view tools/editor/plugins/LightEdit.py @ 378:64738befdf3b

bringing in the changes from the build_system_rework branch in preparation for the 0.3.0 release. This commit will require the Jan2010 devkit. Clients will also need to be modified to the new way to import fife.
author vtchill@33b003aa-7bff-0310-803a-e67f0ece8222
date Mon, 11 Jan 2010 23:34:52 +0000
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# coding: utf-8
# ###################################################
# Copyright (C) 2008 The Zero-Projekt team
# http://zero-projekt.net
# info@zero-projekt.net
# This file is part of Zero "Was vom Morgen blieb"
#
# The Zero-Projekt codebase 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 St, Fifth Floor, Boston, MA  02110-1301  USA
# ###################################################

""" a tool for FIFEdit to test global light """

from fife import fife
from fife.extensions import pychan
import fife.extensions.pychan.widgets as widgets
from fife.extensions.pychan.tools import callbackWithArguments as cbwa

from fife.extensions.fife_timer import Timer

import scripts
import scripts.plugin as plugin
from scripts.events import *
from scripts.gui.action import Action

import random

DEFAULT_GLOBAL_LIGHT = {
	"R"	:	1.0,
	"G"	:	1.0,
	"B"	:	1.0,
	"A" :	1.0,
}
DEFAULT_LIGHT_ID = "LightEdit"

class LightEdit(plugin.Plugin):
	""" The B{LightEdit} module is a plugin for FIFedit and allows to change the
	global light value
	
		FEATURES:
			- enable FIFE lighting renderer
			- generate random light values
			- test lightsetups by manipulating the color channels
			- reset to default
	"""
	def __init__(self):
		self.active = False
		
		self._renderer = None
		self._camera = None
		self._enabled = False
		self._light = False
		
		self.map_loaded = False
		
		self._color = {}
		self._color.update(DEFAULT_GLOBAL_LIGHT)
		
		random.seed()
		
		if "LightRenderer" in dir(fife):
			self._renderer_available = True
		else:
			self._renderer_available = False

	def _reset(self):
		""" 	resets all dynamic vars	"""
		pass		

	def enable(self):
		""" plugin method """
		if not self._renderer_available:
			self._enabled = False
			return
		if self._enabled is True:
			return
			
		self._editor = scripts.editor.getEditor()
		self.engine = self._editor.getEngine()
		
		self._showAction = Action(unicode(self.getName(),"utf-8"), checkable=True)
		scripts.gui.action.activated.connect(self.toggle_gui, sender=self._showAction)
		
		self._editor._tools_menu.addAction(self._showAction)
		
		events.postMapShown.connect(self.update_renderer)
		events.onMapChanged.connect(self.update_renderer)
		
		self._reset()		
		self.create_gui()

	def disable(self):
		""" plugin method """
		if self._enabled is False:
			return
			
		self._reset()
		self.container.hide()
		self.removeAllChildren()
		
		self._editor._tools_menu.removeAction(self._showAction)
		
		events.postMapShown.disconnect(self.update_renderer)
		events.onMapChanged.disconnect(self.update_renderer)

	def isEnabled(self):
		""" plugin method """
		return self._enabled;

	def getName(self):
		""" plugin method """
		return "Light editor"

	def create_gui(self):
		""" create gui container and setup callbacks """
		self.container = pychan.loadXML('gui/lightedit.xml')
		self.container.mapEvents({
			"enable_global_light"	:	self.toggle_light,
			"random_global_light"	:	self.random_color,
			"reset_global_light"	:	self.reset_global_light,
			
			"increase_R"			:	cbwa(self.increase_color, r=True),
			"decrease_R"			:	cbwa(self.decrease_color, r=True),
			"value_R/mouseWheelMovedUp"			:	cbwa(self.increase_color, step=0.2, r=True),
			"value_R/mouseWheelMovedDown"		:	cbwa(self.decrease_color, step=0.2, r=True),
			
			"increase_G"			:	cbwa(self.increase_color, g=True),
			"decrease_G"			:	cbwa(self.decrease_color, g=True),
			"value_G/mouseWheelMovedUp"			:	cbwa(self.increase_color, step=0.2, g=True),
			"value_G/mouseWheelMovedDown"		:	cbwa(self.decrease_color, step=0.2, g=True),
			
			"increase_B"			:	cbwa(self.increase_color, b=True),
			"decrease_B"			:	cbwa(self.decrease_color, b=True),
			"value_B/mouseWheelMovedUp"			:	cbwa(self.increase_color, step=0.2, b=True),
			"value_B/mouseWheelMovedDown"		:	cbwa(self.decrease_color, step=0.2, b=True),
			
			"increase_A"			:	cbwa(self.increase_color, a=True),
			"decrease_A"			:	cbwa(self.decrease_color, a=True),			
			"value_A/mouseWheelMovedUp"			:	cbwa(self.increase_color, step=0.2, a=True),
			"value_A/mouseWheelMovedDown"		:	cbwa(self.decrease_color, step=0.2, a=True),			
		})
		self._widgets = {
			"enable_global_light"	:	self.container.findChild(name="enable_global_light"),
			"random_global_light"	:	self.container.findChild(name="random_global_light"),
			"reset_global_light"	:	self.container.findChild(name="reset_global_light"),
			
			"value_R"				:	self.container.findChild(name="value_R"),
			"value_G"				:	self.container.findChild(name="value_G"),
			"value_B"				:	self.container.findChild(name="value_B"),
			"value_A"				:	self.container.findChild(name="value_A"),			
		}
		
	def toggle_gui(self):
		""" show / hide the gui """
		if self.active:
			self.active = False
			if self.container.isVisible() or self.container.isDocked():
				self.container.setDocked(False)
				self.container.hide()
			self._showAction.setChecked(False)
		else:
			self.active = True
			self._showAction.setChecked(True)
			self.container.show()
			
	def toggle_light(self):
		""" toggle light on / off """
		if not self._renderer:
			self._widgets['enable_global_light']._setToggled(False)
			return
		
		if self._light:
			self._light = False
			self.reset_global_light()
			self._renderer.setEnabled(False)
		else:
			self._light = True
			self._renderer.setEnabled(True)
			
	def update_renderer(self):
		""" sets current camera and renderer
			bound to FIFedit core (updated on map change)
		"""
		self._camera = self._editor.getActiveMapView().getCamera()
		self._renderer = fife.LightRenderer.getInstance(self._camera)
		
	def update_gui(self):
		""" update gui widgets according to plugin data """
		self._widgets["value_R"].text = unicode(str(self._color["R"]))
		self._widgets["value_G"].text = unicode(str(self._color["G"]))
		self._widgets["value_B"].text = unicode(str(self._color["B"]))
		self._widgets["value_A"].text = unicode(str(self._color["A"]))
						
	def reset_global_light(self):
		""" reset global light to default values (1.0) """
		if not self._renderer: return

		self._color.update(DEFAULT_GLOBAL_LIGHT)
		self.update_gui()
		self.set_global_light()
			
	def increase_color(self, step=0.1, r=None, g=None, b=None, a=None):
		"""	increase a given color value by step value
		
		@type	step	float
		@param	step	the step for changing the color channel
		@type	r		bool
		@param	r		flag to alter red color value
		@type	g		bool
		@param	g		flag to alter green color value
		@type	b		bool
		@param	b		flag to alter blue color value
		@type	a		bool
		@type	a		flag to alter alpha channel value (no effect atm)		
		"""
		if r:
			self._color["R"] += step
		if g:
			self._color["G"] += step
		if b:
			self._color["B"] += step
		if a:
			self._color["A"] += step

		self.update_gui()					
		self.set_global_light()
			
	def decrease_color(self, step=0.1, r=None, g=None, b=None, a=None):
		"""	decrease a given color value by step value
		
		@type	step	float
		@param	step	the step for changing the color channel
		@type	r		bool
		@param	r		flag to alter red color value
		@type	g		bool
		@param	g		flag to alter green color value
		@type	b		bool
		@param	b		flag to alter blue color value
		@type	a		bool
		@type	a		flag to alter alpha channel value (no effect atm)		
		"""
		if r:
			self._color["R"] -= step
		if g:
			self._color["G"] -= step
		if b:
			self._color["B"] -= step
		if a:
			self._color["A"] -= step
			
		self.update_gui()					
		self.set_global_light()
			
	def random_color(self):
		""" generate random values for color channels """
		if not self._renderer: return	
		
		self._color["R"] = random.uniform(0,2)
		self._color["G"] = random.uniform(0,2)
		self._color["B"] = random.uniform(0,2)
		self._color["A"] = random.uniform(0,2)

		self.update_gui()					
		self.set_global_light()
		
	def set_global_light(self):
		""" update the global light with the current set colors """
		if not self._renderer: return

		self._renderer.removeAll(DEFAULT_LIGHT_ID)
		self._renderer.setglobalLight(
			DEFAULT_LIGHT_ID,
			1,
			self._color["R"],
			self._color["G"],
			self._color["B"],
			self._color["A"]
		)