more TexMemWatcher features
This commit is contained in:
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85e5ad2e45
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ac19dd2de0
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@ -149,6 +149,7 @@ class ShowBase(DirectObject.DirectObject):
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self.mouseInterface = None
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self.drive = None
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self.trackball = None
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self.texmem = None
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self.cam = None
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self.cam2d = None
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self.cam2dp = None
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@ -1782,6 +1783,18 @@ class ShowBase(DirectObject.DirectObject):
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if self.trackball:
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self.changeMouseInterface(self.trackball)
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def toggleTexMem(self):
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""" Toggles a handy texture memory watcher. See TexMemWatcher
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for more information. """
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if self.texmem and not self.texmem.cleanedUp:
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self.texmem.cleanup()
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self.texmem = None
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return
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from direct.showutil.TexMemWatcher import TexMemWatcher
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self.texmem = TexMemWatcher()
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def oobe(self):
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"""
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Enable a special "out-of-body experience" mouse-interface
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@ -20,8 +20,16 @@ class TexMemWatcher(DirectObject):
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memory fragmentation issues.
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"""
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NextIndex = 1
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def __init__(self, gsg = None, limit = None):
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DirectObject.__init__(self)
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# First, we'll need a name to uniquify the object.
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self.name = 'tex-mem%s' % (TexMemWatcher.NextIndex)
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TexMemWatcher.NextIndex += 1
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self.cleanedUp = False
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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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@ -65,20 +73,15 @@ class TexMemWatcher(DirectObject):
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# We should render at the end of the frame.
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self.win.setSort(10000)
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# Set our GSG to a texture memory limit of 0. This will force
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# it to unload any textures as soon as they are offscreen, so
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# that our GSG's texture memory utilization will match that of
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# the real GSG.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(0)
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# We don't need to clear the color buffer, since we'll be
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# filling it with a texture. We also don't need to clear the
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# depth buffer, since we won't be using it.
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self.win.setClearColor(False)
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self.win.setClearDepth(False)
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self.win.setWindowEvent('tex-mem-window')
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self.accept('tex-mem-window', self.windowEvent)
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eventName = '%s-window' % (self.name)
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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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@ -96,9 +99,32 @@ class TexMemWatcher(DirectObject):
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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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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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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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# 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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self.rollover = None
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self.isolate = None
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self.task = taskMgr.doMethodLater(0.5, self.updateTextures, 'TexMemWatcher')
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@ -123,6 +149,12 @@ class TexMemWatcher(DirectObject):
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self.dynamicLimit = True
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if not self.dynamicLimit:
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# Set our GSG to limit itself to no more textures than we
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# expect to display onscreen, so we don't go crazy with
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# texture memory.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
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# The actual height of the canvas, including the overflow
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# area. The texture memory itself is restricted to (0..1)
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# vertically; anything higher than 1 is overflow.
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@ -138,20 +170,25 @@ class TexMemWatcher(DirectObject):
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self.reconfigureWindow()
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def cleanup(self):
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# Remove the window.
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if self.win:
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if not self.cleanedUp:
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self.cleanedUp = True
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# Remove the window.
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base.graphicsEngine.removeWindow(self.win)
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self.win = None
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self.gsg = None
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self.pipe = None
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# Remove the mouse.
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self.mouse.detachNode()
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if self.task:
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taskMgr.remove(self.task)
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self.task = None
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self.ignoreAll()
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self.ignoreAll()
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self.canvas.getChildren().detach()
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self.texRecords = {}
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self.texPlacements = {}
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self.canvas.getChildren().detach()
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self.texRecordsByTex = {}
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self.texRecordsByKey = {}
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self.texPlacements = {}
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def windowEvent(self, win):
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@ -167,6 +204,131 @@ class TexMemWatcher(DirectObject):
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self.winSize = size
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self.reconfigureWindow()
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def enterRegion(self, region, buttonName):
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""" the mouse has rolled over a texture. """
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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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return
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self.setRollover(tr, pi)
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def leaveRegion(self, region, buttonName):
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""" the mouse is no longer over a texture. """
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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 tr != self.rollover:
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return
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self.setRollover(None, None)
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def mouseClick(self):
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""" Received a mouse-click within the window. This isolates
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the currently-highlighted texture into a full-window
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presentation. """
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if self.isolate:
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# We're already isolating a texture; the click undoes this.
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self.isolateTexture(None)
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return
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if self.rollover:
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self.isolateTexture(self.rollover)
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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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def isolateTexture(self, tr):
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""" Isolates the indicated texture onscreen, or None to
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restore normal mode. """
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if self.isolate:
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self.isolate.removeNode()
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self.isolate = None
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self.canvas.show()
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self.background.clearColor()
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self.win.getGsg().setTextureQualityOverride(Texture.QLDefault)
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if not tr:
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return
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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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# Show the texture in all its filtered glory.
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self.win.getGsg().setTextureQualityOverride(Texture.QLBest)
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self.isolate = self.render2d.attachNewNode('isolate')
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self.isolate.setBin('fixed', 0)
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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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tr.tex.getName(), tr.tex.getXSize(), tr.tex.getYSize(),
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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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labelTop = tn.getHeight() * scale
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# Make a card that shows the texture in actual pixel size, but
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# don't let it exceed the screen size.
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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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w = min(tw, wx)
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h = min(th, wy)
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sx = w / tw
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sy = h / th
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s = min(sx, sy)
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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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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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cm = CardMaker('card')
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cm.setFrame(l, r, b, t)
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c = self.isolate.attachNewNode(cm.generate())
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c.setTexture(tr.tex)
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c.setTransparency(TransparencyAttrib.MAlpha)
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ls = LineSegs('frame')
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ls.setColor(0, 0, 0, 1)
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ls.moveTo(l, 0, b)
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ls.drawTo(r, 0, b)
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ls.drawTo(r, 0, t)
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ls.drawTo(l, 0, t)
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ls.drawTo(l, 0, b)
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self.isolate.attachNewNode(ls.create())
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def reconfigureWindow(self):
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""" Resets everything for a new window size. """
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@ -218,7 +380,7 @@ class TexMemWatcher(DirectObject):
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totalSize = 0
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texRecords = []
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neverVisited = copy.copy(self.texRecords)
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neverVisited = copy.copy(self.texRecordsByTex)
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for tex in self.gsg.getPreparedTextures():
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# We have visited this texture; remove it from the
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# neverVisited list.
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@ -229,14 +391,16 @@ class TexMemWatcher(DirectObject):
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if tex.getResident(pgo):
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size = tex.getDataSizeBytes(pgo)
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tr = self.texRecords.get(tex, None)
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tr = self.texRecordsByTex.get(tex, None)
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if size:
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totalSize += size
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active = tex.getActive(pgo)
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if not tr:
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# This is a new texture; need to record it.
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tr = TexRecord(tex, size, active)
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key = self.nextTexRecordKey
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self.nextTexRecordKey += 1
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tr = TexRecord(key, tex, size, active)
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texRecords.append(tr)
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else:
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tr.setActive(active)
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@ -254,7 +418,8 @@ class TexMemWatcher(DirectObject):
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# textures that we didn't visit at all this pass.
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for tex, tr in neverVisited.items():
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self.unplaceTexture(tr)
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del self.texRecords[tex]
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del self.texRecordsByTex[tex]
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del self.texRecordsByKey[tr.key]
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self.totalSize = totalSize
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if totalSize > self.limit and self.dynamicLimit:
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@ -279,7 +444,8 @@ class TexMemWatcher(DirectObject):
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self.overflowing = False
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for tr in texRecords:
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self.placeTexture(tr)
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self.texRecords[tr.tex] = tr
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self.texRecordsByTex[tr.tex] = tr
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self.texRecordsByKey[tr.key] = tr
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return task.again
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@ -288,8 +454,11 @@ class TexMemWatcher(DirectObject):
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""" Repacks all of the current textures. """
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self.canvas.getChildren().detach()
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self.texRecords = {}
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self.texRecordsByTex = {}
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self.texRecordsByKey = {}
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self.texPlacements = {}
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self.mw.clearRegions()
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self.setRollover(None, None)
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self.w = 1
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self.h = 1
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@ -301,8 +470,11 @@ class TexMemWatcher(DirectObject):
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size = tex.getDataSizeBytes(pgo)
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if size:
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active = tex.getActive(pgo)
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tr = TexRecord(tex, size, active)
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self.texRecords[tex] = tr
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key = self.nextTexRecordKey
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self.nextTexRecordKey += 1
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tr = TexRecord(key, tex, size, active)
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self.texRecordsByTex[tr.tex] = tr
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self.texRecordsByKey[tr.key] = tr
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totalSize += size
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self.totalSize = totalSize
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@ -313,6 +485,11 @@ class TexMemWatcher(DirectObject):
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# Choose a suitable limit by rounding to the next power of two.
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self.limit = Texture.upToPower2(self.totalSize)
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# Set our GSG to limit itself to no more textures than we
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# expect to display onscreen, so we don't go crazy with
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# texture memory.
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self.win.getGsg().getPreparedObjects().setGraphicsMemoryLimit(self.limit)
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# Now make that into a 2-D rectangle of the appropriate shape,
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# such that w * h == limit.
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@ -332,10 +509,11 @@ 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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# Sort the regions from largest to smallest to maximize
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# packing effectiveness.
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texRecords = self.texRecords.values()
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texRecords = self.texRecordsByTex.values()
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texRecords.sort(key = lambda tr: (-tr.w, -tr.h))
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self.overflowing = False
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@ -347,10 +525,7 @@ class TexMemWatcher(DirectObject):
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for tp in tr.placements:
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del self.texPlacements[tp]
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tr.placements = []
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if tr.root:
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tr.root.detachNode()
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tr.root = None
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tr.clearCard(self)
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def placeTexture(self, tr):
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""" Places the texture somewhere on the canvas where it will
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@ -625,11 +800,14 @@ class TexMemWatcher(DirectObject):
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class TexRecord:
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def __init__(self, tex, size, active):
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def __init__(self, key, tex, size, active):
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self.key = key
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self.tex = tex
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self.active = active
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self.root = None
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self.regions = []
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self.placements = []
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self.rollover = None
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self.setSize(size)
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@ -658,10 +836,17 @@ class TexRecord:
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self.matte.setColor((0.2, 0.2, 0.2, 1), 2)
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self.card.setColor((0.4, 0.4, 0.4, 1), 2)
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def makeCard(self, tmw):
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def clearCard(self, tmw):
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if self.root:
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self.root.detachNode()
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self.root = None
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for r in self.regions:
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tmw.mw.removeRegion(r)
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self.regions = []
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def makeCard(self, tmw):
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self.clearCard(tmw)
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root = NodePath('root')
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# A backing to put behind the card.
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@ -734,6 +919,113 @@ class TexRecord:
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self.root = root
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# Also, make one or more clickable MouseWatcherRegions.
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assert self.regions == []
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for pi in range(len(self.placements)):
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p = self.placements[pi]
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r = MouseWatcherRegion('%s:%s' % (self.key, pi), *p.p)
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tmw.mw.addRegion(r)
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self.regions.append(p)
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def showRollover(self, pi, tmw):
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self.clearRollover()
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try:
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p = self.placements[pi]
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except IndexError:
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return
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# Center the rollover rectangle over the placement
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l, r, b, t = p.p
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cx0 = (l + r) * 0.5
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cy0 = (b + t) * 0.5
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# Exaggerate its size a bit
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w = self.w
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h = self.h
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cx = cx0
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if cx + w > tmw.w:
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cx = tmw.w - w
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if cx - w < 0:
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cx = w
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cy = cy0
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if cy + h > tmw.h:
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cy = tmw.h - h
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if cy - h < 0:
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cy = h
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# But keep it within the window
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l = max(cx - w, 0)
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r = min(cx + w, tmw.w)
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b = max(cy - h, 0)
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t = min(cy + h, tmw.h)
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# If it needs to be shrunk to fit within the window, keep it
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# the same aspect ratio.
|
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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…
Reference in New Issue