/usr/share/games/fretsonfire/game/Dialogs.py is in fretsonfire-game 1.3.110.dfsg-3.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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# -*- coding: iso-8859-1 -*- #
# #
# Frets on Fire #
# Copyright (C) 2006 Sami Kyöstilä #
# #
# This program is free software; you can redistribute it and/or #
# modify it under the terms of the GNU General Public License #
# as published by the Free Software Foundation; either version 2 #
# of the License, or (at your option) any later version. #
# #
# This program is distributed in the hope that it will be useful, #
# but WITHOUT ANY WARRANTY; without even the implied warranty of #
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the #
# GNU General Public License for more details. #
# #
# You should have received a copy of the GNU General Public License #
# along with this program; if not, write to the Free Software #
# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, #
# MA 02110-1301, USA. #
#####################################################################
"""A bunch of dialog functions for interacting with the user."""
import pygame
from OpenGL.GL import *
from OpenGL.GLU import *
import math
import os
import fnmatch
from View import Layer, BackgroundLayer
from Input import KeyListener
from Camera import Camera
from Mesh import Mesh
from Menu import Menu
from Language import _
from Texture import Texture
import Theme
import Log
import Song
import Data
import Player
import Guitar
def wrapText(font, pos, text, rightMargin = 0.9, scale = 0.002, visibility = 0.0):
"""
Wrap a piece of text inside given margins.
@param pos: (x, y) tuple, x defines the left margin
@param text: Text to wrap
@param rightMargin: Right margin
@param scale: Text scale
@param visibility: Visibility factor [0..1], 0 is fully visible
"""
x, y = pos
space = font.getStringSize(" ", scale = scale)[0]
for n, word in enumerate(text.split(" ")):
w, h = font.getStringSize(word, scale = scale)
if x + w > rightMargin or word == "\n":
x = pos[0]
y += h
if word == "\n":
continue
glPushMatrix()
glRotate(visibility * (n + 1) * -45, 0, 0, 1)
font.render(word, (x, y + visibility * n), scale = scale)
glPopMatrix()
x += w + space
return (x - space, y)
def fadeScreen(v):
"""
Fade the screen to a dark color to make whatever is on top easier to read.
@param v: Visibility factor [0..1], 0 is fully visible
"""
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
glBegin(GL_TRIANGLE_STRIP)
glColor4f(0, 0, 0, .3 - v * .3)
glVertex2f(0, 0)
glColor4f(0, 0, 0, .3 - v * .3)
glVertex2f(1, 0)
glColor4f(0, 0, 0, .9 - v * .9)
glVertex2f(0, 1)
glColor4f(0, 0, 0, .9 - v * .9)
glVertex2f(1, 1)
glEnd()
class GetText(Layer, KeyListener):
"""Text input layer."""
def __init__(self, engine, prompt = "", text = ""):
self.text = text
self.prompt = prompt
self.engine = engine
self.time = 0
self.accepted = False
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
self.engine.input.enableKeyRepeat()
def hidden(self):
self.engine.input.removeKeyListener(self)
self.engine.input.disableKeyRepeat()
def keyPressed(self, key, unicode):
self.time = 0
c = self.engine.input.controls.getMapping(key)
if (c in [Player.KEY1] or key == pygame.K_RETURN) and not self.accepted:
self.engine.view.popLayer(self)
self.accepted = True
elif c in [Player.CANCEL, Player.KEY2] and not self.accepted:
self.text = None
self.engine.view.popLayer(self)
self.accepted = True
elif key == pygame.K_BACKSPACE and not self.accepted:
self.text = self.text[:-1]
elif unicode and ord(unicode) > 31 and not self.accepted:
self.text += unicode
return True
def run(self, ticks):
self.time += ticks / 50.0
def render(self, visibility, topMost):
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
try:
v = (1 - visibility) ** 2
fadeScreen(v)
Theme.setBaseColor(1 - v)
if (self.time % 10) < 5 and visibility > .9:
cursor = "|"
else:
cursor = ""
pos = wrapText(font, (.1, .33 - v), self.prompt)
Theme.setSelectedColor(1 - v)
if self.text is not None:
pos = wrapText(font, (.1, (pos[1] + v) + .08 + v / 4), self.text)
font.render(cursor, pos)
finally:
self.engine.view.resetProjection()
class GetKey(Layer, KeyListener):
"""Key choosing layer."""
def __init__(self, engine, prompt = "", key = None):
self.key = key
self.prompt = prompt
self.engine = engine
self.time = 0
self.accepted = False
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
def hidden(self):
self.engine.input.removeKeyListener(self)
def keyPressed(self, key, unicode):
c = self.engine.input.controls.getMapping(key)
if c in [Player.CANCEL, Player.KEY2] and not self.accepted:
self.key = None
self.engine.view.popLayer(self)
self.accepted = True
elif not self.accepted:
self.key = key
self.engine.view.popLayer(self)
self.accepted = True
return True
def run(self, ticks):
self.time += ticks / 50.0
def render(self, visibility, topMost):
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
try:
v = (1 - visibility) ** 2
fadeScreen(v)
Theme.setBaseColor(1 - v)
pos = wrapText(font, (.1, .33 - v), self.prompt)
Theme.setSelectedColor(1 - v)
if self.key is not None:
text = pygame.key.name(self.key).capitalize()
pos = wrapText(font, (.1, (pos[1] + v) + .08 + v / 4), text)
finally:
self.engine.view.resetProjection()
class LoadingScreen(Layer, KeyListener):
"""Loading screen layer."""
def __init__(self, engine, condition, text, allowCancel = False):
self.engine = engine
self.text = text
self.condition = condition
self.ready = False
self.allowCancel = allowCancel
self.time = 0.0
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
def keyPressed(self, key, unicode):
c = self.engine.input.controls.getMapping(key)
if self.allowCancel and c == Player.CANCEL:
self.engine.view.popLayer(self)
return True
def hidden(self):
self.engine.boostBackgroundThreads(False)
self.engine.input.removeKeyListener(self)
def run(self, ticks):
self.time += ticks / 50.0
if not self.ready and self.condition():
self.engine.view.popLayer(self)
self.ready = True
def render(self, visibility, topMost):
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
if not font:
return
if visibility > 0.9:
self.engine.boostBackgroundThreads(True)
else:
self.engine.boostBackgroundThreads(False)
try:
v = (1 - visibility) ** 2
fadeScreen(v)
w, h = self.engine.view.geometry[2:4]
self.engine.data.loadingImage.transform.reset()
self.engine.data.loadingImage.transform.translate(w / 2, (1.0 - v * .25) * h / 2)
self.engine.data.loadingImage.transform.scale(1, -1)
self.engine.data.loadingImage.draw(color = (1, 1, 1, visibility))
Theme.setBaseColor(1 - v)
w, h = font.getStringSize(self.text)
x = .5 - w / 2
y = .6 - h / 2 + v * .5
font.render(self.text, (x, y))
finally:
self.engine.view.resetProjection()
class MessageScreen(Layer, KeyListener):
"""Message screen layer."""
def __init__(self, engine, text, prompt = _("<OK>")):
self.engine = engine
self.text = text
self.time = 0.0
self.prompt = prompt
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
def keyPressed(self, key, unicode):
c = self.engine.input.controls.getMapping(key)
if c in [Player.KEY1, Player.KEY2, Player.CANCEL] or key == pygame.K_RETURN:
self.engine.view.popLayer(self)
return True
def hidden(self):
self.engine.input.removeKeyListener(self)
def run(self, ticks):
self.time += ticks / 50.0
def render(self, visibility, topMost):
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
if not font:
return
try:
v = (1 - visibility) ** 2
fadeScreen(v)
x = .1
y = .3 + v * 2
Theme.setBaseColor(1 - v)
pos = wrapText(font, (x, y), self.text, visibility = v)
w, h = font.getStringSize(self.prompt, scale = 0.001)
x = .5 - w / 2
y = pos[1] + 3 * h + v * 2
Theme.setSelectedColor(1 - v)
font.render(self.prompt, (x, y), scale = 0.001)
finally:
self.engine.view.resetProjection()
class SongChooser(Layer, KeyListener):
"""Song choosing layer."""
def __init__(self, engine, prompt = "", selectedSong = None, selectedLibrary = None):
self.prompt = prompt
self.engine = engine
self.time = 0
self.accepted = False
self.selectedIndex = 0
self.camera = Camera()
self.cassetteHeight = .8
self.cassetteWidth = 4.0
self.libraryHeight = 1.2
self.libraryWidth = 4.0
self.itemAngles = None
self.itemLabels = None
self.selectedOffset = 0.0
self.cameraOffset = 0.0
self.selectedItem = None
self.song = None
self.songCountdown = 1024
self.songLoader = None
self.initialItem = selectedSong
self.library = selectedLibrary
self.searchText = ""
# Use the default library if this one doesn't exist
if not self.library or not os.path.isdir(self.engine.resource.fileName(self.library)):
self.library = Song.DEFAULT_LIBRARY
self.loadCollection()
self.engine.resource.load(self, "cassette", lambda: Mesh(self.engine.resource.fileName("cassette.dae")), synch = True)
self.engine.resource.load(self, "label", lambda: Mesh(self.engine.resource.fileName("label.dae")), synch = True)
self.engine.resource.load(self, "libraryMesh", lambda: Mesh(self.engine.resource.fileName("library.dae")), synch = True)
self.engine.resource.load(self, "libraryLabel", lambda: Mesh(self.engine.resource.fileName("library_label.dae")), synch = True)
self.engine.loadSvgDrawing(self, "background", "cassette.svg")
def loadCollection(self):
self.loaded = False
self.engine.resource.load(self, "libraries", lambda: Song.getAvailableLibraries(self.engine, self.library), onLoad = self.libraryListLoaded)
showLoadingScreen(self.engine, lambda: self.loaded, text = _("Browsing Collection..."))
def libraryListLoaded(self, libraries):
self.engine.resource.load(self, "songs", lambda: Song.getAvailableSongs(self.engine, self.library), onLoad = self.songListLoaded)
def songListLoaded(self, songs):
if self.songLoader:
self.songLoader.cancel()
self.selectedIndex = 0
self.items = self.libraries + self.songs
self.itemAngles = [0.0] * len(self.items)
self.itemLabels = [None] * len(self.items)
self.loaded = True
self.searchText = ""
if self.initialItem is not None:
for i, item in enumerate(self.items):
if isinstance(item, Song.SongInfo) and self.initialItem == item.songName:
self.selectedIndex = i
break
elif isinstance(item, Song.LibraryInfo) and self.initialItem == item.libraryName:
self.selectedIndex = i
break
# Load labels for libraries right away
for i, item in enumerate(self.items):
if isinstance(item, Song.LibraryInfo):
self.loadItemLabel(i)
self.updateSelection()
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
self.engine.input.enableKeyRepeat()
def hidden(self):
if self.songLoader:
self.songLoader.cancel()
if self.song:
self.song.fadeout(1000)
self.song = None
self.engine.input.removeKeyListener(self)
self.engine.input.disableKeyRepeat()
def getSelectedSong(self):
if isinstance(self.selectedItem, Song.SongInfo):
return self.selectedItem.songName
def getSelectedLibrary(self):
return self.library
def loadItemLabel(self, i):
# Load the item label if it isn't yet loaded
item = self.items[i]
if self.itemLabels[i] is None:
if isinstance(item, Song.SongInfo):
label = self.engine.resource.fileName(self.library, item.songName, "label.png")
else:
assert isinstance(item, Song.LibraryInfo)
label = self.engine.resource.fileName(item.libraryName, "label.png")
if os.path.exists(label):
self.itemLabels[i] = Texture(label)
def updateSelection(self):
self.selectedItem = self.items[self.selectedIndex]
self.songCountdown = 1024
self.loadItemLabel(self.selectedIndex)
def keyPressed(self, key, unicode):
if not self.items or self.accepted:
return
c = self.engine.input.controls.getMapping(key)
if c in [Player.KEY1] or key == pygame.K_RETURN:
if self.matchesSearch(self.selectedItem):
if isinstance(self.selectedItem, Song.LibraryInfo):
self.library = self.selectedItem.libraryName
self.initialItem = None
self.loadCollection()
else:
self.engine.view.popLayer(self)
self.accepted = True
if not self.song:
self.engine.data.acceptSound.play()
elif c in [Player.CANCEL, Player.KEY2]:
if self.library != Song.DEFAULT_LIBRARY:
self.initialItem = self.library
self.library = os.path.dirname(self.library)
self.loadCollection()
else:
self.selectedItem = None
self.engine.view.popLayer(self)
self.accepted = True
if not self.song:
self.engine.data.cancelSound.play()
elif c in [Player.UP, Player.ACTION1]:
if self.matchesSearch(self.items[self.selectedIndex]):
while 1:
self.selectedIndex = (self.selectedIndex - 1) % len(self.items)
if self.matchesSearch(self.items[self.selectedIndex]):
break
self.updateSelection()
if not self.song:
self.engine.data.selectSound.play()
elif c in [Player.DOWN, Player.ACTION2]:
if self.matchesSearch(self.items[self.selectedIndex]):
while 1:
self.selectedIndex = (self.selectedIndex + 1) % len(self.items)
if self.matchesSearch(self.items[self.selectedIndex]):
break
self.updateSelection()
if not self.song:
self.engine.data.selectSound.play()
elif key == pygame.K_BACKSPACE and not self.accepted:
self.searchText = self.searchText[:-1]
elif unicode and ord(unicode) > 31 and not self.accepted:
self.searchText += unicode
self.doSearch()
return True
def matchesSearch(self, item):
if not self.searchText:
return True
if isinstance(item, Song.SongInfo):
if self.searchText.lower() in item.name.lower() or self.searchText.lower() in item.artist.lower():
return True
elif isinstance(item, Song.LibraryInfo):
if self.searchText.lower() in item.name.lower():
return True
return False
def doSearch(self):
if not self.searchText:
return
for i, item in enumerate(self.items):
if self.matchesSearch(item):
self.selectedIndex = i
self.updateSelection()
break
def songLoaded(self, song):
self.songLoader = None
if self.song:
self.song.stop()
song.setGuitarVolume(self.engine.config.get("audio", "guitarvol"))
song.setBackgroundVolume(self.engine.config.get("audio", "songvol"))
song.setRhythmVolume(self.engine.config.get("audio", "rhythmvol"))
song.play()
self.song = song
def playSelectedSong(self):
song = self.getSelectedSong()
if not song:
return
if self.songLoader:
self.songLoader.cancel()
# Don't start a new song loader until the previous one is finished
if self.songLoader.isAlive():
self.songCountdown = 256
return
if self.song:
self.song.fadeout(1000)
self.songLoader = self.engine.resource.load(self, None, lambda: Song.loadSong(self.engine, song, playbackOnly = True, library = self.library),
onLoad = self.songLoaded)
def run(self, ticks):
self.time += ticks / 50.0
if self.songCountdown > 0:
self.songCountdown -= ticks
if self.songCountdown <= 0:
self.playSelectedSong()
d = self.cameraOffset - self.selectedOffset
self.cameraOffset -= d * ticks / 192.0
for i in range(len(self.itemAngles)):
if i == self.selectedIndex:
self.itemAngles[i] = min(90, self.itemAngles[i] + ticks / 2.0)
else:
self.itemAngles[i] = max(0, self.itemAngles[i] - ticks / 2.0)
def renderCassette(self, color, label):
if not self.cassette:
return
if color:
glColor3f(*color)
glEnable(GL_COLOR_MATERIAL)
self.cassette.render("Mesh_001")
glColor3f(.1, .1, .1)
self.cassette.render("Mesh")
# Draw the label if there is one
if label is not None:
glEnable(GL_TEXTURE_2D)
label.bind()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT)
glColor3f(1, 1, 1)
glMatrixMode(GL_TEXTURE)
glScalef(1, -1, 1)
glMatrixMode(GL_MODELVIEW)
self.label.render("Mesh_001")
glMatrixMode(GL_TEXTURE)
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glDisable(GL_TEXTURE_2D)
def renderLibrary(self, color, label):
if not self.libraryMesh:
return
if color:
glColor3f(*color)
glEnable(GL_NORMALIZE)
glEnable(GL_COLOR_MATERIAL)
self.libraryMesh.render("Mesh_001")
glColor3f(.1, .1, .1)
self.libraryMesh.render("Mesh")
# Draw the label if there is one
if label is not None:
glEnable(GL_TEXTURE_2D)
label.bind()
glColor3f(1, 1, 1)
glMatrixMode(GL_TEXTURE)
glScalef(1, -1, 1)
glMatrixMode(GL_MODELVIEW)
self.libraryLabel.render()
glMatrixMode(GL_TEXTURE)
glLoadIdentity()
glMatrixMode(GL_MODELVIEW)
glDisable(GL_TEXTURE_2D)
glDisable(GL_NORMALIZE)
def render(self, visibility, topMost):
v = (1 - visibility) ** 2
# render the background
t = self.time / 100
w, h, = self.engine.view.geometry[2:4]
r = .5
self.background.transform.reset()
self.background.transform.translate(v * 2 * w + w / 2 + math.sin(t / 2) * w / 2 * r, h / 2 + math.cos(t) * h / 2 * r)
self.background.transform.rotate(-t)
self.background.transform.scale(math.sin(t / 8) + 2, math.sin(t / 8) + 2)
self.background.draw()
# render the item list
try:
glMatrixMode(GL_PROJECTION)
glPushMatrix()
glLoadIdentity()
gluPerspective(60, self.engine.view.aspectRatio, 0.1, 1000)
glMatrixMode(GL_MODELVIEW)
glLoadIdentity()
glEnable(GL_DEPTH_TEST)
glDisable(GL_CULL_FACE)
glDepthMask(1)
offset = 10 * (v ** 2)
self.camera.origin = (-10 + offset, -self.cameraOffset, 4 + offset)
self.camera.target = ( 0 + offset, -self.cameraOffset, 2.5 + offset)
self.camera.apply()
y = 0.0
for i, item in enumerate(self.items):
if not self.matchesSearch(item):
continue
c = math.sin(self.itemAngles[i] * math.pi / 180)
if isinstance(item, Song.SongInfo):
h = c * self.cassetteWidth + (1 - c) * self.cassetteHeight
else:
h = c * self.libraryWidth + (1 - c) * self.libraryHeight
d = (y + h * .5 + self.camera.origin[1]) / (4 * (self.camera.target[2] - self.camera.origin[2]))
if i == self.selectedIndex:
self.selectedOffset = y + h / 2
Theme.setSelectedColor()
else:
Theme.setBaseColor()
glTranslatef(0, -h / 2, 0)
glPushMatrix()
if abs(d) < 1.2:
if isinstance(item, Song.SongInfo):
glRotate(self.itemAngles[i], 0, 0, 1)
self.renderCassette(item.cassetteColor, self.itemLabels[i])
elif isinstance(item, Song.LibraryInfo):
glRotate(-self.itemAngles[i], 0, 0, 1)
if i == self.selectedIndex:
glRotate(self.time * 4, 1, 0, 0)
self.renderLibrary(item.color, self.itemLabels[i])
glPopMatrix()
glTranslatef(0, -h / 2, 0)
y += h
glDisable(GL_DEPTH_TEST)
glDisable(GL_CULL_FACE)
glDepthMask(0)
finally:
glMatrixMode(GL_PROJECTION)
glPopMatrix()
glMatrixMode(GL_MODELVIEW)
# render the song info
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
try:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
Theme.setBaseColor(1 - v)
if self.searchText:
text = _("Filter: %s") % (self.searchText) + "|"
if not self.matchesSearch(self.items[self.selectedIndex]):
text += " (%s)" % _("Not found")
font.render(text, (.05, .7 + v), scale = 0.001)
elif self.songLoader:
font.render(_("Loading Preview..."), (.05, .7 + v), scale = 0.001)
x = .6
y = .15
font.render(self.prompt, (x, .05 - v))
Theme.setSelectedColor(1 - v)
item = self.items[self.selectedIndex]
if self.matchesSearch(item):
angle = self.itemAngles[self.selectedIndex]
f = ((90.0 - angle) / 90.0) ** 2
pos = wrapText(font, (x, y), item.name, visibility = f, scale = 0.0016)
if isinstance(item, Song.SongInfo):
Theme.setBaseColor(1 - v)
wrapText(font, (x, pos[1] + font.getHeight() * 0.0016), item.artist, visibility = f, scale = 0.0016)
Theme.setSelectedColor(1 - v)
scale = 0.0011
w, h = font.getStringSize(self.prompt, scale = scale)
x = .6
y = .5 + f / 2.0
if len(item.difficulties) > 3:
y = .42 + f / 2.0
for d in item.difficulties:
scores = item.getHighscores(d)
if scores:
score, stars, name = scores[0]
else:
score, stars, name = "---", 0, "---"
Theme.setBaseColor(1 - v)
font.render(unicode(d), (x, y), scale = scale)
font.render(unicode(Data.STAR2 * stars + Data.STAR1 * (5 - stars)), (x, y + h), scale = scale * .9)
Theme.setSelectedColor(1 - v)
font.render(unicode(score), (x + .15, y), scale = scale)
font.render(name, (x + .15, y + h), scale = scale)
y += 2 * h + f / 4.0
elif isinstance(item, Song.LibraryInfo):
Theme.setBaseColor(1 - v)
if item.songCount == 1:
songCount = _("One song in this library")
else:
songCount = _("%d songs in this library") % item.songCount
wrapText(font, (x, pos[1] + 3 * font.getHeight() * 0.0016), songCount, visibility = f, scale = 0.0016)
finally:
self.engine.view.resetProjection()
class FileChooser(BackgroundLayer, KeyListener):
"""File choosing layer."""
def __init__(self, engine, masks, path, prompt = ""):
self.masks = masks
self.path = path
self.prompt = prompt
self.engine = engine
self.accepted = False
self.selectedFile = None
self.time = 0.0
self.menu = None
self.engine.loadSvgDrawing(self, "background", "editor.svg")
def _getFileCallback(self, fileName):
return lambda: self.chooseFile(fileName)
def _getFileText(self, fileName):
f = os.path.join(self.path, fileName)
if fileName == "..":
return _("[Parent Folder]")
if os.path.isdir(f):
return _("%s [Folder]") % fileName
return fileName
def getFiles(self):
files = [".."]
for fn in os.listdir(self.path):
if fn.startswith("."): continue
f = os.path.join(self.path, fn)
for mask in self.masks:
if fnmatch.fnmatch(fn, mask):
break
else:
if not os.path.isdir(f):
continue
files.append(fn)
files.sort()
return files
def updateFiles(self):
if self.menu:
self.engine.view.popLayer(self.menu)
self.menu = Menu(self.engine, choices = [(self._getFileText(f), self._getFileCallback(f)) for f in self.getFiles()], onClose = self.close, onCancel = self.cancel)
self.engine.view.pushLayer(self.menu)
def chooseFile(self, fileName):
path = os.path.abspath(os.path.join(self.path, fileName))
if os.path.isdir(path):
self.path = path
self.updateFiles()
return
self.selectedFile = path
accepted = True
self.engine.view.popLayer(self.menu)
self.engine.view.popLayer(self)
self.menu = None
def cancel(self):
self.accepted = True
self.engine.view.popLayer(self)
def close(self):
if not self.menu:
self.accepted = True
self.engine.view.popLayer(self)
def shown(self):
self.updateFiles()
def getSelectedFile(self):
return self.selectedFile
def run(self, ticks):
self.time += ticks / 50.0
def render(self, visibility, topMost):
v = (1 - visibility) ** 2
# render the background
t = self.time / 100
w, h, = self.engine.view.geometry[2:4]
r = .5
self.background.transform.reset()
self.background.transform.translate(v * 2 * w + w / 2 + math.sin(t / 2) * w / 2 * r, h / 2 + math.cos(t) * h / 2 * r)
self.background.transform.rotate(-t)
self.background.transform.scale(math.sin(t / 8) + 2, math.sin(t / 8) + 2)
self.background.draw()
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
try:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
Theme.setBaseColor(1 - v)
wrapText(font, (.1, .05 - v), self.prompt)
finally:
self.engine.view.resetProjection()
class ItemChooser(BackgroundLayer, KeyListener):
"""Item menu layer."""
def __init__(self, engine, items, selected = None, prompt = ""):
self.prompt = prompt
self.engine = engine
self.accepted = False
self.selectedItem = None
self.time = 0.0
self.menu = Menu(self.engine, choices = [(c, self._callbackForItem(c)) for c in items], onClose = self.close, onCancel = self.cancel)
if selected and selected in items:
self.menu.selectItem(items.index(selected))
self.engine.loadSvgDrawing(self, "background", "editor.svg")
def _callbackForItem(self, item):
def cb():
self.chooseItem(item)
return cb
def chooseItem(self, item):
self.selectedItem = item
accepted = True
self.engine.view.popLayer(self.menu)
self.engine.view.popLayer(self)
def cancel(self):
self.accepted = True
self.engine.view.popLayer(self)
def close(self):
self.accepted = True
self.engine.view.popLayer(self)
def shown(self):
self.engine.view.pushLayer(self.menu)
def getSelectedItem(self):
return self.selectedItem
def run(self, ticks):
self.time += ticks / 50.0
def render(self, visibility, topMost):
v = (1 - visibility) ** 2
# render the background
t = self.time / 100
w, h, = self.engine.view.geometry[2:4]
r = .5
self.background.transform.reset()
self.background.transform.translate(v * 2 * w + w / 2 + math.sin(t / 2) * w / 2 * r, h / 2 + math.cos(t) * h / 2 * r)
self.background.transform.rotate(-t)
self.background.transform.scale(math.sin(t / 8) + 2, math.sin(t / 8) + 2)
self.background.draw()
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
try:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
Theme.setBaseColor(1 - v)
wrapText(font, (.1, .05 - v), self.prompt)
finally:
self.engine.view.resetProjection()
class BpmEstimator(Layer, KeyListener):
"""Beats per minute value estimation layer."""
def __init__(self, engine, song, prompt = ""):
self.prompt = prompt
self.engine = engine
self.song = song
self.accepted = False
self.bpm = None
self.time = 0.0
self.beats = []
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
self.song.play()
def hidden(self):
self.engine.input.removeKeyListener(self)
self.song.fadeout(1000)
def keyPressed(self, key, unicode):
if self.accepted:
return True
c = self.engine.input.controls.getMapping(key)
if key == pygame.K_SPACE:
self.beats.append(self.time)
if len(self.beats) > 12:
diffs = [self.beats[i + 1] - self.beats[i] for i in range(len(self.beats) - 1)]
self.bpm = 60000.0 / (sum(diffs) / float(len(diffs)))
self.beats = self.beats[-12:]
elif c in [Player.CANCEL, Player.KEY2]:
self.engine.view.popLayer(self)
self.accepted = True
self.bpm = None
elif c in [Player.KEY1] or key == pygame.K_RETURN:
self.engine.view.popLayer(self)
self.accepted = True
return True
def run(self, ticks):
self.time += ticks
def render(self, visibility, topMost):
v = (1 - visibility) ** 2
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
fadeScreen(v)
try:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
Theme.setBaseColor(1 - v)
wrapText(font, (.1, .2 - v), self.prompt)
if self.bpm is not None:
Theme.setSelectedColor(1 - v)
wrapText(font, (.1, .5 + v), _("%.2f beats per minute") % (self.bpm))
finally:
self.engine.view.resetProjection()
class KeyTester(Layer, KeyListener):
"""Keyboard configuration testing layer."""
def __init__(self, engine, prompt = ""):
self.prompt = prompt
self.engine = engine
self.accepted = False
self.time = 0.0
self.controls = Player.Controls()
self.fretColors = Theme.fretColors
def shown(self):
self.engine.input.addKeyListener(self, priority = True)
def hidden(self):
self.engine.input.removeKeyListener(self)
def keyPressed(self, key, unicode):
if self.accepted:
return True
self.controls.keyPressed(key)
c = self.engine.input.controls.getMapping(key)
if c in [Player.CANCEL]:
self.engine.view.popLayer(self)
self.accepted = True
return True
def keyReleased(self, key):
self.controls.keyReleased(key)
def run(self, ticks):
self.time += ticks
def render(self, visibility, topMost):
v = (1 - visibility) ** 2
self.engine.view.setOrthogonalProjection(normalize = True)
font = self.engine.data.font
fadeScreen(v)
try:
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
glEnable(GL_COLOR_MATERIAL)
Theme.setBaseColor(1 - v)
wrapText(font, (.1, .2 - v), self.prompt)
for n, c in enumerate(Guitar.KEYS):
if self.controls.getState(c):
glColor3f(*self.fretColors[n])
else:
glColor3f(.4, .4, .4)
font.render("#%d" % (n + 1), (.5 - .15 * (2 - n), .4 + v))
if self.controls.getState(Player.ACTION1) or \
self.controls.getState(Player.ACTION2):
Theme.setSelectedColor(1 - v)
else:
glColor3f(.4, .4, .4)
font.render(_("Pick!"), (.45, .5 + v))
finally:
self.engine.view.resetProjection()
def _runDialog(engine, dialog):
"""Run a dialog in a sub event loop until it is finished."""
if not engine.running:
return
engine.view.pushLayer(dialog)
while engine.running and dialog in engine.view.layers:
engine.run()
def getText(engine, prompt, text = ""):
"""
Get a string of text from the user.
@param engine: Game engine
@param prompt: Prompt shown to the user
@param text: Default text
"""
d = GetText(engine, prompt, text)
_runDialog(engine, d)
return d.text
def getKey(engine, prompt, key = None):
"""
Ask the user to choose a key.
@param engine: Game engine
@param prompt: Prompt shown to the user
@param key: Default key
"""
d = GetKey(engine, prompt, key)
_runDialog(engine, d)
return d.key
def chooseSong(engine, prompt = _("Choose a Song"), selectedSong = None, selectedLibrary = None):
"""
Ask the user to select a song.
@param engine: Game engine
@param prompt: Prompt shown to the user
@param selectedSong: Name of song to select initially
@param selectedLibrary: Name of the library where to search for the songs or None for the default library
@returns a (library, song) pair
"""
d = SongChooser(engine, prompt, selectedLibrary = selectedLibrary, selectedSong = selectedSong)
_runDialog(engine, d)
return (d.getSelectedLibrary(), d.getSelectedSong())
def chooseFile(engine, masks = ["*.*"], path = ".", prompt = _("Choose a File")):
"""
Ask the user to select a file.
@param engine: Game engine
@param masks: List of glob masks for files that are acceptable
@param path: Initial path
@param prompt: Prompt shown to the user
"""
d = FileChooser(engine, masks, path, prompt)
_runDialog(engine, d)
return d.getSelectedFile()
def chooseItem(engine, items, prompt, selected = None):
"""
Ask the user to one item from a list.
@param engine: Game engine
@param items: List of items
@param prompt: Prompt shown to the user
@param selected: Item selected by default
"""
d = ItemChooser(engine, items, prompt = prompt, selected = selected)
_runDialog(engine, d)
return d.getSelectedItem()
def testKeys(engine, prompt = _("Play with the keys and press Escape when you're done.")):
"""
Have the user test the current keyboard configuration.
@param engine: Game engine
@param prompt: Prompt shown to the user
"""
d = KeyTester(engine, prompt = prompt)
_runDialog(engine, d)
def showLoadingScreen(engine, condition, text = _("Loading..."), allowCancel = False):
"""
Show a loading screen until a condition is met.
@param engine: Game engine
@param condition: A function that will be polled until it returns a true value
@param text: Text shown to the user
@type allowCancel: bool
@param allowCancel: Can the loading be canceled
@return: True if the condition was met, Fales if the loading was canceled.
"""
# poll the condition first for some time
n = 0
while n < 32:
n += 1
if condition():
return True
engine.run()
d = LoadingScreen(engine, condition, text, allowCancel)
_runDialog(engine, d)
return d.ready
def showMessage(engine, text):
"""
Show a message to the user.
@param engine: Game engine
@param text: Message text
"""
Log.notice("%s" % text)
d = MessageScreen(engine, text)
_runDialog(engine, d)
def estimateBpm(engine, song, prompt):
"""
Ask the user to estimate the beats per minute value of a song.
@param engine: Game engine
@param song: Song instance
@param prompt: Prompt shown to the user
"""
d = BpmEstimator(engine, song, prompt)
_runDialog(engine, d)
return d.bpm
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