = self.buttonThrowers[0].getParent()
self.mouseWatcherNode = self.mouseWatcher.node()
# print "ButtonThrowers = ",self.buttonThrowers
# print "PointerWatcherNodes = ",self.pointerWatcherNodes
if self.recorder:
# If we have a recorder, the mouseWatcher belongs under a
# special MouseRecorder node, which may intercept the
# mouse activity.
mw = self.buttonThrowers[0].getParent()
mouseRecorder = MouseRecorder('mouse')
self.recorder.addRecorder('mouse', mouseRecorder.upcastToRecorderBase())
np = mw.getParent().attachNewNode(mouseRecorder)
mw.reparentTo(np)
# Now we have the main trackball & drive interfaces.
# useTrackball() and useDrive() switch these in and out; only
# one is in use at a given time.
self.trackball = self.dataUnused.attachNewNode(Trackball('trackball'))
self.drive = self.dataUnused.attachNewNode(DriveInterface('drive'))
self.mouse2cam = self.dataUnused.attachNewNode(Transform2SG('mouse2cam'))
self.mouse2cam.node().setNode(self.camera.node())
# The default is trackball mode, which is more convenient for
# ad-hoc development in Python using ShowBase. Applications
# can explicitly call base.useDrive() if they prefer a drive
# interface.
self.mouseInterface = self.trackball
self.useTrackball()
# A special ButtonThrower to generate keyboard events and
# include the time from the OS. This is separate only to
# support legacy code that did not expect a time parameter; it
# will eventually be folded into the normal ButtonThrower,
# above.
mw = self.buttonThrowers[0].getParent()
self.timeButtonThrower = mw.attachNewNode(ButtonThrower('timeButtons'))
self.timeButtonThrower.node().setPrefix('time-')
self.timeButtonThrower.node().setTimeFlag(1)
# Tell the gui system about our new mouse watcher.
self.aspect2d.node().setMouseWatcher(mw.node())
self.aspect2dp.node().setMouseWatcher(mw.node())
mw.node().addRegion(PGMouseWatcherBackground())
def enableSoftwareMousePointer(self):
"""enableSoftwareMousePointer(self)
Creates some geometry and parents it to render2d to show
the currently-known mouse position. Useful if the mouse
pointer is invisible for some reason.
"""
mouseViz = render2d.attachNewNode('mouseViz')
lilsmiley = loader.loadModel('lilsmiley')
lilsmiley.reparentTo(mouseViz)
aspectRatio = self.getAspectRatio()
# Scale the smiley face to 32x32 pixels.
height = self.win.getYSize()
lilsmiley.setScale(
32.0 / height / aspectRatio,
1.0, 32.0 / height)
self.mouseWatcherNode.setGeometry(mouseViz.node())
def getAlt(self):
return self.mouseWatcherNode.getModifierButtons().isDown(
KeyboardButton.alt())
def getShift(self):
return self.mouseWatcherNode.getModifierButtons().isDown(
KeyboardButton.shift())
def getControl(self):
return self.mouseWatcherNode.getModifierButtons().isDown(
KeyboardButton.control())
def addAngularIntegrator(self):
"""addAngularIntegrator(self)"""
if (self.physicsMgrAngular == 0):
self.physicsMgrAngular = 1
integrator = AngularEulerIntegrator()
self.physicsMgr.attachAngularIntegrator(integrator)
def enableParticles(self):
"""enableParticles(self)"""
self.particleMgrEnabled = 1
self.physicsMgrEnabled = 1
self.taskMgr.remove('manager-update')
self.taskMgr.add(self.updateManagers, 'manager-update')
def disableParticles(self):
"""enableParticles(self)"""
self.particleMgrEnabled = 0
self.physicsMgrEnabled = 0
self.taskMgr.remove('manager-update')
def toggleParticles(self):
if self.particleMgrEnabled == 0:
self.enableParticles()
else:
self.disableParticles()
def isParticleMgrEnabled(self):
return self.particleMgrEnabled
def isPhysicsMgrEnabled(self):
return self.physicsMgrEnabled
def updateManagers(self, state):
dt = globalClock.getDt()
if (self.particleMgrEnabled == 1):
self.particleMgr.doParticles(dt)
if (self.physicsMgrEnabled == 1):
self.physicsMgr.doPhysics(dt)
return Task.cont
def createStats(self):
# You must specify a pstats-host in your Config.prc
# The default is localhost
if self.wantStats:
PStatClient.connect()
def addSfxManager(self, extraSfxManager):
# keep a list of sfx manager objects to apply settings to, since there may be others
# in addition to the one we create here
self.sfxManagerList.append(extraSfxManager)
newSfxManagerIsValid = (extraSfxManager!=None) and extraSfxManager.isValid()
self.sfxManagerIsValidList.append(newSfxManagerIsValid)
if newSfxManagerIsValid:
extraSfxManager.setActive(self.sfxActive)
def createBaseAudioManagers(self):
self.sfxPlayer = SfxPlayer.SfxPlayer()
sfxManager = AudioManager.createAudioManager()
self.addSfxManager(sfxManager)
self.musicManager = AudioManager.createAudioManager()
self.musicManagerIsValid=self.musicManager!=None \
and self.musicManager.isValid()
if self.musicManagerIsValid:
# ensure only 1 midi song is playing at a time:
self.musicManager.setConcurrentSoundLimit(1)
self.musicManager.setActive(self.musicActive)
# enableMusic/enableSoundEffects are meant to be called in response to a user request
# so sfxActive/musicActive represent how things *should* be, regardless of App/OS/HW state
def enableMusic(self, bEnableMusic):
# dont setActive(1) if no audiofocus
if self.AppHasAudioFocus and self.musicManagerIsValid:
self.musicManager.setActive(bEnableMusic)
self.musicActive = bEnableMusic
if bEnableMusic:
self.notify.debug("Enabling music")
else:
self.notify.debug("Disabling music")
def SetAllSfxEnables(self, bEnabled):
for i in range(len(self.sfxManagerList)):
if (self.sfxManagerIsValidList[i]):
self.sfxManagerList[i].setActive(bEnabled)
def enableSoundEffects(self, bEnableSoundEffects):
# dont setActive(1) if no audiofocus
if self.AppHasAudioFocus or (bEnableSoundEffects==0):
self.SetAllSfxEnables(bEnableSoundEffects)
self.sfxActive=bEnableSoundEffects
if bEnableSoundEffects:
self.notify.debug("Enabling sound effects")
else:
self.notify.debug("Disabling sound effects")
# enable/disableAllAudio allow a programmable global override-off for current audio settings.
# they're meant to be called when app loses audio focus (switched out), so we can turn off sound
# without affecting internal sfxActive/musicActive sound settings, so things
# come back ok when the app is switched back to
def disableAllAudio(self):
self.AppHasAudioFocus = 0
self.SetAllSfxEnables(0)
if self.musicManagerIsValid:
self.musicManager.setActive(0)
self.notify.debug("Disabling audio")
def enableAllAudio(self):
self.AppHasAudioFocus = 1
self.SetAllSfxEnables(self.sfxActive)
if self.musicManagerIsValid:
self.musicManager.setActive(self.musicActive)
self.notify.debug("Enabling audio")
# This function should only be in the loader but is here for
# backwards compatibility. Please do not add code here, add
# it to the loader.
def loadSfx(self, name):
return self.loader.loadSfx(name)
# This function should only be in the loader but is here for
# backwards compatibility. Please do not add code here, add
# it to the loader.
def loadMusic(self, name):
return self.loader.loadMusic(name)
def playSfx(self, sfx, looping = 0, interrupt = 1, volume = None, time = 0.0, node = None):
# This goes through a special player for potential localization
return self.sfxPlayer.playSfx(sfx, looping, interrupt, volume, time, node)
def playMusic(self, music, looping = 0, interrupt = 1, volume = None, time = 0.0):
if music:
if volume != None:
music.setVolume(volume)
# if interrupt was set to 0, start over even if it's already playing
if interrupt or (music.status() != AudioSound.PLAYING):
music.setTime(time)
music.setLoop(looping)
music.play()
def resetPrevTransform(self, state):
# Clear out the previous velocity deltas now, after we have
# rendered (the previous frame). We do this after the render,
# so that we have a chance to draw a representation of spheres
# along with their velocities. At the beginning of the frame
# really means after the command prompt, which allows the user
# to interactively query these deltas meaningfully.
if self.cTrav:
self.cTrav.resetPrevTransform(self.render)
return Task.cont
def dataLoop(self, state):
# traverse the data graph. This reads all the control
# inputs (from the mouse and keyboard, for instance) and also
# directly acts upon them (for instance, to move the avatar).
self.dgTrav.traverse(self.dataRootNode)
return Task.cont
def ivalLoop(self, state):
# Execute all intervals in the global ivalMgr.
IntervalManager.ivalMgr.step()
return Task.cont
def shadowCollisionLoop(self, state):
# run the collision traversal if we have a
# CollisionTraverser set.
if self.shadowTrav:
self.shadowTrav.traverse(self.render)
return Task.cont
def collisionLoop(self, state):
# run the collision traversal if we have a
# CollisionTraverser set.
if self.cTrav:
self.cTrav.traverse(self.render)
if self.appTrav:
self.appTrav.traverse(self.render)
return Task.cont
def igLoop(self, state):
# We render the watch variables for the onScreenDebug as soon
# as we reasonably can before the renderFrame().
onScreenDebug.render()
if self.recorder:
self.recorder.recordFrame()
# Finally, render the frame.
self.graphicsEngine.renderFrame()
if self.clusterSyncFlag:
self.graphicsEngine.syncFrame()
# We clear the text buffer for the onScreenDebug as soon
# as we reasonably can after the renderFrame().
onScreenDebug.clear()
if self.recorder:
self.recorder.playFrame()
if self.mainWinMinimized:
# If the main window is minimized, slow down the app a bit
# by sleeping here in igLoop so we don't use all available
# CPU needlessly.
# Note: this isn't quite right if multiple windows are
# open. We should base this on whether *all* windows are
# minimized, not just the main window. But it will do for
# now until someone complains.
time.sleep(0.1)
else:
# magic word overrides config
if self.mwClientSleep:
time.sleep(self.mwClientSleep)
elif self.clientSleep:
time.sleep(self.clientSleep)
# Lerp stuff needs this event, and it must be generated in
# C++, not in Python.
throwNewFrame()
return Task.cont
def restart(self):
self.shutdown()
# resetPrevTransform goes at the very beginning of the frame.
self.taskMgr.add(self.resetPrevTransform, 'resetPrevTransform', priority = -51)
# give the dataLoop task a reasonably "early" priority,
# so that it will get run before most tasks
self.taskMgr.add(self.dataLoop, 'dataLoop', priority = -50)
# spawn the ivalLoop with a later priority, so that it will
# run after most tasks, but before igLoop.
self.taskMgr.add(self.ivalLoop, 'ivalLoop', priority = 20)
# make the collisionLoop task run before igLoop,
# but leave enough room for the app to insert tasks
# between collisionLoop and igLoop
self.taskMgr.add(self.collisionLoop, 'collisionLoop', priority = 30)
# do the shadowCollisionLoop after the collisionLoop and
# befor the igLoop:
self.taskMgr.add(self.shadowCollisionLoop, 'shadowCollisionLoop', priority = 45)
# give the igLoop task a reasonably "late" priority,
# so that it will get run after most tasks
self.taskMgr.add(self.igLoop, 'igLoop', priority = 50)
self.eventMgr.restart()
def shutdown(self):
self.taskMgr.remove('igLoop')
self.taskMgr.remove('shadowCollisionLoop')
self.taskMgr.remove('collisionLoop')
self.taskMgr.remove('dataLoop')
self.taskMgr.remove('resetPrevTransform')
self.taskMgr.remove('ivalLoop')
self.eventMgr.shutdown()
def getBackgroundColor(self, win = None):
"""
Returns the current window background color. This assumes
the window is set up to clear the color each frame (this is
the normal setting).
"""
if win == None:
win = self.win
return VBase4(win.getClearColor())
def setBackgroundColor(self, r = None, g = None, b = None, a = 0.0, win = None):
"""
Sets the window background color to the indicated value.
This assumes the window is set up to clear the color each
frame (this is the normal setting).
The color may be either a VBase3 or a VBase4, or a 3-component
tuple, or the individual r, g, b parameters.
"""
if g != None:
color = VBase4(r, g, b, a)
else:
arg = r
if isinstance(arg, VBase4):
color = arg
else:
color = VBase4(arg[0], arg[1], arg[2], a)
if win == None:
win = self.win
if win:
win.setClearColor(color)
def toggleBackface(self):
if self.backfaceCullingEnabled:
self.backfaceCullingOff()
else:
self.backfaceCullingOn()
def backfaceCullingOn(self):
if not self.backfaceCullingEnabled:
self.render.setTwoSided(0)
self.backfaceCullingEnabled = 1
def backfaceCullingOff(self):
if self.backfaceCullingEnabled:
self.render.setTwoSided(1)
self.backfaceCullingEnabled = 0
def toggleTexture(self):
if self.textureEnabled:
self.textureOff()
else:
self.textureOn()
def textureOn(self):
self.render.clearTexture()
self.textureEnabled = 1
def textureOff(self):
self.render.setTextureOff(100)
self.textureEnabled = 0
def toggleWireframe(self):
if self.wireframeEnabled:
self.wireframeOff()
else:
self.wireframeOn()
def wireframeOn(self):
self.render.setRenderModeWireframe(100)
self.render.setTwoSided(1)
self.wireframeEnabled = 1
def wireframeOff(self):
self.render.clearRenderMode()
render.setTwoSided(not self.backfaceCullingEnabled)
self.wireframeEnabled = 0
def disableMouse(self):
"""
Temporarily disable the mouse control of the camera, either
via the drive interface or the trackball, whichever is
currently in use.
"""
# We don't reparent the drive interface or the trackball;
# whichever one was there before will remain in the data graph
# and active. This way they won't lose button events while
# the mouse is disabled. However, we do move the mouse2cam
# object out of there, so we won't be updating the camera any
# more.
if self.mouse2cam:
self.mouse2cam.reparentTo(self.dataUnused)
def enableMouse(self):
"""
Reverse the effect of a previous call to disableMouse().
useDrive() also implicitly enables the mouse.
"""
if self.mouse2cam:
self.mouse2cam.reparentTo(self.mouseInterface)
def setMouseOnNode(self, newNode):
if self.mouse2cam:
self.mouse2cam.node().setNode(newNode)
def changeMouseInterface(self, changeTo):
"""
Switch mouse action
"""
# Get rid of the prior interface:
self.mouseInterface.reparentTo(self.dataUnused)
# Update the mouseInterface to point to the drive
self.mouseInterface = changeTo
self.mouseInterfaceNode = self.mouseInterface.node()
# Hookup the drive to the camera.
self.mouseInterface.reparentTo(self.mouseWatcher)
if self.mouse2cam:
self.mouse2cam.reparentTo(self.mouseInterface)
def useDrive(self):
"""
Switch mouse action to drive mode
"""
if self.drive:
self.changeMouseInterface(self.drive)
# Set the height to a good eyeheight
self.mouseInterfaceNode.reset()
self.mouseInterfaceNode.setZ(4.0)
def useTrackball(self):
"""
Switch mouse action to trackball mode
"""
if self.trackball:
self.changeMouseInterface(self.trackball)
def oobe(self):
"""
Enable a special "out-of-body experience" mouse-interface
mode. This can be used when a "god" camera is needed; it
moves the camera node out from under its normal node and sets
the world up in trackball state. Button events are still sent
to the normal mouse action node (e.g. the DriveInterface), and
mouse events, if needed, may be sent to the normal node by
holding down the Control key.
This is different than useTrackball(), which simply changes
the existing mouse action to a trackball interface. In fact,
OOBE mode doesn't care whether useDrive() or useTrackball() is
in effect; it just temporarily layers a new trackball
interface on top of whatever the basic interface is. You can
even switch between useDrive() and useTrackball() while OOBE
mode is in effect.
This is a toggle; the second time this function is called, it
disables the mode.
"""
# If oobeMode was never set, set it to false and create the
# structures we need to implement OOBE.
try:
self.oobeMode
except:
self.oobeMode = 0
self.oobeCamera = self.hidden.attachNewNode('oobeCamera')
self.oobeCameraTrackball = self.oobeCamera.attachNewNode('oobeCameraTrackball')
self.oobeLens = PerspectiveLens()
self.oobeLens.setAspectRatio(self.getAspectRatio())
self.oobeLens.setNearFar(0.1, 10000.0)
self.oobeLens.setFov(52.0)
self.oobeTrackball = self.dataUnused.attachNewNode(Trackball('oobeTrackball'), 1)
self.oobe2cam = self.oobeTrackball.attachNewNode(Transform2SG('oobe2cam'))
self.oobe2cam.node().setNode(self.oobeCameraTrackball.node())
self.oobeVis = loader.loadModelOnce('models/misc/camera')
if self.oobeVis:
self.oobeVis.node().setFinal(1)
self.oobeCullFrustum = None
self.oobeCullFrustumVis = None
if self.oobeMode:
# Disable OOBE mode.
if self.oobeCullFrustum != None:
# First, disable OOBE cull mode.
self.oobeCull()
if self.oobeVis:
self.oobeVis.reparentTo(self.hidden)
# Restore the mouse interface node.
#self.mouseInterface.reparentTo(self.mouseWatcher)
self.oobeTrackball.reparentTo(self.dataUnused)
self.cam.reparentTo(self.camera)
self.camNode.setLens(self.camLens)
self.oobeCamera.reparentTo(self.hidden)
self.oobeMode = 0
bboard.post('oobeEnabled', False)
else:
bboard.post('oobeEnabled', True)
try:
cameraParent = localAvatar
except:
# Make oobeCamera be a sibling of wherever camera is now.
cameraParent = self.camera.getParent()
self.oobeCamera.reparentTo(cameraParent)
self.oobeCamera.clearMat()
# Move aside the current mouse interface node and put the
# oobeTrackball in its place.
#self.mouseInterface.reparentTo(self.dataUnused)
self.oobeTrackball.reparentTo(self.mouseWatcher)
# Set our initial OOB position to be just behind the camera.
mat = Mat4.translateMat(0, -10, 3) * self.camera.getMat(cameraParent)
mat.invertInPlace()
self.oobeTrackball.node().setMat(mat)
self.cam.reparentTo(self.oobeCameraTrackball)
# Don't change the camera lens--keep it with the original lens.
#self.camNode.setLens(self.oobeLens)
if self.oobeVis:
self.oobeVis.reparentTo(self.camera)
self.oobeMode = 1
def oobeCull(self):
"""
While in OOBE mode (see above), cull the viewing frustum as if
it were still attached to our original camera. This allows us
to visualize the effectiveness of our bounding volumes.
"""
# First, make sure OOBE mode is enabled.
try:
if not self.oobeMode:
self.oobe()
except:
self.oobe()
if self.oobeCullFrustum == None:
# Enable OOBE culling.
pnode = LensNode('oobeCull')
pnode.setLens(self.camLens)
self.oobeCullFrustum = self.camera.attachNewNode(pnode)
# Create a visible representation of the frustum.
geom = self.camLens.makeGeometry()
if geom != None:
gn = GeomNode('frustum')
gn.addGeom(geom)
self.oobeCullFrustumVis = self.oobeVis.attachNewNode(gn)
# Tell the camera to cull from here instead of its own
# origin.
self.camNode.setCullCenter(self.oobeCullFrustum)
else:
# Disable OOBE culling.
self.camNode.setCullCenter(NodePath())
self.oobeCullFrustum.removeNode()
self.oobeCullFrustum = None
if self.oobeCullFrustumVis != None:
self.oobeCullFrustumVis.removeNode()
self.oobeCullFrustumVis = None
def showCameraFrustum(self):
# Create a visible representation of the frustum.
self.removeCameraFrustum()
geom = self.camLens.makeGeometry()
if geom != None:
gn = GeomNode('frustum')
gn.addGeom(geom)
self.camFrustumVis = self.camera.attachNewNode(gn)
def removeCameraFrustum(self):
if self.camFrustumVis:
self.camFrustumVis.removeNode()
def screenshot(self, namePrefix='screenshot'):
filename = self.win.saveScreenshotDefault(namePrefix)
if filename.empty():
# The screenshot attempt failed for some reason.
return 0
# Announce to anybody that a screenshot has been taken
messenger.send('screenshot', [filename])
return 1
def movie(self, namePrefix = 'movie', duration = 1.0, fps = 30,
format = 'rgb', sd = 4):
"""
movie(namePrefix = 'movie', duration=1.0, fps=30, format='rgb', sd=4)
Spawn a task to capture a movie using the screenshot function.
- namePrefix will be used to form output file names (can include
path information (e.g. '/i/beta/frames/myMovie')
- duration is the length of the movie in seconds
- fps is the frame rate of the resulting movie
- format specifies output file format (e.g. rgb, bmp)
- sd specifies number of significant digits for frame count in the
output file name (e.g. if sd = 4, movie_0001.rgb)
"""
globalClock.setMode(ClockObject.MNonRealTime)
globalClock.setDt(1.0/float(fps))
t = taskMgr.add(self._movieTask, namePrefix + '_task')
t.endT = globalClock.getFrameTime() + duration
t.frameIndex = 1
t.outputString = namePrefix + '_%0' + `sd` + 'd.' + format
t.uponDeath = lambda state: globalClock.setMode(ClockObject.MNormal)
def _movieTask(self, state):
currT = globalClock.getFrameTime()
if currT >= state.endT:
return Task.done
else:
frameName = state.outputString % state.frameIndex
self.notify.info("Capturing frame: " + frameName)
self.win.saveScreenshot(Filename(frameName))
state.frameIndex += 1
return Task.cont
def __windowEvent(self, win):
if win == self.win:
properties = win.getProperties()
self.notify.info("Got window event: %s" % (repr(properties)))
if not properties.getOpen():
# If the user closes the main window, we should exit.
self.notify.info("User closed main window.")
self.userExit()
if properties.getMinimized() and not self.mainWinMinimized:
# If the main window is minimized, throw an event to
# stop the music.
self.mainWinMinimized = 1
messenger.send('PandaPaused')
elif not properties.getMinimized() and self.mainWinMinimized:
# If the main window is restored, throw an event to
# restart the music.
self.mainWinMinimized = 0
messenger.send('PandaRestarted')
def userExit(self):
# The user has requested we exit the program. Deal with this.
if self.exitFunc:
self.exitFunc()
self.notify.info("Exiting ShowBase.")
self.finalizeExit()
def finalizeExit(self):
sys.exit()
def startTk(self, fWantTk = 1):
self.wantTk = fWantTk
if self.wantTk:
import TkGlobal
taskMgr.remove('tkLoop')
TkGlobal.spawnTkLoop()
def startDirect(self, fWantDirect = 1, fWantTk = 1):
self.startTk(fWantTk)
self.wantDirect = fWantDirect
if self.wantDirect:
from direct.directtools import DirectSession
direct.enable()
else:
__builtins__["direct"] = self.direct = None
def run(self):
self.taskMgr.run()