diff options
Diffstat (limited to 'pygame/main.py')
-rwxr-xr-x | pygame/main.py | 178 |
1 files changed, 156 insertions, 22 deletions
diff --git a/pygame/main.py b/pygame/main.py index 948b95a..ba61077 100755 --- a/pygame/main.py +++ b/pygame/main.py @@ -7,6 +7,11 @@ from pathlib import Path import pygame import yaml +from profiledb import ProfileDB + +from gamechest.cliactions import run +from gamechest.gamedb import GameDB + #WINDOW_RESOLUTION = (1280, 720) WINDOW_RESOLUTION = (800, 600) @@ -24,19 +29,32 @@ class AppState: menu_selected_index: int = 0 +class Parameters: + key_delay = 330 + key_interval = 1000//25 + + + + class GuiApp: def __init__(self): pygame.init() + pygame.key.set_repeat(Parameters.key_delay, Parameters.key_interval) #print(pygame.display.list_modes()) self.window = pygame.display.set_mode(WINDOW_RESOLUTION) self.clock = pygame.time.Clock() + self.cycles_per_second = 60 + #self.render_factor_div = 2 # 60/2 => 30fps + #self.input_factor_div = 6 # 60/6 => 10 input repeat per second self.menu_font = pygame.font.Font(pygame.font.get_default_font(), 32) self.font_antialias = True #self.font_antialias = False self.menu_color = (0, 0, 200) + self.render_timer = 0 + self.render_timeout = 1000//30 # 30 fps - def process_input(self, event=None): + def process_input(self, last_frame_time, event=None): if event is None: event = pygame.event.poll() if event.type == pygame.KEYDOWN: @@ -46,10 +64,15 @@ class GuiApp: if event.type == pygame.QUIT: raise QuitEvent() - def update(self): + def update(self, last_frame_time): pass - def render(self): + def render(self, last_frame_time): + self.render_timer += last_frame_time + if self.render_timer < self.render_timeout: + return + self.render_timer = 0 + self.window.fill((0, 0, 0)) # Initial y @@ -98,13 +121,26 @@ class GuiApp: def loop(self): - + #current_render_div = self.render_factor_div + #current_input_div = self.input_factor_div + last_frame_time = 1 # equivalent to 0 but avoid div0 + last_render_time = 1 try: while 1: - self.process_input() - self.update() - self.render() - self.clock.tick(30) # 30 fps + #current_render_div -= 1 + #current_input_div -= 1 + self.process_input(last_frame_time) + #self.update(current_input_div) + self.update(last_frame_time) + self.render(last_frame_time) + #if current_render_div <= 0: + # self.render(last_render_time) + # current_render_div = self.render_factor_div + # last_render_time = 0 + #if current_input_div <= 0: + # current_input_div = self.input_factor_div + last_frame_time = self.clock.tick(self.cycles_per_second) + #last_render_time += last_frame_time except QuitEvent: pass @@ -112,23 +148,107 @@ class GuiApp: pygame.quit() -class GuiAppSub1(GuiApp): +class ProfileDataObserver: + + def event_current_profile_changed(self, new_profile): + pass + + +class ObservedSubject: + def __init__(self): + self.observers = [] + + def add_observer(self, observer): + self.observers.append(observer) + + def del_observer(self, observer): + self.observers.remove(observer) + + def notify_event(self, event_name, *args, **kws): + for observer in self.observers: + getattr(observer, event_name)(*args, **kws) + + +class ProfileData(ObservedSubject): def __init__(self): super().__init__() + self.profiledb = ProfileDB() + self.profiles_len = len(self.profiledb.get_profiles()) + self.current_profile_index = 0 + + def change_active_profile(self, new_index): + if new_index < 0: + new_index = 0 + elif new_index >= self.profiles_len: + new_index = self.profiles_len-1 + if self.current_profile_index != new_index: + print('new index', self.current_profile_index, '->', new_index) + self.current_profile_index = new_index + print(id(self), 'new index', self.current_profile_index) + self.notify_event('event_current_profile_changed', + self.get_current_profile()) + + def change_profile_increase(self): + self.change_active_profile(self.current_profile_index +1) + + def change_profile_decrease(self): + self.change_active_profile(self.current_profile_index -1) + + def get_current_profile(self): + return self.profiledb.get_profiles()[self.current_profile_index]['name'] + + def get_current_display(self): + return self.profiledb.get_profiles()[self.current_profile_index]['display'] + + +class ProfileRenderer(ProfileDataObserver): + + def __init__(self, profiledata): + self.profiledata = profiledata + self.surface_to_render = None + profiledata.add_observer(self) + self.font_filename = pygame.font.match_font('bitstreamverasans') + print('ProfileRenderer font:', self.font_filename) + self.font = pygame.font.Font(self.font_filename, 24) + self.font_antialias = True + self.font_fg_color = (0, 200, 200) + + def event_current_profile_changed(self, new_profile): + self.surface_to_render = None + print('changing rendering profile to', new_profile) + + def render(self, surface): + if self.surface_to_render is None: + profile_name = self.profiledata.get_current_profile() + new_surface = self.font.render(self.profiledata.get_current_display(), self.font_antialias, self.font_fg_color) + self.surface_to_render = new_surface + surface.blit(self.surface_to_render, (50, 50)) + + +class GuiAppSub1(GuiApp): + def __init__(self): + super().__init__() + self.input_timer = 0 + self.input_timeout = 1000//10 self.state = AppState() self.base_window_fill_color = (0, 0, 0) self.user_move_vector = (0, 0) - with Path('~/games/.saves/gamedata.yaml').expanduser().open() as fp: - self.gamedb = yaml.safe_load(fp) - self.menu_items = [x['title'] for x in self.gamedb['games']] + #with Path('~/games/.saves/gamedata.yaml').expanduser().open() as fp: + # self.gamedb = yaml.safe_load(fp) + self.game_db = GameDB() + #self.menu_items = [x['title'] for x in self.gamedb['games']] + self.menu_items = list(self.game_db.get_ids()) self.menu_font_cache = ({}, []) self.menu_font_cache_max = 40 - self.image_right_arrow = pygame.image.load('arrow-right.png') + self.image_right_arrow = pygame.image.load('arrow-right.png').convert() #self.last_movement_update_time = self.clock. self.joysticks = {} self.joysticks_axis_threshold = 0 + self.profile_data = ProfileData() + self.profile_renderer = ProfileRenderer(self.profile_data) + def menu_font_render(self, text): cached_surface = self.menu_font_cache[0].get(text, None) @@ -153,7 +273,8 @@ class GuiAppSub1(GuiApp): return new_surface - def process_input(self): + def process_input(self, last_frame_time): + movement_up_keys = ( pygame.K_UP, pygame.K_k, @@ -168,22 +289,22 @@ class GuiAppSub1(GuiApp): x, y = self.user_move_vector if event.type == pygame.KEYDOWN: if event.key in (*movement_up_keys, *movement_down_keys): - y += 1 if event.key in movement_down_keys else -1 + y = 1 if event.key in movement_down_keys else -1 go_super = 0 elif event.key in (pygame.K_LEFT, pygame.K_RIGHT): - x += 1 if event.key == pygame.K_LEFT else -1 + x = -1 if event.key == pygame.K_LEFT else 1 go_super = 0 elif event.type == pygame.KEYUP: x, y = self.user_move_vector if event.key in (*movement_up_keys, *movement_down_keys): - y -= 1 if event.key in movement_down_keys else -1 + y = 0 go_super = 0 elif event.key in (pygame.K_LEFT, pygame.K_RIGHT): - x -= 1 if event.key == pygame.K_LEFT else -1 + x = 0 go_super = 0 elif event.type in (pygame.JOYBUTTONDOWN, pygame.JOYBUTTONUP): go_super = 0 - factor = 1 if pygame.JOYBUTTONDOWN else -1 + factor = 1 if pygame.JOYBUTTONDOWN else 0 joystick = self.joysticks[event.instance_id] print('gamepad event', event) #if event.button == 0: @@ -226,9 +347,14 @@ class GuiAppSub1(GuiApp): self.user_move_vector = (x, y) print('new move vector:', self.user_move_vector) else: - super().process_input(event) + super().process_input(last_frame_time, event) + + def update(self, last_frame_time): + #self.input_timer += last_frame_time + #if self.input_timer < self.input_timeout: + # return + #self.input_timer = 0 - def update(self): menu_new_index = self.state.menu_selected_index if self.user_move_vector[1] < 0: menu_new_index -= 1 @@ -240,7 +366,14 @@ class GuiAppSub1(GuiApp): menu_new_index = len(self.menu_items)-1 self.state.menu_selected_index = menu_new_index - def render(self): + if self.user_move_vector[0] < 0: + self.profile_data.change_profile_decrease() + elif self.user_move_vector[0] > 0: + self.profile_data.change_profile_increase() + + self.user_move_vector = (0, 0) + + def render(self, last_frame_time): self.window.fill(self.base_window_fill_color) # Initial y @@ -299,6 +432,7 @@ class GuiAppSub1(GuiApp): #pygame.draw.rect(self.window, # (0,0,255), # (120,120,400,240)) + self.profile_renderer.render(self.window) pygame.display.update() |