# HG changeset patch # User KarstenBock@gmx.net # Date 1316614214 -7200 # Node ID 0f659c7675f6664b9af77a56e0c3235791463676 # Parent 1bd609af93295ef0b791cf0a9ea214a20cc3cf3b Changed "import bGrease" to "import parpg.bGrease". diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/collision.py --- a/src/parpg/bGrease/collision.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/collision.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,528 +1,527 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# -""" -**Grease collision detection systems** - -Grease uses two-phase broad and narrow collision detection. *Broad-phase* -collision systems are used to efficiently identify pairs that may be colliding -without resorting to a brute-force check of all possible pairs. *Narrow-phase* -collision systems use the pairs generated by the broad-phase and perform more -precise collision tests to determine if a collision has actually occurred. The -narrow-phase system also calculates more details about each collision, -including collision point and normal vector for use in collision response. - -A typical collision detection system consists of a narrow-phase system that -contains a broad-phased system. The narrow-phase system is usually the only - -one that the application directly interacts with, though the application is -free to use the broad-phased system directly if desired. This could be -useful in cases where speed, rather than precision is paramount. - -The narrow-phase system can be assigned handler objects to run after -collision detection. These can perform tasks like handling collision response -or dispatching collision events to application handlers. - -Note that broad-phase systems can return false positives, though they should -never return false negatives. Do not assume that all pairs returned by a -broad-phase system are actually in collision. -""" - -__version__ = '$Id$' - -from bGrease.geometry import Vec2d -from bisect import bisect_right - - -class Pair(tuple): - """Pair of entities in collision. This is an ordered sequence of two - entities, that compares and hashes unordered. - - Also stores additional collision point and normal vectors - for each entity. - - Sets of ``Pair`` objects are exposed in the ``collision_pairs`` - attribute of collision systems to indicate the entity pairs in - collision. - """ - info = None - """A sequence of (entity, collision point, collision normal) - for each entity in the pair - """ - - def __new__(cls, entity1, entity2, point=None, normal=None): - pair = tuple.__new__(cls, (entity1, entity2)) - return pair - - def __hash__(self): - return hash(self[0]) ^ hash(self[1]) - - def __eq__(self, other): - other = tuple(other) - return tuple(self) == other or (self[1], self[0]) == other - - def __repr__(self): - return '%s%r' % (self.__class__.__name__, tuple(self)) - - def set_point_normal(self, point0, normal0, point1, normal1): - """Set the collision point and normal for both entities""" - self.info = ( - (self[0], point0, normal0), - (self[1], point1, normal1), - ) - - -class BroadSweepAndPrune(object): - """2D Broad-phase sweep and prune bounding box collision detector - - This algorithm is efficient for collision detection between many - moving bodies. It has linear algorithmic complexity and takes - advantage of temporal coherence between frames. It also does - not suffer from bad worst-case performance (like RDC can). - Unlike spacial hashing, it does not need to be optimized for - specific space and body sizes. - - Other algorithms may be more efficient for collision detection with - stationary bodies, bodies that are always evenly distributed, or ad-hoc - queries. - - :param collision_component: Name of the collision component used by this - system, defaults to 'collision'. This component supplies each - entities' aabb and collision masks. - :type collision_component: str - """ - world = None - """|World| object this system belongs to""" - - collision_component = None - """Name of world's collision component used by this system""" - - LEFT_ATTR = "left" - RIGHT_ATTR = "right" - TOP_ATTR = "top" - BOTTOM_ATTR = "bottom" - - def __init__(self, collision_component='collision'): - self.collision_component = collision_component - self._by_x = None - self._by_y = None - self._collision_pairs = None - - def set_world(self, world): - """Bind the system to a world""" - self.world = world - - def step(self, dt): - """Update the system for this time step, updates and sorts the - axis arrays. - """ - component = getattr(self.world.components, self.collision_component) - LEFT = self.LEFT_ATTR - RIGHT = self.RIGHT_ATTR - TOP = self.TOP_ATTR - BOTTOM = self.BOTTOM_ATTR - if self._by_x is None: - # Build axis lists from scratch - # Note we cache the box positions here - # so that we can perform hit tests efficiently - # it also isolates us from changes made to the - # box positions after we run - by_x = self._by_x = [] - append_x = by_x.append - by_y = self._by_y = [] - append_y = by_y.append - for data in component.itervalues(): - append_x([data.aabb.left, LEFT, data]) - append_x([data.aabb.right, RIGHT, data]) - append_y([data.aabb.bottom, BOTTOM, data]) - append_y([data.aabb.top, TOP, data]) - else: - by_x = self._by_x - by_y = self._by_y - removed = [] - for entry in by_x: - entry[0] = getattr(entry[2].aabb, entry[1]) - for entry in by_y: - entry[0] = getattr(entry[2].aabb, entry[1]) - # Removing entities is inefficient, but expected to be rare - if component.deleted_entities: - deleted_entities = component.deleted_entities - deleted_x = [] - deleted_y = [] - for i, (_, _, data) in enumerate(by_x): - if data.entity in deleted_entities: - deleted_x.append(i) - deleted_x.reverse() - for i in deleted_x: - del by_x[i] - for i, (_, _, data) in enumerate(by_y): - if data.entity in deleted_entities: - deleted_y.append(i) - deleted_y.reverse() - for i in deleted_y: - del by_y[i] - # Tack on new entities - for entity in component.new_entities: - data = component[entity] - by_x.append([data.aabb.left, LEFT, data]) - by_x.append([data.aabb.right, RIGHT, data]) - by_y.append([data.aabb.bottom, BOTTOM, data]) - by_y.append([data.aabb.top, TOP, data]) - - # Tim-sort is highly efficient with mostly sorted lists. - # Because positions tend to change little each frame - # we take advantage of this here. Obviously things are - # less efficient with very fast moving, or teleporting entities - by_x.sort() - by_y.sort() - self._collision_pairs = None - - @property - def collision_pairs(self): - """Set of candidate collision pairs for this timestep""" - if self._collision_pairs is None: - if self._by_x is None: - # Axis arrays not ready - return set() - - LEFT = self.LEFT_ATTR - RIGHT = self.RIGHT_ATTR - TOP = self.TOP_ATTR - BOTTOM = self.BOTTOM_ATTR - # Build candidates overlapping along the x-axis - component = getattr(self.world.components, self.collision_component) - xoverlaps = set() - add_xoverlap = xoverlaps.add - discard_xoverlap = xoverlaps.discard - open = {} - for _, side, data in self._by_x: - if side is LEFT: - for open_entity, (from_mask, into_mask) in open.iteritems(): - if data.from_mask & into_mask or from_mask & data.into_mask: - add_xoverlap(Pair(data.entity, open_entity)) - open[data.entity] = (data.from_mask, data.into_mask) - elif side is RIGHT: - del open[data.entity] - - if len(xoverlaps) <= 10 and len(xoverlaps)*4 < len(self._by_y): - # few candidates were found, so just scan the x overlap candidates - # along y. This requires an additional sort, but it should - # be cheaper than scanning everyone and its simpler - # than a separate brute-force check - entities = set([entity for entity, _ in xoverlaps] - + [entity for _, entity in xoverlaps]) - by_y = [] - for entity in entities: - data = component[entity] - # We can use tuples here, which are cheaper to create - by_y.append((data.aabb.bottom, BOTTOM, data)) - by_y.append((data.aabb.top, TOP, data)) - by_y.sort() - else: - by_y = self._by_y - - # Now check the candidates along the y-axis - open = set() - add_open = open.add - discard_open = open.discard - self._collision_pairs = set() - add_pair = self._collision_pairs.add - for _, side, data in by_y: - if side is BOTTOM: - for open_entity in open: - pair = Pair(data.entity, open_entity) - if pair in xoverlaps: - discard_xoverlap(pair) - add_pair(pair) - if not xoverlaps: - # No more candidates, bail - return self._collision_pairs - add_open(data.entity) - elif side is TOP: - discard_open(data.entity) - return self._collision_pairs - - def query_point(self, x_or_point, y=None, from_mask=0xffffffff): - """Hit test at the point specified. - - :param x_or_point: x coordinate (float) or sequence of (x, y) floats. - - :param y: y coordinate (float) if x is not a sequence - - :param from_mask: Bit mask used to filter query results. This value - is bit ANDed with candidate entities' ``collision.into_mask``. - If the result is non-zero, then it is considered a hit. By - default all entities colliding with the input point are - returned. - - :return: A set of entities where the point is inside their bounding - boxes as of the last time step. - """ - if self._by_x is None: - # Axis arrays not ready - return set() - if y is None: - x, y = x_or_point - else: - x = x_or_point - LEFT = self.LEFT_ATTR - RIGHT = self.RIGHT_ATTR - TOP = self.TOP_ATTR - BOTTOM = self.BOTTOM_ATTR - x_index = bisect_right(self._by_x, [x]) - x_hits = set() - add_x_hit = x_hits.add - discard_x_hit = x_hits.discard - if x_index <= len(self._by_x) // 2: - # closer to the left, scan from left to right - while (x == self._by_x[x_index][0] - and self._by_x[x_index][1] is LEFT - and x_index < len(self._by_x)): - # Ensure we hit on exact left edge matches - x_index += 1 - for _, side, data in self._by_x[:x_index]: - if side is LEFT and from_mask & data.into_mask: - add_x_hit(data.entity) - else: - discard_x_hit(data.entity) - else: - # closer to the right - for _, side, data in reversed(self._by_x[x_index:]): - if side is RIGHT and from_mask & data.into_mask: - add_x_hit(data.entity) - else: - discard_x_hit(data.entity) - if not x_hits: - return x_hits - - y_index = bisect_right(self._by_y, [y]) - y_hits = set() - add_y_hit = y_hits.add - discard_y_hit = y_hits.discard - if y_index <= len(self._by_y) // 2: - # closer to the bottom - while (y == self._by_y[y_index][0] - and self._by_y[y_index][1] is BOTTOM - and y_index < len(self._by_y)): - # Ensure we hit on exact bottom edge matches - y_index += 1 - for _, side, data in self._by_y[:y_index]: - if side is BOTTOM: - add_y_hit(data.entity) - else: - discard_y_hit(data.entity) - else: - # closer to the top - for _, side, data in reversed(self._by_y[y_index:]): - if side is TOP: - add_y_hit(data.entity) - else: - discard_y_hit(data.entity) - if y_hits: - return x_hits & y_hits - else: - return y_hits - - -class Circular(object): - """Basic narrow-phase collision detector which treats all entities as - circles with their radius defined in the collision component. - - :param handlers: A sequence of collision handler functions that are invoked - after collision detection. - :type handlers: sequence of functions - - :param collision_component: Name of collision component for this system, - defaults to 'collision'. This supplies each entity's collision - radius and masks. - :type collision_component: str - - :param position_component: Name of position component for this system, - defaults to 'position'. This supplies each entity's position. - :type position_component: str - - :param update_aabbs: If True (the default), then the entities' - `collision.aabb` fields will be updated using their position - and collision radius before invoking the broad phase system. - Set this False if another system updates the aabbs. - :type update_aabbs: bool - - :param broad_phase: A broad-phase collision system to use as a source - for collision pairs. If not specified, a :class:`BroadSweepAndPrune` - system will be created automatically. - """ - world = None - """|World| object this system belongs to""" - - position_component = None - """Name of world's position component used by this system""" - - collision_component = None - """Name of world's collision component used by this system""" - - update_aabbs = True - """Flag to indicate whether the system updates the entities' `collision.aabb` - field before invoking the broad phase collision system - """ - - handlers = None - """A sequence of collision handler functions invoke after collision - detection - """ - - broad_phase = None - """Broad phase collision system used as a source for collision pairs""" - - def __init__(self, handlers=(), position_component='position', - collision_component='collision', update_aabbs=True, broad_phase=None): - self.handlers = tuple(handlers) - if broad_phase is None: - broad_phase = BroadSweepAndPrune(collision_component) - self.collision_component = collision_component - self.position_component = position_component - self.update_aabbs = bool(update_aabbs) - self.broad_phase = broad_phase - self._collision_pairs = None - - def set_world(self, world): - """Bind the system to a world""" - self.world = world - self.broad_phase.set_world(world) - for handler in self.handlers: - if hasattr(handler, 'set_world'): - handler.set_world(world) - - def step(self, dt): - """Update the collision system for this time step and invoke - the handlers - """ - if self.update_aabbs: - for position, collision in self.world.components.join( - self.position_component, self.collision_component): - aabb = collision.aabb - x, y = position.position - radius = collision.radius - aabb.left = x - radius - aabb.right = x + radius - aabb.bottom = y - radius - aabb.top = y + radius - self.broad_phase.step(dt) - self._collision_pairs = None - for handler in self.handlers: - handler(self) - - @property - def collision_pairs(self): - """The set of entity pairs in collision in this timestep""" - if self._collision_pairs is None: - position = getattr(self.world.components, self.position_component) - collision = getattr(self.world.components, self.collision_component) - pairs = self._collision_pairs = set() - for pair in self.broad_phase.collision_pairs: - entity1, entity2 = pair - position1 = position[entity1].position - position2 = position[entity2].position - radius1 = collision[entity1].radius - radius2 = collision[entity2].radius - separation = position2 - position1 - if separation.get_length_sqrd() <= (radius1 + radius2)**2: - normal = separation.normalized() - pair.set_point_normal( - normal * radius1 + position1, normal, - normal * -radius2 + position2, -normal) - pairs.add(pair) - return self._collision_pairs - - def query_point(self, x_or_point, y=None, from_mask=0xffffffff): - """Hit test at the point specified. - - :param x_or_point: x coordinate (float) or sequence of (x, y) floats. - - :param y: y coordinate (float) if x is not a sequence - - :param from_mask: Bit mask used to filter query results. This value - is bit ANDed with candidate entities' ``collision.into_mask``. - If the result is non-zero, then it is considered a hit. By - default all entities colliding with the input point are - returned. - - :return: A set of entities where the point is inside their collision - radii as of the last time step. - - """ - if y is None: - point = Vec2d(x_or_point) - else: - point = Vec2d(x_or_point, y) - hits = set() - position = getattr(self.world.components, self.position_component) - collision = getattr(self.world.components, self.collision_component) - for entity in self.broad_phase.query_point(x_or_point, y, from_mask): - separation = point - position[entity].position - if separation.get_length_sqrd() <= collision[entity].radius**2: - hits.add(entity) - return hits - - -def dispatch_events(collision_system): - """Collision handler that dispatches `on_collide()` events to entities - marked for collision by the specified collision system. The `on_collide()` - event handler methods are defined by the application on the desired entity - classes. These methods should have the following signature:: - - def on_collide(self, other_entity, collision_point, collision_normal): - '''Handle A collision between this entity and `other_entity` - - - other_entity (Entity): The other entity in collision with - `self` - - - collision_point (Vec2d): The point on this entity (`self`) - where the collision occurred. Note this may be `None` for - some collision systems that do not report it. - - - collision_normal (Vec2d): The normal vector at the point of - collision. As with `collision_point`, this may be None for - some collision systems. - ''' - - Note the arguments to `on_collide()` are always passed positionally, so you - can use different argument names than above if desired. - - If a pair of entities are in collision, then the event will be dispatched - to both objects in arbitrary order if all of their collision masks align. - """ - collision = getattr(collision_system.world.components, - collision_system.collision_component) - for pair in collision_system.collision_pairs: - entity1, entity2 = pair - if pair.info is not None: - args1, args2 = pair.info - else: - args1 = entity1, None, None - args2 = entity2, None, None - try: - on_collide = entity1.on_collide - masks_align = collision[entity2].from_mask & collision[entity1].into_mask - except (AttributeError, KeyError): - pass - else: - if masks_align: - on_collide(*args2) - try: - on_collide = entity2.on_collide - masks_align = collision[entity1].from_mask & collision[entity2].into_mask - except (AttributeError, KeyError): - pass - else: - if masks_align: - on_collide(*args1) - +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +""" +**Grease collision detection systems** + +Grease uses two-phase broad and narrow collision detection. *Broad-phase* +collision systems are used to efficiently identify pairs that may be colliding +without resorting to a brute-force check of all possible pairs. *Narrow-phase* +collision systems use the pairs generated by the broad-phase and perform more +precise collision tests to determine if a collision has actually occurred. The +narrow-phase system also calculates more details about each collision, +including collision point and normal vector for use in collision response. + +A typical collision detection system consists of a narrow-phase system that +contains a broad-phased system. The narrow-phase system is usually the only + +one that the application directly interacts with, though the application is +free to use the broad-phased system directly if desired. This could be +useful in cases where speed, rather than precision is paramount. + +The narrow-phase system can be assigned handler objects to run after +collision detection. These can perform tasks like handling collision response +or dispatching collision events to application handlers. + +Note that broad-phase systems can return false positives, though they should +never return false negatives. Do not assume that all pairs returned by a +broad-phase system are actually in collision. +""" + +__version__ = '$Id$' + +from parpg.bGrease.geometry import Vec2d +from bisect import bisect_right + + +class Pair(tuple): + """Pair of entities in collision. This is an ordered sequence of two + entities, that compares and hashes unordered. + + Also stores additional collision point and normal vectors + for each entity. + + Sets of ``Pair`` objects are exposed in the ``collision_pairs`` + attribute of collision systems to indicate the entity pairs in + collision. + """ + info = None + """A sequence of (entity, collision point, collision normal) + for each entity in the pair + """ + + def __new__(cls, entity1, entity2, point=None, normal=None): + pair = tuple.__new__(cls, (entity1, entity2)) + return pair + + def __hash__(self): + return hash(self[0]) ^ hash(self[1]) + + def __eq__(self, other): + other = tuple(other) + return tuple(self) == other or (self[1], self[0]) == other + + def __repr__(self): + return '%s%r' % (self.__class__.__name__, tuple(self)) + + def set_point_normal(self, point0, normal0, point1, normal1): + """Set the collision point and normal for both entities""" + self.info = ( + (self[0], point0, normal0), + (self[1], point1, normal1), + ) + + +class BroadSweepAndPrune(object): + """2D Broad-phase sweep and prune bounding box collision detector + + This algorithm is efficient for collision detection between many + moving bodies. It has linear algorithmic complexity and takes + advantage of temporal coherence between frames. It also does + not suffer from bad worst-case performance (like RDC can). + Unlike spacial hashing, it does not need to be optimized for + specific space and body sizes. + + Other algorithms may be more efficient for collision detection with + stationary bodies, bodies that are always evenly distributed, or ad-hoc + queries. + + :param collision_component: Name of the collision component used by this + system, defaults to 'collision'. This component supplies each + entities' aabb and collision masks. + :type collision_component: str + """ + world = None + """|World| object this system belongs to""" + + collision_component = None + """Name of world's collision component used by this system""" + + LEFT_ATTR = "left" + RIGHT_ATTR = "right" + TOP_ATTR = "top" + BOTTOM_ATTR = "bottom" + + def __init__(self, collision_component='collision'): + self.collision_component = collision_component + self._by_x = None + self._by_y = None + self._collision_pairs = None + + def set_world(self, world): + """Bind the system to a world""" + self.world = world + + def step(self, dt): + """Update the system for this time step, updates and sorts the + axis arrays. + """ + component = getattr(self.world.components, self.collision_component) + LEFT = self.LEFT_ATTR + RIGHT = self.RIGHT_ATTR + TOP = self.TOP_ATTR + BOTTOM = self.BOTTOM_ATTR + if self._by_x is None: + # Build axis lists from scratch + # Note we cache the box positions here + # so that we can perform hit tests efficiently + # it also isolates us from changes made to the + # box positions after we run + by_x = self._by_x = [] + append_x = by_x.append + by_y = self._by_y = [] + append_y = by_y.append + for data in component.itervalues(): + append_x([data.aabb.left, LEFT, data]) + append_x([data.aabb.right, RIGHT, data]) + append_y([data.aabb.bottom, BOTTOM, data]) + append_y([data.aabb.top, TOP, data]) + else: + by_x = self._by_x + by_y = self._by_y + removed = [] + for entry in by_x: + entry[0] = getattr(entry[2].aabb, entry[1]) + for entry in by_y: + entry[0] = getattr(entry[2].aabb, entry[1]) + # Removing entities is inefficient, but expected to be rare + if component.deleted_entities: + deleted_entities = component.deleted_entities + deleted_x = [] + deleted_y = [] + for i, (_, _, data) in enumerate(by_x): + if data.entity in deleted_entities: + deleted_x.append(i) + deleted_x.reverse() + for i in deleted_x: + del by_x[i] + for i, (_, _, data) in enumerate(by_y): + if data.entity in deleted_entities: + deleted_y.append(i) + deleted_y.reverse() + for i in deleted_y: + del by_y[i] + # Tack on new entities + for entity in component.new_entities: + data = component[entity] + by_x.append([data.aabb.left, LEFT, data]) + by_x.append([data.aabb.right, RIGHT, data]) + by_y.append([data.aabb.bottom, BOTTOM, data]) + by_y.append([data.aabb.top, TOP, data]) + + # Tim-sort is highly efficient with mostly sorted lists. + # Because positions tend to change little each frame + # we take advantage of this here. Obviously things are + # less efficient with very fast moving, or teleporting entities + by_x.sort() + by_y.sort() + self._collision_pairs = None + + @property + def collision_pairs(self): + """Set of candidate collision pairs for this timestep""" + if self._collision_pairs is None: + if self._by_x is None: + # Axis arrays not ready + return set() + + LEFT = self.LEFT_ATTR + RIGHT = self.RIGHT_ATTR + TOP = self.TOP_ATTR + BOTTOM = self.BOTTOM_ATTR + # Build candidates overlapping along the x-axis + component = getattr(self.world.components, self.collision_component) + xoverlaps = set() + add_xoverlap = xoverlaps.add + discard_xoverlap = xoverlaps.discard + open = {} + for _, side, data in self._by_x: + if side is LEFT: + for open_entity, (from_mask, into_mask) in open.iteritems(): + if data.from_mask & into_mask or from_mask & data.into_mask: + add_xoverlap(Pair(data.entity, open_entity)) + open[data.entity] = (data.from_mask, data.into_mask) + elif side is RIGHT: + del open[data.entity] + + if len(xoverlaps) <= 10 and len(xoverlaps)*4 < len(self._by_y): + # few candidates were found, so just scan the x overlap candidates + # along y. This requires an additional sort, but it should + # be cheaper than scanning everyone and its simpler + # than a separate brute-force check + entities = set([entity for entity, _ in xoverlaps] + + [entity for _, entity in xoverlaps]) + by_y = [] + for entity in entities: + data = component[entity] + # We can use tuples here, which are cheaper to create + by_y.append((data.aabb.bottom, BOTTOM, data)) + by_y.append((data.aabb.top, TOP, data)) + by_y.sort() + else: + by_y = self._by_y + + # Now check the candidates along the y-axis + open = set() + add_open = open.add + discard_open = open.discard + self._collision_pairs = set() + add_pair = self._collision_pairs.add + for _, side, data in by_y: + if side is BOTTOM: + for open_entity in open: + pair = Pair(data.entity, open_entity) + if pair in xoverlaps: + discard_xoverlap(pair) + add_pair(pair) + if not xoverlaps: + # No more candidates, bail + return self._collision_pairs + add_open(data.entity) + elif side is TOP: + discard_open(data.entity) + return self._collision_pairs + + def query_point(self, x_or_point, y=None, from_mask=0xffffffff): + """Hit test at the point specified. + + :param x_or_point: x coordinate (float) or sequence of (x, y) floats. + + :param y: y coordinate (float) if x is not a sequence + + :param from_mask: Bit mask used to filter query results. This value + is bit ANDed with candidate entities' ``collision.into_mask``. + If the result is non-zero, then it is considered a hit. By + default all entities colliding with the input point are + returned. + + :return: A set of entities where the point is inside their bounding + boxes as of the last time step. + """ + if self._by_x is None: + # Axis arrays not ready + return set() + if y is None: + x, y = x_or_point + else: + x = x_or_point + LEFT = self.LEFT_ATTR + RIGHT = self.RIGHT_ATTR + TOP = self.TOP_ATTR + BOTTOM = self.BOTTOM_ATTR + x_index = bisect_right(self._by_x, [x]) + x_hits = set() + add_x_hit = x_hits.add + discard_x_hit = x_hits.discard + if x_index <= len(self._by_x) // 2: + # closer to the left, scan from left to right + while (x == self._by_x[x_index][0] + and self._by_x[x_index][1] is LEFT + and x_index < len(self._by_x)): + # Ensure we hit on exact left edge matches + x_index += 1 + for _, side, data in self._by_x[:x_index]: + if side is LEFT and from_mask & data.into_mask: + add_x_hit(data.entity) + else: + discard_x_hit(data.entity) + else: + # closer to the right + for _, side, data in reversed(self._by_x[x_index:]): + if side is RIGHT and from_mask & data.into_mask: + add_x_hit(data.entity) + else: + discard_x_hit(data.entity) + if not x_hits: + return x_hits + + y_index = bisect_right(self._by_y, [y]) + y_hits = set() + add_y_hit = y_hits.add + discard_y_hit = y_hits.discard + if y_index <= len(self._by_y) // 2: + # closer to the bottom + while (y == self._by_y[y_index][0] + and self._by_y[y_index][1] is BOTTOM + and y_index < len(self._by_y)): + # Ensure we hit on exact bottom edge matches + y_index += 1 + for _, side, data in self._by_y[:y_index]: + if side is BOTTOM: + add_y_hit(data.entity) + else: + discard_y_hit(data.entity) + else: + # closer to the top + for _, side, data in reversed(self._by_y[y_index:]): + if side is TOP: + add_y_hit(data.entity) + else: + discard_y_hit(data.entity) + if y_hits: + return x_hits & y_hits + else: + return y_hits + + +class Circular(object): + """Basic narrow-phase collision detector which treats all entities as + circles with their radius defined in the collision component. + + :param handlers: A sequence of collision handler functions that are invoked + after collision detection. + :type handlers: sequence of functions + + :param collision_component: Name of collision component for this system, + defaults to 'collision'. This supplies each entity's collision + radius and masks. + :type collision_component: str + + :param position_component: Name of position component for this system, + defaults to 'position'. This supplies each entity's position. + :type position_component: str + + :param update_aabbs: If True (the default), then the entities' + `collision.aabb` fields will be updated using their position + and collision radius before invoking the broad phase system. + Set this False if another system updates the aabbs. + :type update_aabbs: bool + + :param broad_phase: A broad-phase collision system to use as a source + for collision pairs. If not specified, a :class:`BroadSweepAndPrune` + system will be created automatically. + """ + world = None + """|World| object this system belongs to""" + + position_component = None + """Name of world's position component used by this system""" + + collision_component = None + """Name of world's collision component used by this system""" + + update_aabbs = True + """Flag to indicate whether the system updates the entities' `collision.aabb` + field before invoking the broad phase collision system + """ + + handlers = None + """A sequence of collision handler functions invoke after collision + detection + """ + + broad_phase = None + """Broad phase collision system used as a source for collision pairs""" + + def __init__(self, handlers=(), position_component='position', + collision_component='collision', update_aabbs=True, broad_phase=None): + self.handlers = tuple(handlers) + if broad_phase is None: + broad_phase = BroadSweepAndPrune(collision_component) + self.collision_component = collision_component + self.position_component = position_component + self.update_aabbs = bool(update_aabbs) + self.broad_phase = broad_phase + self._collision_pairs = None + + def set_world(self, world): + """Bind the system to a world""" + self.world = world + self.broad_phase.set_world(world) + for handler in self.handlers: + if hasattr(handler, 'set_world'): + handler.set_world(world) + + def step(self, dt): + """Update the collision system for this time step and invoke + the handlers + """ + if self.update_aabbs: + for position, collision in self.world.components.join( + self.position_component, self.collision_component): + aabb = collision.aabb + x, y = position.position + radius = collision.radius + aabb.left = x - radius + aabb.right = x + radius + aabb.bottom = y - radius + aabb.top = y + radius + self.broad_phase.step(dt) + self._collision_pairs = None + for handler in self.handlers: + handler(self) + + @property + def collision_pairs(self): + """The set of entity pairs in collision in this timestep""" + if self._collision_pairs is None: + position = getattr(self.world.components, self.position_component) + collision = getattr(self.world.components, self.collision_component) + pairs = self._collision_pairs = set() + for pair in self.broad_phase.collision_pairs: + entity1, entity2 = pair + position1 = position[entity1].position + position2 = position[entity2].position + radius1 = collision[entity1].radius + radius2 = collision[entity2].radius + separation = position2 - position1 + if separation.get_length_sqrd() <= (radius1 + radius2)**2: + normal = separation.normalized() + pair.set_point_normal( + normal * radius1 + position1, normal, + normal * -radius2 + position2, -normal) + pairs.add(pair) + return self._collision_pairs + + def query_point(self, x_or_point, y=None, from_mask=0xffffffff): + """Hit test at the point specified. + + :param x_or_point: x coordinate (float) or sequence of (x, y) floats. + + :param y: y coordinate (float) if x is not a sequence + + :param from_mask: Bit mask used to filter query results. This value + is bit ANDed with candidate entities' ``collision.into_mask``. + If the result is non-zero, then it is considered a hit. By + default all entities colliding with the input point are + returned. + + :return: A set of entities where the point is inside their collision + radii as of the last time step. + + """ + if y is None: + point = Vec2d(x_or_point) + else: + point = Vec2d(x_or_point, y) + hits = set() + position = getattr(self.world.components, self.position_component) + collision = getattr(self.world.components, self.collision_component) + for entity in self.broad_phase.query_point(x_or_point, y, from_mask): + separation = point - position[entity].position + if separation.get_length_sqrd() <= collision[entity].radius**2: + hits.add(entity) + return hits + + +def dispatch_events(collision_system): + """Collision handler that dispatches `on_collide()` events to entities + marked for collision by the specified collision system. The `on_collide()` + event handler methods are defined by the application on the desired entity + classes. These methods should have the following signature:: + + def on_collide(self, other_entity, collision_point, collision_normal): + '''Handle A collision between this entity and `other_entity` + + - other_entity (Entity): The other entity in collision with + `self` + + - collision_point (Vec2d): The point on this entity (`self`) + where the collision occurred. Note this may be `None` for + some collision systems that do not report it. + + - collision_normal (Vec2d): The normal vector at the point of + collision. As with `collision_point`, this may be None for + some collision systems. + ''' + + Note the arguments to `on_collide()` are always passed positionally, so you + can use different argument names than above if desired. + + If a pair of entities are in collision, then the event will be dispatched + to both objects in arbitrary order if all of their collision masks align. + """ + collision = getattr(collision_system.world.components, + collision_system.collision_component) + for pair in collision_system.collision_pairs: + entity1, entity2 = pair + if pair.info is not None: + args1, args2 = pair.info + else: + args1 = entity1, None, None + args2 = entity2, None, None + try: + on_collide = entity1.on_collide + masks_align = collision[entity2].from_mask & collision[entity1].into_mask + except (AttributeError, KeyError): + pass + else: + if masks_align: + on_collide(*args2) + try: + on_collide = entity2.on_collide + masks_align = collision[entity1].from_mask & collision[entity2].into_mask + except (AttributeError, KeyError): + pass + else: + if masks_align: + on_collide(*args1) diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/component/__init__.py --- a/src/parpg/bGrease/component/__init__.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/component/__init__.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,149 +1,148 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# -"""Components store all entity data in a given |World|. You can -think of components as tables with entities as their primary keys. Like -database tables, components are defined with a "schema" that specifies -the data fields. Each field in a component has a name and a type. - -Component objects themselves have a dict-like interface with entities -as keys and data records as values. An application will typically -interact with components via entity attributes, entity extents or -by joining them. For more information see: - -- :class:`~grease.entity.Entity` class. -- :class:`~grease.world.EntityExtent` class. -- :meth:`~grease.world.ComponentParts.join` method of ComponentParts. - -See also :ref:`defining custom components in the tutorial `. -""" - -__version__ = '$Id$' - -__all__ = ('Component', 'ComponentError', 'Position', 'Transform', 'Movement', - 'Shape', 'Renderable', 'Collision') - -from bGrease.component.general import Component -from bGrease.geometry import Vec2d, Vec2dArray, Rect -from bGrease import color - - -class ComponentError(Exception): - """General component error""" - - -class Position(Component): - """Predefined component that stores position and orientation info for - entities. - - Fields: - - - **position** (Vec2d) -- Position vector - - **angle** (float) -- Angle, in degrees - """ - - def __init__(self): - Component.__init__(self, position=Vec2d, angle=float) - - -class Transform(Component): - """Predefined component that stores offset, shear, - rotation and scale info for entity shapes. - - Fields: - - - **offset** (Vec2d) - - **shear** (Vec2d) - - **rotation** (float) - - **scale** (float, default 1.0) - """ - - def __init__(self): - Component.__init__(self, offset=Vec2d, shear=Vec2d, rotation=float, scale=float) - self.fields['scale'].default = lambda: 1.0 - - -class Movement(Component): - """Predefined component that stores velocity, - acceleration and rotation info for entities. - - Fields: - - - **velocity** (Vec2d) -- Rate of change of entity position - - **accel** (Vec2d) -- Rate of change of entity velocity - - **rotation** (Vec2d) -- Rate of change of entity angle, in degrees/time - """ - - def __init__(self): - Component.__init__(self, velocity=Vec2d, accel=Vec2d, rotation=float) - - -class Shape(Component): - """Predefined component that stores shape vertices for entities - - - **closed** (bool) -- If the shapes is closed implying an edge between - last and first vertices. - - **verts** (Vec2dArray) -- Array of vertex points - """ - - def __init__(self): - Component.__init__(self, closed=int, verts=Vec2dArray) - self.fields['closed'].default = lambda: 1 - - -class Renderable(Component): - """Predefined component that identifies entities to be - rendered and provides their depth and color. - - - **depth** (float) -- Drawing depth, can be used to determine z-order - while rendering. - - **color** (color.RGBA) -- Color used for entity. The effect of this - field depends on the renderer. - """ - - def __init__(self): - Component.__init__(self, depth=float, color=color.RGBA) - self.fields['color'].default = lambda: color.RGBA(1,1,1,1) - - -class Collision(Component): - """Predefined component that stores collision masks to determine - which entities can collide. - - Fields: - - - **aabb** (Rect) -- The axis-aligned bounding box for the entity. - This is used for broad-phase collision detection. - - - **radius** (float) -- The collision radius of the entity, used for narrow-phase - collision detection. The exact meaning of this value depends on the collision - system in use. - - - **from_mask** (int) -- A bitmask that determines what entities this object - can collide with. - - - **into_mask** (int) -- A bitmask that determines what entities can collide - with this object. - - When considering an entity A for collision with entity B, A's ``from_mask`` is - bit ANDed with B's ``into_mask``. If the result is nonzero (meaning 1 or more - bits is set the same for each) then the collision test is made. Otherwise, - the pair cannot collide. - - The default value for both of these masks is ``0xffffffff``, which means that - all entities will collide with each other by default. - """ - def __init__(self): - Component.__init__(self, aabb=Rect, radius=float, from_mask=int, into_mask=int) - self.fields['into_mask'].default = lambda: 0xffffffff - self.fields['from_mask'].default = lambda: 0xffffffff - +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +"""Components store all entity data in a given |World|. You can +think of components as tables with entities as their primary keys. Like +database tables, components are defined with a "schema" that specifies +the data fields. Each field in a component has a name and a type. + +Component objects themselves have a dict-like interface with entities +as keys and data records as values. An application will typically +interact with components via entity attributes, entity extents or +by joining them. For more information see: + +- :class:`~grease.entity.Entity` class. +- :class:`~grease.world.EntityExtent` class. +- :meth:`~grease.world.ComponentParts.join` method of ComponentParts. + +See also :ref:`defining custom components in the tutorial `. +""" + +__version__ = '$Id$' + +__all__ = ('Component', 'ComponentError', 'Position', 'Transform', 'Movement', + 'Shape', 'Renderable', 'Collision') + +from parpg.bGrease.component.general import Component +from parpg.bGrease.geometry import Vec2d, Vec2dArray, Rect +from parpg.bGrease import color + + +class ComponentError(Exception): + """General component error""" + + +class Position(Component): + """Predefined component that stores position and orientation info for + entities. + + Fields: + + - **position** (Vec2d) -- Position vector + - **angle** (float) -- Angle, in degrees + """ + + def __init__(self): + Component.__init__(self, position=Vec2d, angle=float) + + +class Transform(Component): + """Predefined component that stores offset, shear, + rotation and scale info for entity shapes. + + Fields: + + - **offset** (Vec2d) + - **shear** (Vec2d) + - **rotation** (float) + - **scale** (float, default 1.0) + """ + + def __init__(self): + Component.__init__(self, offset=Vec2d, shear=Vec2d, rotation=float, scale=float) + self.fields['scale'].default = lambda: 1.0 + + +class Movement(Component): + """Predefined component that stores velocity, + acceleration and rotation info for entities. + + Fields: + + - **velocity** (Vec2d) -- Rate of change of entity position + - **accel** (Vec2d) -- Rate of change of entity velocity + - **rotation** (Vec2d) -- Rate of change of entity angle, in degrees/time + """ + + def __init__(self): + Component.__init__(self, velocity=Vec2d, accel=Vec2d, rotation=float) + + +class Shape(Component): + """Predefined component that stores shape vertices for entities + + - **closed** (bool) -- If the shapes is closed implying an edge between + last and first vertices. + - **verts** (Vec2dArray) -- Array of vertex points + """ + + def __init__(self): + Component.__init__(self, closed=int, verts=Vec2dArray) + self.fields['closed'].default = lambda: 1 + + +class Renderable(Component): + """Predefined component that identifies entities to be + rendered and provides their depth and color. + + - **depth** (float) -- Drawing depth, can be used to determine z-order + while rendering. + - **color** (color.RGBA) -- Color used for entity. The effect of this + field depends on the renderer. + """ + + def __init__(self): + Component.__init__(self, depth=float, color=color.RGBA) + self.fields['color'].default = lambda: color.RGBA(1,1,1,1) + + +class Collision(Component): + """Predefined component that stores collision masks to determine + which entities can collide. + + Fields: + + - **aabb** (Rect) -- The axis-aligned bounding box for the entity. + This is used for broad-phase collision detection. + + - **radius** (float) -- The collision radius of the entity, used for narrow-phase + collision detection. The exact meaning of this value depends on the collision + system in use. + + - **from_mask** (int) -- A bitmask that determines what entities this object + can collide with. + + - **into_mask** (int) -- A bitmask that determines what entities can collide + with this object. + + When considering an entity A for collision with entity B, A's ``from_mask`` is + bit ANDed with B's ``into_mask``. If the result is nonzero (meaning 1 or more + bits is set the same for each) then the collision test is made. Otherwise, + the pair cannot collide. + + The default value for both of these masks is ``0xffffffff``, which means that + all entities will collide with each other by default. + """ + def __init__(self): + Component.__init__(self, aabb=Rect, radius=float, from_mask=int, into_mask=int) + self.fields['into_mask'].default = lambda: 0xffffffff + self.fields['from_mask'].default = lambda: 0xffffffff diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/component/field.py --- a/src/parpg/bGrease/component/field.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/component/field.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,303 +1,303 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# - -__version__ = '$Id$' - -import operator -from bGrease.geometry import Vec2d, Vec2dArray, Rect -from bGrease import color - -# Allowed field types -> default values -types = {int:lambda: 0, - float:lambda: 0.0, - bool:lambda: False, - str:lambda:"", - object:lambda:None, - Vec2d:lambda: Vec2d(0,0), - Vec2dArray:lambda: Vec2dArray(), - color.RGBA: lambda: color.RGBA(0.0, 0.0, 0.0, 0.0), - Rect: lambda: Rect(0.0, 0.0, 0.0, 0.0), - list: lambda: list(), - dict: lambda: dict(), - } - -class Schema(dict): - """Field schema definition for custom components""" - - def __init__(self, **fields): - for ftype in fields.values(): - assert ftype in types, fname + " has an illegal field type" - self.update(fields) - - -class FieldAccessor(object): - """Facade for manipulating a field for a set of entities""" - - __field = None - __entities = None - __attrs = None - __getter = None - __parent_getters = () - - def __init__(self, field, entities, attrs=()): - self.__field = field - self.__entities = entities - field_getter = operator.attrgetter(field.name) - self.__attrs = attrs - if attrs: - getters = [field_getter] + [operator.attrgetter(attr) for attr in attrs] - def get(entity): - value = entity - for getter in getters: - value = getter(value) - return value - self.__getter = get - self.__parent_getters = getters[:-1] - else: - self.__getter = field_getter - - def __getattr__(self, name): - """Return a FieldAccessor for the child attribute""" - return self.__class__(self.__field, self.__entities, self.__attrs + (name,)) - - def __setattr__(self, name, value): - if value is self: - return # returned by mutators - if hasattr(self.__class__, name): - # Set local attr - self.__dict__[name] = value - elif not name.startswith('_'): - getattr(self, name).__set__(value) - else: - raise AttributeError("Cannot set field attribute: %s" % name) - - @property - def __setter(self): - """Return the proper setter function for setting the field value""" - if not self.__attrs: - return setattr - else: - parent_getters = self.__parent_getters - def setter(data, name, value): - for getter in parent_getters: - data = getter(data) - setattr(data, name, value) - self.__setter = setter - return setter - - def __set__(self, value): - """Set field values en masse""" - # Mass set field attr - setter = self.__setter - component = self.__field.component - if self.__attrs: - name = self.__attrs[-1] - else: - name = self.__field.name - if isinstance(value, FieldAccessor): - # Join set between two entity sets - if not self.__attrs: - cast = self.__field.cast - else: - cast = lambda x: x - for entity in self.__entities: - try: - setter(component[entity], name, cast(value[entity])) - except KeyError: - pass - else: - if not self.__attrs: - value = self.__field.cast(value) - for entity in self.__entities: - try: - setter(component[entity], name, value) - except KeyError: - pass - - def __getitem__(self, entity): - """Return the field value for a single entity (used for joins)""" - if entity in self.__entities: - return self.__getter(self.__field.component[entity]) - raise KeyError(entity) - - def __contains__(self, entity): - return entity in self.__entities - - def __repr__(self): - return '<%s %s @ %x>' % ( - self.__class__.__name__, - '.'.join((self.__field.name,) + self.__attrs), id(self)) - - def __nonzero__(self): - return bool(self.__entities) - - def __iter__(self): - """Return an iterator of all field values in the set""" - component = self.__field.component - getter = self.__getter - for entity in self.__entities: - try: - data = component[entity] - except KeyError: - continue - yield getter(data) - - ## batch comparison operators ## - - def __match(self, value, op): - component = self.__field.component - getter = self.__getter - matches = set() - add = matches.add - if isinstance(value, FieldAccessor): - # Join match between entity sets - for entity in self.__entities: - try: - data = component[entity] - other = value[entity] - except KeyError: - continue - if op(getter(data), other): - add(entity) - else: - for entity in self.__entities: - try: - data = component[entity] - except KeyError: - continue - if op(getter(data), value): - add(entity) - return matches - - def __eq__(self, value): - """Return an entity set of all entities with a matching field value""" - return self.__match(value, operator.eq) - - def __ne__(self, value): - """Return an entity set of all entities not matching field value""" - return self.__match(value, operator.ne) - - def __gt__(self, value): - """Return an entity set of all entities with a greater field value""" - return self.__match(value, operator.gt) - - def __ge__(self, value): - """Return an entity set of all entities with a greater or equal field value""" - return self.__match(value, operator.ge) - - def __lt__(self, value): - """Return an entity set of all entities with a lesser field value""" - return self.__match(value, operator.lt) - - def __le__(self, value): - """Return an entity set of all entities with a lesser or equal field value""" - return self.__match(value, operator.le) - - def _contains(self, values): - """Return an entity set of all entities with a field value contained in values""" - return self.__match(values, operator.contains) - - ## Batch in-place mutator methods - - def __mutate(self, value, op): - component = self.__field.component - if self.__attrs: - name = self.__attrs[-1] - else: - name = self.__field.name - getter = self.__getter - setter = self.__setter - if isinstance(value, FieldAccessor): - # Join between entity sets - for entity in self.__entities: - try: - data = component[entity] - other = value[entity] - except KeyError: - continue - setter(data, name, op(getter(data), other)) - else: - for entity in self.__entities: - try: - data = component[entity] - except KeyError: - continue - setter(data, name, op(getter(data), value)) - return self - - def __iadd__(self, value): - return self.__mutate(value, operator.iadd) - - def __isub__(self, value): - return self.__mutate(value, operator.isub) - - def __imul__(self, value): - return self.__mutate(value, operator.imul) - - def __idiv__(self, value): - return self.__mutate(value, operator.idiv) - - def __itruediv__(self, value): - return self.__mutate(value, operator.itruediv) - - def __ifloordiv__(self, value): - return self.__mutate(value, operator.ifloordiv) - - def __imod__(self, value): - return self.__mutate(value, operator.imod) - - def __ipow__(self, value): - return self.__mutate(value, operator.ipow) - - def __ilshift__(self, value): - return self.__mutate(value, operator.ilshift) - - def __irshift__(self, value): - return self.__mutate(value, operator.irshift) - - def __iand__(self, value): - return self.__mutate(value, operator.iand) - - def __ior__(self, value): - return self.__mutate(value, operator.ior) - - def __ixor__(self, value): - return self.__mutate(value, operator.ixor) - - -class Field(object): - """Component field metadata and accessor interface""" - - def __init__(self, component, name, type, accessor_factory=FieldAccessor): - self.component = component - self.name = name - self.type = type - self.default = types.get(type) - self.accessor_factory = accessor_factory - - def cast(self, value): - """Cast value to the appropriate type for thi field""" - if self.type is not object: - return self.type(value) - else: - return value - - def accessor(self, entities=None): - """Return the field accessor for the entities in the component, - or all entities in the set specified that are also in the component - """ - if entities is None or entities is self.component.entities: - entities = self.component.entities - else: - entities = entities & self.component.entities - return self.accessor_factory(self, entities) +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# + +__version__ = '$Id$' + +import operator +from parpg.bGrease.geometry import Vec2d, Vec2dArray, Rect +from parpg.bGrease import color + +# Allowed field types -> default values +types = {int:lambda: 0, + float:lambda: 0.0, + bool:lambda: False, + str:lambda:"", + object:lambda:None, + Vec2d:lambda: Vec2d(0,0), + Vec2dArray:lambda: Vec2dArray(), + color.RGBA: lambda: color.RGBA(0.0, 0.0, 0.0, 0.0), + Rect: lambda: Rect(0.0, 0.0, 0.0, 0.0), + list: lambda: list(), + dict: lambda: dict(), + } + +class Schema(dict): + """Field schema definition for custom components""" + + def __init__(self, **fields): + for ftype in fields.values(): + assert ftype in types, fname + " has an illegal field type" + self.update(fields) + + +class FieldAccessor(object): + """Facade for manipulating a field for a set of entities""" + + __field = None + __entities = None + __attrs = None + __getter = None + __parent_getters = () + + def __init__(self, field, entities, attrs=()): + self.__field = field + self.__entities = entities + field_getter = operator.attrgetter(field.name) + self.__attrs = attrs + if attrs: + getters = [field_getter] + [operator.attrgetter(attr) for attr in attrs] + def get(entity): + value = entity + for getter in getters: + value = getter(value) + return value + self.__getter = get + self.__parent_getters = getters[:-1] + else: + self.__getter = field_getter + + def __getattr__(self, name): + """Return a FieldAccessor for the child attribute""" + return self.__class__(self.__field, self.__entities, self.__attrs + (name,)) + + def __setattr__(self, name, value): + if value is self: + return # returned by mutators + if hasattr(self.__class__, name): + # Set local attr + self.__dict__[name] = value + elif not name.startswith('_'): + getattr(self, name).__set__(value) + else: + raise AttributeError("Cannot set field attribute: %s" % name) + + @property + def __setter(self): + """Return the proper setter function for setting the field value""" + if not self.__attrs: + return setattr + else: + parent_getters = self.__parent_getters + def setter(data, name, value): + for getter in parent_getters: + data = getter(data) + setattr(data, name, value) + self.__setter = setter + return setter + + def __set__(self, value): + """Set field values en masse""" + # Mass set field attr + setter = self.__setter + component = self.__field.component + if self.__attrs: + name = self.__attrs[-1] + else: + name = self.__field.name + if isinstance(value, FieldAccessor): + # Join set between two entity sets + if not self.__attrs: + cast = self.__field.cast + else: + cast = lambda x: x + for entity in self.__entities: + try: + setter(component[entity], name, cast(value[entity])) + except KeyError: + pass + else: + if not self.__attrs: + value = self.__field.cast(value) + for entity in self.__entities: + try: + setter(component[entity], name, value) + except KeyError: + pass + + def __getitem__(self, entity): + """Return the field value for a single entity (used for joins)""" + if entity in self.__entities: + return self.__getter(self.__field.component[entity]) + raise KeyError(entity) + + def __contains__(self, entity): + return entity in self.__entities + + def __repr__(self): + return '<%s %s @ %x>' % ( + self.__class__.__name__, + '.'.join((self.__field.name,) + self.__attrs), id(self)) + + def __nonzero__(self): + return bool(self.__entities) + + def __iter__(self): + """Return an iterator of all field values in the set""" + component = self.__field.component + getter = self.__getter + for entity in self.__entities: + try: + data = component[entity] + except KeyError: + continue + yield getter(data) + + ## batch comparison operators ## + + def __match(self, value, op): + component = self.__field.component + getter = self.__getter + matches = set() + add = matches.add + if isinstance(value, FieldAccessor): + # Join match between entity sets + for entity in self.__entities: + try: + data = component[entity] + other = value[entity] + except KeyError: + continue + if op(getter(data), other): + add(entity) + else: + for entity in self.__entities: + try: + data = component[entity] + except KeyError: + continue + if op(getter(data), value): + add(entity) + return matches + + def __eq__(self, value): + """Return an entity set of all entities with a matching field value""" + return self.__match(value, operator.eq) + + def __ne__(self, value): + """Return an entity set of all entities not matching field value""" + return self.__match(value, operator.ne) + + def __gt__(self, value): + """Return an entity set of all entities with a greater field value""" + return self.__match(value, operator.gt) + + def __ge__(self, value): + """Return an entity set of all entities with a greater or equal field value""" + return self.__match(value, operator.ge) + + def __lt__(self, value): + """Return an entity set of all entities with a lesser field value""" + return self.__match(value, operator.lt) + + def __le__(self, value): + """Return an entity set of all entities with a lesser or equal field value""" + return self.__match(value, operator.le) + + def _contains(self, values): + """Return an entity set of all entities with a field value contained in values""" + return self.__match(values, operator.contains) + + ## Batch in-place mutator methods + + def __mutate(self, value, op): + component = self.__field.component + if self.__attrs: + name = self.__attrs[-1] + else: + name = self.__field.name + getter = self.__getter + setter = self.__setter + if isinstance(value, FieldAccessor): + # Join between entity sets + for entity in self.__entities: + try: + data = component[entity] + other = value[entity] + except KeyError: + continue + setter(data, name, op(getter(data), other)) + else: + for entity in self.__entities: + try: + data = component[entity] + except KeyError: + continue + setter(data, name, op(getter(data), value)) + return self + + def __iadd__(self, value): + return self.__mutate(value, operator.iadd) + + def __isub__(self, value): + return self.__mutate(value, operator.isub) + + def __imul__(self, value): + return self.__mutate(value, operator.imul) + + def __idiv__(self, value): + return self.__mutate(value, operator.idiv) + + def __itruediv__(self, value): + return self.__mutate(value, operator.itruediv) + + def __ifloordiv__(self, value): + return self.__mutate(value, operator.ifloordiv) + + def __imod__(self, value): + return self.__mutate(value, operator.imod) + + def __ipow__(self, value): + return self.__mutate(value, operator.ipow) + + def __ilshift__(self, value): + return self.__mutate(value, operator.ilshift) + + def __irshift__(self, value): + return self.__mutate(value, operator.irshift) + + def __iand__(self, value): + return self.__mutate(value, operator.iand) + + def __ior__(self, value): + return self.__mutate(value, operator.ior) + + def __ixor__(self, value): + return self.__mutate(value, operator.ixor) + + +class Field(object): + """Component field metadata and accessor interface""" + + def __init__(self, component, name, type, accessor_factory=FieldAccessor): + self.component = component + self.name = name + self.type = type + self.default = types.get(type) + self.accessor_factory = accessor_factory + + def cast(self, value): + """Cast value to the appropriate type for thi field""" + if self.type is not object: + return self.type(value) + else: + return value + + def accessor(self, entities=None): + """Return the field accessor for the entities in the component, + or all entities in the set specified that are also in the component + """ + if entities is None or entities is self.component.entities: + entities = self.component.entities + else: + entities = entities & self.component.entities + return self.accessor_factory(self, entities) diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/component/general.py --- a/src/parpg/bGrease/component/general.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/component/general.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,143 +1,142 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# - -__version__ = '$Id$' - -from bGrease.component import base -from bGrease.component import field -from bGrease.entity import ComponentEntitySet - - -class Component(dict): - """General component with a configurable schema - - The field schema is defined via keyword args where the - arg name is the field name and the value is the type object. - - The following types are supported for fields: - - - :class:`int` - - :class:`float` - - :class:`bool` - - :class:`str` - - :class:`object` - - |Vec2d| - - |Vec2dArray| - - |RGBA| - - |Rect| - """ - - deleted_entities = () - """List of entities deleted from the component since the last time step""" - - new_entities = () - """List of entities added to the component since the last time step""" - - def __init__(self, **fields): - self.fields = {} - for fname, ftype in fields.items(): - assert ftype in field.types, fname + " has an illegal field type" - self.fields[fname] = field.Field(self, fname, ftype) - self.entities = ComponentEntitySet(self) - self._added = [] - self._deleted = [] - - def set_world(self, world): - self.world = world - - def step(self, dt): - """Update the component for the next timestep""" - delitem = super(Component, self).__delitem__ - for entity in self._deleted: - delitem(entity) - self.new_entities = self._added - self.deleted_entities = self._deleted - self._added = [] - self._deleted = [] - - def set(self, entity, data=None, **data_kw): - """Set the component data for an entity, adding it to the - component if it is not already a member. - - If data is specified, its data for the new entity's fields are - copied from its attributes, making it easy to copy another - entity's data. Keyword arguments are also matched to fields. - If both a data attribute and keyword argument are supplied for - a single field, the keyword arg is used. - """ - if data is not None: - for fname, field in self.fields.items(): - if fname not in data_kw and hasattr(data, fname): - data_kw[fname] = getattr(data, fname) - data = self[entity] = Data(self.fields, entity, **data_kw) - return data - - def __setitem__(self, entity, data): - assert entity.world is self.world, "Entity not in component's world" - if entity not in self.entities: - self._added.append(entity) - self.entities.add(entity) - super(Component, self).__setitem__(entity, data) - - def remove(self, entity): - if entity in self.entities: - self._deleted.append(entity) - self.entities.remove(entity) - return True - return False - - __delitem__ = remove - - def __repr__(self): - return '<%s %x of %r>' % ( - self.__class__.__name__, id(self), getattr(self, 'world', None)) - - -class Singleton(Component): - """Component that may contain only a single entity""" - - def add(self, entity_id, data=None, **data_kw): - if entity_id not in self._data: - self.entity_id_set.clear() - self._data.clear() - Component.add(self, entity_id, data, **data_kw) - - @property - def entity(self): - """Return the entity in the component, or None if empty""" - if self._data: - return self.manager[self._data.keys()[0]] - - -class Data(object): - - def __init__(self, fields, entity, **data): - self.__dict__['_Data__fields'] = fields - self.__dict__['entity'] = entity - for field in fields.values(): - if field.name in data: - setattr(self, field.name, data[field.name]) - else: - setattr(self, field.name, field.default()) - - def __setattr__(self, name, value): - if name in self.__fields: - self.__dict__[name] = self.__fields[name].cast(value) - else: - raise AttributeError("Invalid data field: " + name) - - def __repr__(self): - return '<%s(%r)>' % (self.__class__.__name__, self.__dict__) - - - +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# + +__version__ = '$Id$' + +from parpg.bGrease.component import base +from parpg.bGrease.component import field +from parpg.bGrease.entity import ComponentEntitySet + + +class Component(dict): + """General component with a configurable schema + + The field schema is defined via keyword args where the + arg name is the field name and the value is the type object. + + The following types are supported for fields: + + - :class:`int` + - :class:`float` + - :class:`bool` + - :class:`str` + - :class:`object` + - |Vec2d| + - |Vec2dArray| + - |RGBA| + - |Rect| + """ + + deleted_entities = () + """List of entities deleted from the component since the last time step""" + + new_entities = () + """List of entities added to the component since the last time step""" + + def __init__(self, **fields): + self.fields = {} + for fname, ftype in fields.items(): + assert ftype in field.types, fname + " has an illegal field type" + self.fields[fname] = field.Field(self, fname, ftype) + self.entities = ComponentEntitySet(self) + self._added = [] + self._deleted = [] + + def set_world(self, world): + self.world = world + + def step(self, dt): + """Update the component for the next timestep""" + delitem = super(Component, self).__delitem__ + for entity in self._deleted: + delitem(entity) + self.new_entities = self._added + self.deleted_entities = self._deleted + self._added = [] + self._deleted = [] + + def set(self, entity, data=None, **data_kw): + """Set the component data for an entity, adding it to the + component if it is not already a member. + + If data is specified, its data for the new entity's fields are + copied from its attributes, making it easy to copy another + entity's data. Keyword arguments are also matched to fields. + If both a data attribute and keyword argument are supplied for + a single field, the keyword arg is used. + """ + if data is not None: + for fname, field in self.fields.items(): + if fname not in data_kw and hasattr(data, fname): + data_kw[fname] = getattr(data, fname) + data = self[entity] = Data(self.fields, entity, **data_kw) + return data + + def __setitem__(self, entity, data): + assert entity.world is self.world, "Entity not in component's world" + if entity not in self.entities: + self._added.append(entity) + self.entities.add(entity) + super(Component, self).__setitem__(entity, data) + + def remove(self, entity): + if entity in self.entities: + self._deleted.append(entity) + self.entities.remove(entity) + return True + return False + + __delitem__ = remove + + def __repr__(self): + return '<%s %x of %r>' % ( + self.__class__.__name__, id(self), getattr(self, 'world', None)) + + +class Singleton(Component): + """Component that may contain only a single entity""" + + def add(self, entity_id, data=None, **data_kw): + if entity_id not in self._data: + self.entity_id_set.clear() + self._data.clear() + Component.add(self, entity_id, data, **data_kw) + + @property + def entity(self): + """Return the entity in the component, or None if empty""" + if self._data: + return self.manager[self._data.keys()[0]] + + +class Data(object): + + def __init__(self, fields, entity, **data): + self.__dict__['_Data__fields'] = fields + self.__dict__['entity'] = entity + for field in fields.values(): + if field.name in data: + setattr(self, field.name, data[field.name]) + else: + setattr(self, field.name, field.default()) + + def __setattr__(self, name, value): + if name in self.__fields: + self.__dict__[name] = self.__fields[name].cast(value) + else: + raise AttributeError("Invalid data field: " + name) + + def __repr__(self): + return '<%s(%r)>' % (self.__class__.__name__, self.__dict__) + + diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/controller/__init__.py --- a/src/parpg/bGrease/controller/__init__.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/controller/__init__.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,4 +1,4 @@ - -__all__ = ('EulerMovement',) - -from bGrease.controller.integrator import EulerMovement + +__all__ = ('EulerMovement',) + +from parpg.bGrease.controller.integrator import EulerMovement diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/impl/mode.py --- a/src/parpg/bGrease/impl/mode.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/impl/mode.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,203 +1,202 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# -""" -Modes manage the state and transition between different application modes. -Typically such modes are presented as different screens that the user can -navigate between, similar to the way a browser navigates web pages. Individual -modes may be things like: - -- Title screen -- Options dialog -- About screen -- In-progress game -- Inventory interface - -The modal framework provides a simple mechanism to ensure that modes are -activated and deactivated properly. An activated mode is running and receives -events. A deactivated mode is paused and does not receive events. - -Modes may be managed as a *last-in-first-out* stack, or as a list, or ring -of modes in sequence, or some combination of all. - -For example usage see: :ref:`the mode section of the tutorial `. -""" - -__version__ = '$Id$' - -import abc -import pyglet -from bGrease.mode import * - -class PygletManager(BaseManager): - """Mode manager abstract base class using pyglet. - - The mode manager keeps a stack of modes where a single mode - is active at one time. As modes are pushed on and popped from - the stack, the mode at the top is always active. The current - active mode receives events from the manager's event dispatcher. - """ - - event_dispatcher = None - """:class:`pyglet.event.EventDispatcher` object that the - active mode receive events from. - """ - - def activate_mode(self, mode): - """Perform actions to activate a node - - :param mode: The :class: 'Mode' object to activate - """ - BaseManager.activate_mode(self, mode) - self.event_dispatcher.push_handlers(mode) - - def deactivate_mode(self, mode): - """Perform actions to deactivate a node - - :param mode: The :class: 'Mode' object to deactivate - """ - BaseManager.deactivate_mode(self, mode) - self.event_dispatcher.remove_handlers(mode) - -class Manager(PygletManager): - """A basic mode manager that wraps a single - :class:`pyglet.event.EventDispatcher` object for use by its modes. - """ - - def __init__(self, event_dispatcher): - self.modes = [] - self.event_dispatcher = event_dispatcher - - -class ManagerWindow(PygletManager, pyglet.window.Window): - """An integrated mode manager and pyglet window for convenience. - The window is the event dispatcher used by modes pushed to - this manager. - - Constructor arguments are identical to :class:`pyglet.window.Window` - """ - - def __init__(self, *args, **kw): - super(ManagerWindow, self).__init__(*args, **kw) - self.modes = [] - self.event_dispatcher = self - - def on_key_press(self, symbol, modifiers): - """Default :meth:`on_key_press handler`, pops the current mode on ``ESC``""" - if symbol == pyglet.window.key.ESCAPE: - self.pop_mode() - - def on_last_mode_pop(self, mode): - """Hook executed when the last mode is popped from the manager. - When the last mode is popped from a window, an :meth:`on_close` event - is dispatched. - - :param mode: The :class:`Mode` object just popped from the manager - """ - self.dispatch_event('on_close') - - -class Mode(BaseMode): - """Application mode abstract base class using pyglet - - Subclasses must implement the :meth:`step` method - - :param step_rate: The rate of :meth:`step()` calls per second. - - :param master_clock: The :class:`pyglet.clock.Clock` interface used - as the master clock that ticks the world's clock. This - defaults to the main pyglet clock. - """ - clock = None - """The :class:`pyglet.clock.Clock` instance used as this mode's clock. - You should use this clock to schedule tasks for this mode, so they - properly respect when the mode is active or inactive - - Example:: - - my_mode.clock.schedule_once(my_cool_function, 4) - """ - - def __init__(self, step_rate=60, master_clock=pyglet.clock, - clock_factory=pyglet.clock.Clock): - BaseMode.__init__(self) - self.step_rate = step_rate - self.time = 0.0 - self.master_clock = master_clock - self.clock = clock_factory(time_function=lambda: self.time) - self.clock.schedule_interval(self.step, 1.0 / step_rate) - - def on_activate(self): - """Being called when the Mode is activated""" - self.master_clock.schedule(self.tick) - - def on_deactivate(self): - """Being called when the Mode is deactivated""" - self.master_clock.unschedule(self.tick) - - def tick(self, dt): - """Tick the mode's clock. - - :param dt: The time delta since the last tick - :type dt: float - """ - self.time += dt - self.clock.tick(poll=False) - - @abc.abstractmethod - def step(self, dt): - """Execute a timestep for this mode. Must be defined by subclasses. - - :param dt: The time delta since the last time step - :type dt: float - """ - -class Multi(BaseMulti, Mode): - """A mode with multiple submodes. One submode is active at one time. - Submodes can be switched to directly or switched in sequence. If - the Multi is active, then one submode is always active. - - Multis are useful when modes can switch in an order other than - a LIFO stack, such as in "hotseat" multiplayer games, a - "wizard" style ui, or a sequence of slides. - - Note unlike a normal :class:`Mode`, a :class:`Multi` doesn't have it's own - :attr:`clock` and :attr:`step_rate`. The active submode's are used - instead. - """ - - def __init__(self, submodes): - BaseMulti.__init__(self, submodes) - self.time = 0.0 - - - def _set_active_submode(self, submode): - BaseMulti._set_active_submode(self, submode) - self.master_clock = submode.master_clock - self.clock = submode.clock - - def clear_subnode(self): - """Clear any subnmode data""" - BaseMulti.clear_subnode(self) - self.master_clock = None - self.clock = None - - def tick(self, dt): - """Tick the active submode's clock. - - :param dt: The time delta since the last tick - :type dt: float - """ - self.time += dt - if self.active_submode is not None: - self.active_submode.clock.tick(poll=False) - +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +""" +Modes manage the state and transition between different application modes. +Typically such modes are presented as different screens that the user can +navigate between, similar to the way a browser navigates web pages. Individual +modes may be things like: + +- Title screen +- Options dialog +- About screen +- In-progress game +- Inventory interface + +The modal framework provides a simple mechanism to ensure that modes are +activated and deactivated properly. An activated mode is running and receives +events. A deactivated mode is paused and does not receive events. + +Modes may be managed as a *last-in-first-out* stack, or as a list, or ring +of modes in sequence, or some combination of all. + +For example usage see: :ref:`the mode section of the tutorial `. +""" + +__version__ = '$Id$' + +import abc +import pyglet +from parpg.bGrease.mode import * + +class PygletManager(BaseManager): + """Mode manager abstract base class using pyglet. + + The mode manager keeps a stack of modes where a single mode + is active at one time. As modes are pushed on and popped from + the stack, the mode at the top is always active. The current + active mode receives events from the manager's event dispatcher. + """ + + event_dispatcher = None + """:class:`pyglet.event.EventDispatcher` object that the + active mode receive events from. + """ + + def activate_mode(self, mode): + """Perform actions to activate a node + + :param mode: The :class: 'Mode' object to activate + """ + BaseManager.activate_mode(self, mode) + self.event_dispatcher.push_handlers(mode) + + def deactivate_mode(self, mode): + """Perform actions to deactivate a node + + :param mode: The :class: 'Mode' object to deactivate + """ + BaseManager.deactivate_mode(self, mode) + self.event_dispatcher.remove_handlers(mode) + +class Manager(PygletManager): + """A basic mode manager that wraps a single + :class:`pyglet.event.EventDispatcher` object for use by its modes. + """ + + def __init__(self, event_dispatcher): + self.modes = [] + self.event_dispatcher = event_dispatcher + + +class ManagerWindow(PygletManager, pyglet.window.Window): + """An integrated mode manager and pyglet window for convenience. + The window is the event dispatcher used by modes pushed to + this manager. + + Constructor arguments are identical to :class:`pyglet.window.Window` + """ + + def __init__(self, *args, **kw): + super(ManagerWindow, self).__init__(*args, **kw) + self.modes = [] + self.event_dispatcher = self + + def on_key_press(self, symbol, modifiers): + """Default :meth:`on_key_press handler`, pops the current mode on ``ESC``""" + if symbol == pyglet.window.key.ESCAPE: + self.pop_mode() + + def on_last_mode_pop(self, mode): + """Hook executed when the last mode is popped from the manager. + When the last mode is popped from a window, an :meth:`on_close` event + is dispatched. + + :param mode: The :class:`Mode` object just popped from the manager + """ + self.dispatch_event('on_close') + + +class Mode(BaseMode): + """Application mode abstract base class using pyglet + + Subclasses must implement the :meth:`step` method + + :param step_rate: The rate of :meth:`step()` calls per second. + + :param master_clock: The :class:`pyglet.clock.Clock` interface used + as the master clock that ticks the world's clock. This + defaults to the main pyglet clock. + """ + clock = None + """The :class:`pyglet.clock.Clock` instance used as this mode's clock. + You should use this clock to schedule tasks for this mode, so they + properly respect when the mode is active or inactive + + Example:: + + my_mode.clock.schedule_once(my_cool_function, 4) + """ + + def __init__(self, step_rate=60, master_clock=pyglet.clock, + clock_factory=pyglet.clock.Clock): + BaseMode.__init__(self) + self.step_rate = step_rate + self.time = 0.0 + self.master_clock = master_clock + self.clock = clock_factory(time_function=lambda: self.time) + self.clock.schedule_interval(self.step, 1.0 / step_rate) + + def on_activate(self): + """Being called when the Mode is activated""" + self.master_clock.schedule(self.tick) + + def on_deactivate(self): + """Being called when the Mode is deactivated""" + self.master_clock.unschedule(self.tick) + + def tick(self, dt): + """Tick the mode's clock. + + :param dt: The time delta since the last tick + :type dt: float + """ + self.time += dt + self.clock.tick(poll=False) + + @abc.abstractmethod + def step(self, dt): + """Execute a timestep for this mode. Must be defined by subclasses. + + :param dt: The time delta since the last time step + :type dt: float + """ + +class Multi(BaseMulti, Mode): + """A mode with multiple submodes. One submode is active at one time. + Submodes can be switched to directly or switched in sequence. If + the Multi is active, then one submode is always active. + + Multis are useful when modes can switch in an order other than + a LIFO stack, such as in "hotseat" multiplayer games, a + "wizard" style ui, or a sequence of slides. + + Note unlike a normal :class:`Mode`, a :class:`Multi` doesn't have it's own + :attr:`clock` and :attr:`step_rate`. The active submode's are used + instead. + """ + + def __init__(self, submodes): + BaseMulti.__init__(self, submodes) + self.time = 0.0 + + + def _set_active_submode(self, submode): + BaseMulti._set_active_submode(self, submode) + self.master_clock = submode.master_clock + self.clock = submode.clock + + def clear_subnode(self): + """Clear any subnmode data""" + BaseMulti.clear_subnode(self) + self.master_clock = None + self.clock = None + + def tick(self, dt): + """Tick the active submode's clock. + + :param dt: The time delta since the last tick + :type dt: float + """ + self.time += dt + if self.active_submode is not None: + self.active_submode.clock.tick(poll=False) diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/impl/world.py --- a/src/parpg/bGrease/impl/world.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/impl/world.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,129 +1,129 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# -"""Worlds are environments described by a configuration of components, systems and -renderers. These parts describe the data, behavioral and presentation aspects -of the world respectively. - -The world environment is the context within which entities exist. A typical -application consists of one or more worlds containing entities that evolve -over time and react to internal and external interaction. - -See :ref:`an example of world configuration in the tutorial `. -""" - -__version__ = '$Id$' - -import itertools -import pyglet -from pyglet import gl -from bGrease.world import * -from bGrease.impl import Mode - -class World(Mode, BaseWorld): - """A coordinated collection of components, systems and entities - - A world is also a mode that may be pushed onto a - :class:`grease.mode.Manager` - - :param step_rate: The rate of :meth:`step()` calls per second. - - :param master_clock: The :class:`pyglet.clock.Clock` interface used - as the master clock that ticks the world's clock. This - defaults to the main pyglet clock. - """ - - clock = None - """:class:`pyglet.clock` interface for use by constituents - of the world for scheduling - """ - - time = None - """Current clock time of the world, starts at 0 when the world - is instantiated - """ - - running = True - """Flag to indicate that the world clock is running, advancing time - and stepping the world. Set running to False to pause the world. - """ - - def __init__(self, step_rate=60, master_clock=pyglet.clock, - clock_factory=pyglet.clock.Clock): - Mode.__init__(self, step_rate, master_clock, clock_factory) - BaseWorld.__init__(self) - - def activate(self, manager): - """Activate the world/mode for the given manager, if the world is already active, - do nothing. This method is typically not used directly, it is called - automatically by the mode manager when the world becomes active. - - The systems of the world are pushed onto `manager.event_dispatcher` - so they can receive system events. - - :param manager: :class:`mode.BaseManager` instance - """ - if not self.active: - for system in self.systems: - manager.event_dispatcher.push_handlers(system) - super(World, self).activate(manager) - - def deactivate(self, manager): - """Deactivate the world/mode, if the world is not active, do nothing. - This method is typically not used directly, it is called - automatically by the mode manager when the world becomes active. - - Removes the system handlers from the `manager.event_dispatcher` - - :param manager: :class:`mode.BaseManager` instance - """ - for system in self.systems: - manager.event_dispatcher.remove_handlers(system) - super(World, self).deactivate(manager) - - def tick(self, dt): - """Tick the mode's clock, but only if the world is currently running - - :param dt: The time delta since the last tick - :type dt: float - """ - if self.running: - super(World, self).tick(dt) - - def step(self, dt): - """Execute a time step for the world. Updates the world `time` - and invokes the world's systems. - - Note that the specified time delta will be pinned to 10x the - configured step rate. For example if the step rate is 60, - then dt will be pinned at a maximum of 0.1666. This avoids - pathological behavior when the time between steps goes - much longer than expected. - - :param dt: The time delta since the last time step - :type dt: float - """ - dt = min(dt, 10.0 / self.step_rate) - for component in self.components: - if hasattr(component, "step"): - component.step(dt) - for system in self.systems: - if hasattr(system, "step"): - system.step(dt) - - def on_draw(self, gl=pyglet.gl): - """Clear the current OpenGL context, reset the model/view matrix and - invoke the `draw()` methods of the renderers in order - """ - gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) - gl.glLoadIdentity() +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +"""Worlds are environments described by a configuration of components, systems and +renderers. These parts describe the data, behavioral and presentation aspects +of the world respectively. + +The world environment is the context within which entities exist. A typical +application consists of one or more worlds containing entities that evolve +over time and react to internal and external interaction. + +See :ref:`an example of world configuration in the tutorial `. +""" + +__version__ = '$Id$' + +import itertools +import pyglet +from pyglet import gl +from parpg.bGrease.world import * +from parpg.bGrease.impl import Mode + +class World(Mode, BaseWorld): + """A coordinated collection of components, systems and entities + + A world is also a mode that may be pushed onto a + :class:`grease.mode.Manager` + + :param step_rate: The rate of :meth:`step()` calls per second. + + :param master_clock: The :class:`pyglet.clock.Clock` interface used + as the master clock that ticks the world's clock. This + defaults to the main pyglet clock. + """ + + clock = None + """:class:`pyglet.clock` interface for use by constituents + of the world for scheduling + """ + + time = None + """Current clock time of the world, starts at 0 when the world + is instantiated + """ + + running = True + """Flag to indicate that the world clock is running, advancing time + and stepping the world. Set running to False to pause the world. + """ + + def __init__(self, step_rate=60, master_clock=pyglet.clock, + clock_factory=pyglet.clock.Clock): + Mode.__init__(self, step_rate, master_clock, clock_factory) + BaseWorld.__init__(self) + + def activate(self, manager): + """Activate the world/mode for the given manager, if the world is already active, + do nothing. This method is typically not used directly, it is called + automatically by the mode manager when the world becomes active. + + The systems of the world are pushed onto `manager.event_dispatcher` + so they can receive system events. + + :param manager: :class:`mode.BaseManager` instance + """ + if not self.active: + for system in self.systems: + manager.event_dispatcher.push_handlers(system) + super(World, self).activate(manager) + + def deactivate(self, manager): + """Deactivate the world/mode, if the world is not active, do nothing. + This method is typically not used directly, it is called + automatically by the mode manager when the world becomes active. + + Removes the system handlers from the `manager.event_dispatcher` + + :param manager: :class:`mode.BaseManager` instance + """ + for system in self.systems: + manager.event_dispatcher.remove_handlers(system) + super(World, self).deactivate(manager) + + def tick(self, dt): + """Tick the mode's clock, but only if the world is currently running + + :param dt: The time delta since the last tick + :type dt: float + """ + if self.running: + super(World, self).tick(dt) + + def step(self, dt): + """Execute a time step for the world. Updates the world `time` + and invokes the world's systems. + + Note that the specified time delta will be pinned to 10x the + configured step rate. For example if the step rate is 60, + then dt will be pinned at a maximum of 0.1666. This avoids + pathological behavior when the time between steps goes + much longer than expected. + + :param dt: The time delta since the last time step + :type dt: float + """ + dt = min(dt, 10.0 / self.step_rate) + for component in self.components: + if hasattr(component, "step"): + component.step(dt) + for system in self.systems: + if hasattr(system, "step"): + system.step(dt) + + def on_draw(self, gl=pyglet.gl): + """Clear the current OpenGL context, reset the model/view matrix and + invoke the `draw()` methods of the renderers in order + """ + gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) + gl.glLoadIdentity() BaseWorld.draw_renderers(self) \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/renderer/__init__.py --- a/src/parpg/bGrease/renderer/__init__.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/renderer/__init__.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,25 +1,25 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# -"""Renderers define world presentation. This module contains the -built-in renderer classes. - -See also: - -- :class:`~grease.Renderer` abstract base class. -- :ref:`Example renderer class in the tutorial ` -""" - -__all__ = ('Vector', 'Camera') - -from bGrease.renderer.vector import Vector -from bGrease.renderer.camera import Camera +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +"""Renderers define world presentation. This module contains the +built-in renderer classes. + +See also: + +- :class:`~grease.Renderer` abstract base class. +- :ref:`Example renderer class in the tutorial ` +""" + +__all__ = ('Vector', 'Camera') + +from parpg.bGrease.renderer.vector import Vector +from parpg.bGrease.renderer.camera import Camera diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/renderer/vector.py --- a/src/parpg/bGrease/renderer/vector.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/renderer/vector.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,166 +1,165 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# - -__version__ = '$Id$' - -__all__ = ('Vector',) - -from bGrease.geometry import Vec2d -import ctypes -from math import sin, cos, radians -import pyglet - - -class Vector(object): - """Renders shapes in a classic vector graphics style - - :param scale: Scaling factor applied to shape vertices when rendered. - - :param line_width: The line width provided to ``glLineWidth`` before rendering. - If not specified or None, ``glLineWidth`` is not called, and the line - width used is determined by the OpenGL state at the time of rendering. - - :param anti_alias: If ``True``, OpenGL blending and line smoothing is enabled. - This allows for fractional line widths as well. If ``False``, the blending - and line smoothing modes are unchanged. - - :param corner_fill: If true (the default), the shape corners will be filled - with round points when the ``line_width`` exceeds 2.0. This improves - the visual quality of the rendering at larger line widths at some - cost to performance. Has no effect if ``line_width`` is not specified. - - :param position_component: Name of :class:`grease.component.Position` - component to use. Shapes rendered are offset by the entity positions. - - :param renderable_component: Name of :class:`grease.component.Renderable` - component to use. This component specifies the entities to be - rendered and their base color. - - :param shape_component: Name of :class:`grease.component.Shape` - component to use. Source of the shape vertices for each entity. - - The entities rendered are taken from the intersection of he position, - renderable and shape components each time :meth:`draw` is called. - """ - - CORNER_FILL_SCALE = 0.6 - CORNER_FILL_THRESHOLD = 2.0 - - def __init__(self, scale=1.0, line_width=None, anti_alias=True, corner_fill=True, - position_component='position', - renderable_component='renderable', - shape_component='shape'): - self.scale = float(scale) - self.corner_fill = corner_fill - self.line_width = line_width - self.anti_alias = anti_alias - self._max_line_width = None - self.position_component = position_component - self.renderable_component = renderable_component - self.shape_component = shape_component - - def set_world(self, world): - self.world = world - - def _generate_verts(self): - """Generate vertex and index arrays for rendering""" - vert_count = sum(len(shape.verts) + 1 - for shape, ignored, ignored in self.world.components.join( - self.shape_component, self.position_component, self.renderable_component)) - v_array = (CVertColor * vert_count)() - if vert_count > 65536: - i_array = (ctypes.c_uint * 2 * vert_count)() - i_size = pyglet.gl.GL_UNSIGNED_INT - else: - i_array = (ctypes.c_ushort * (2 * vert_count))() - i_size = pyglet.gl.GL_UNSIGNED_SHORT - v_index = 0 - i_index = 0 - scale = self.scale - rot_vec = Vec2d(0, 0) - for shape, position, renderable in self.world.components.join( - self.shape_component, self.position_component, self.renderable_component): - shape_start = v_index - angle = radians(-position.angle) - rot_vec.x = cos(angle) - rot_vec.y = sin(angle) - r = int(renderable.color.r * 255) - g = int(renderable.color.g * 255) - b = int(renderable.color.b * 255) - a = int(renderable.color.a * 255) - for vert in shape.verts: - vert = vert.cpvrotate(rot_vec) * scale + position.position - v_array[v_index].vert.x = vert.x - v_array[v_index].vert.y = vert.y - v_array[v_index].color.r = r - v_array[v_index].color.g = g - v_array[v_index].color.b = b - v_array[v_index].color.a = a - if v_index > shape_start: - i_array[i_index] = v_index - 1 - i_index += 1 - i_array[i_index] = v_index - i_index += 1 - v_index += 1 - if shape.closed and v_index - shape_start > 2: - i_array[i_index] = v_index - 1 - i_index += 1 - i_array[i_index] = shape_start - i_index += 1 - return v_array, i_size, i_array, i_index - - def draw(self, gl=pyglet.gl): - vertices, index_size, indices, index_count = self._generate_verts() - if index_count: - if self.anti_alias: - gl.glEnable(gl.GL_LINE_SMOOTH) - gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) - gl.glEnable(gl.GL_BLEND) - gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) - gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT) - gl.glEnableClientState(gl.GL_VERTEX_ARRAY) - gl.glEnableClientState(gl.GL_COLOR_ARRAY) - gl.glVertexPointer( - 2, gl.GL_FLOAT, ctypes.sizeof(CVertColor), ctypes.pointer(vertices)) - gl.glColorPointer( - 4, gl.GL_UNSIGNED_BYTE, ctypes.sizeof(CVertColor), - ctypes.pointer(vertices[0].color)) - if self.line_width is not None: - gl.glLineWidth(self.line_width) - if self._max_line_width is None: - range_out = (ctypes.c_float * 2)() - gl.glGetFloatv(gl.GL_ALIASED_LINE_WIDTH_RANGE, range_out) - self._max_line_width = float(range_out[1]) * self.CORNER_FILL_SCALE - if self.corner_fill and self.line_width > self.CORNER_FILL_THRESHOLD: - gl.glEnable(gl.GL_POINT_SMOOTH) - gl.glPointSize( - min(self.line_width * self.CORNER_FILL_SCALE, self._max_line_width)) - gl.glDrawArrays(gl.GL_POINTS, 0, index_count) - gl.glDrawElements(gl.GL_LINES, index_count, index_size, ctypes.pointer(indices)) - gl.glPopClientAttrib() - - -class CVert(ctypes.Structure): - _fields_ = [("x", ctypes.c_float), ("y", ctypes.c_float)] - -class CColor(ctypes.Structure): - _fields_ = [ - ("r", ctypes.c_ubyte), - ("g", ctypes.c_ubyte), - ("b", ctypes.c_ubyte), - ("a", ctypes.c_ubyte), - ] - -class CVertColor(ctypes.Structure): - _fields_ = [("vert", CVert), ("color", CColor)] - +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# + +__version__ = '$Id$' + +__all__ = ('Vector',) + +from parpg.bGrease.geometry import Vec2d +import ctypes +from math import sin, cos, radians +import pyglet + + +class Vector(object): + """Renders shapes in a classic vector graphics style + + :param scale: Scaling factor applied to shape vertices when rendered. + + :param line_width: The line width provided to ``glLineWidth`` before rendering. + If not specified or None, ``glLineWidth`` is not called, and the line + width used is determined by the OpenGL state at the time of rendering. + + :param anti_alias: If ``True``, OpenGL blending and line smoothing is enabled. + This allows for fractional line widths as well. If ``False``, the blending + and line smoothing modes are unchanged. + + :param corner_fill: If true (the default), the shape corners will be filled + with round points when the ``line_width`` exceeds 2.0. This improves + the visual quality of the rendering at larger line widths at some + cost to performance. Has no effect if ``line_width`` is not specified. + + :param position_component: Name of :class:`grease.component.Position` + component to use. Shapes rendered are offset by the entity positions. + + :param renderable_component: Name of :class:`grease.component.Renderable` + component to use. This component specifies the entities to be + rendered and their base color. + + :param shape_component: Name of :class:`grease.component.Shape` + component to use. Source of the shape vertices for each entity. + + The entities rendered are taken from the intersection of he position, + renderable and shape components each time :meth:`draw` is called. + """ + + CORNER_FILL_SCALE = 0.6 + CORNER_FILL_THRESHOLD = 2.0 + + def __init__(self, scale=1.0, line_width=None, anti_alias=True, corner_fill=True, + position_component='position', + renderable_component='renderable', + shape_component='shape'): + self.scale = float(scale) + self.corner_fill = corner_fill + self.line_width = line_width + self.anti_alias = anti_alias + self._max_line_width = None + self.position_component = position_component + self.renderable_component = renderable_component + self.shape_component = shape_component + + def set_world(self, world): + self.world = world + + def _generate_verts(self): + """Generate vertex and index arrays for rendering""" + vert_count = sum(len(shape.verts) + 1 + for shape, ignored, ignored in self.world.components.join( + self.shape_component, self.position_component, self.renderable_component)) + v_array = (CVertColor * vert_count)() + if vert_count > 65536: + i_array = (ctypes.c_uint * 2 * vert_count)() + i_size = pyglet.gl.GL_UNSIGNED_INT + else: + i_array = (ctypes.c_ushort * (2 * vert_count))() + i_size = pyglet.gl.GL_UNSIGNED_SHORT + v_index = 0 + i_index = 0 + scale = self.scale + rot_vec = Vec2d(0, 0) + for shape, position, renderable in self.world.components.join( + self.shape_component, self.position_component, self.renderable_component): + shape_start = v_index + angle = radians(-position.angle) + rot_vec.x = cos(angle) + rot_vec.y = sin(angle) + r = int(renderable.color.r * 255) + g = int(renderable.color.g * 255) + b = int(renderable.color.b * 255) + a = int(renderable.color.a * 255) + for vert in shape.verts: + vert = vert.cpvrotate(rot_vec) * scale + position.position + v_array[v_index].vert.x = vert.x + v_array[v_index].vert.y = vert.y + v_array[v_index].color.r = r + v_array[v_index].color.g = g + v_array[v_index].color.b = b + v_array[v_index].color.a = a + if v_index > shape_start: + i_array[i_index] = v_index - 1 + i_index += 1 + i_array[i_index] = v_index + i_index += 1 + v_index += 1 + if shape.closed and v_index - shape_start > 2: + i_array[i_index] = v_index - 1 + i_index += 1 + i_array[i_index] = shape_start + i_index += 1 + return v_array, i_size, i_array, i_index + + def draw(self, gl=pyglet.gl): + vertices, index_size, indices, index_count = self._generate_verts() + if index_count: + if self.anti_alias: + gl.glEnable(gl.GL_LINE_SMOOTH) + gl.glHint(gl.GL_LINE_SMOOTH_HINT, gl.GL_NICEST) + gl.glEnable(gl.GL_BLEND) + gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA) + gl.glPushClientAttrib(gl.GL_CLIENT_VERTEX_ARRAY_BIT) + gl.glEnableClientState(gl.GL_VERTEX_ARRAY) + gl.glEnableClientState(gl.GL_COLOR_ARRAY) + gl.glVertexPointer( + 2, gl.GL_FLOAT, ctypes.sizeof(CVertColor), ctypes.pointer(vertices)) + gl.glColorPointer( + 4, gl.GL_UNSIGNED_BYTE, ctypes.sizeof(CVertColor), + ctypes.pointer(vertices[0].color)) + if self.line_width is not None: + gl.glLineWidth(self.line_width) + if self._max_line_width is None: + range_out = (ctypes.c_float * 2)() + gl.glGetFloatv(gl.GL_ALIASED_LINE_WIDTH_RANGE, range_out) + self._max_line_width = float(range_out[1]) * self.CORNER_FILL_SCALE + if self.corner_fill and self.line_width > self.CORNER_FILL_THRESHOLD: + gl.glEnable(gl.GL_POINT_SMOOTH) + gl.glPointSize( + min(self.line_width * self.CORNER_FILL_SCALE, self._max_line_width)) + gl.glDrawArrays(gl.GL_POINTS, 0, index_count) + gl.glDrawElements(gl.GL_LINES, index_count, index_size, ctypes.pointer(indices)) + gl.glPopClientAttrib() + + +class CVert(ctypes.Structure): + _fields_ = [("x", ctypes.c_float), ("y", ctypes.c_float)] + +class CColor(ctypes.Structure): + _fields_ = [ + ("r", ctypes.c_ubyte), + ("g", ctypes.c_ubyte), + ("b", ctypes.c_ubyte), + ("a", ctypes.c_ubyte), + ] + +class CVertColor(ctypes.Structure): + _fields_ = [("vert", CVert), ("color", CColor)] diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/bGrease/world.py --- a/src/parpg/bGrease/world.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/bGrease/world.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,302 +1,301 @@ -############################################################################# -# -# Copyright (c) 2010 by Casey Duncan and contributors -# All Rights Reserved. -# -# This software is subject to the provisions of the MIT License -# A copy of the license should accompany this distribution. -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. -# -############################################################################# -"""Worlds are environments described by a configuration of components, systems and -renderers. These parts describe the data, behavioral and presentation aspects -of the world respectively. - -The world environment is the context within which entities exist. A typical -application consists of one or more worlds containing entities that evolve -over time and react to internal and external interaction. - -See :ref:`an example of world configuration in the tutorial `. -""" - -__version__ = '$Id$' - -import itertools -from bGrease import mode -from bGrease.component import ComponentError -from bGrease.entity import Entity, ComponentEntitySet - - -class BaseWorld(object): - """A coordinated collection of components, systems and entities - - A world is also a mode that may be pushed onto a - :class:`grease.mode.Manager` - """ - - components = None - """:class:`ComponentParts` object containing all world components. - :class:`grease.component.Component` objects define and contain all entity data - """ - - systems = None - """:class:`Parts` object containing all world systems. - :class:`grease.System` objects define world and entity behavior - """ - - renderers = None - """:class:`Parts` object containing all world renderers. - :class:`grease.Renderer` objects define world presentation - """ - - entities = None - """Set of all entities that exist in the world""" - - def __init__(self): - self.components = ComponentParts(self) - self.systems = Parts(self) - self.renderers = Parts(self) - self.new_entity_id = itertools.count().next - self.new_entity_id() # skip id 0 - self.entities = WorldEntitySet(self) - self._full_extent = EntityExtent(self, self.entities) - self._extents = {} - self.configure() - - def configure(self): - """Hook to configure the world after construction. This method - is called immediately after the world is initialized. Override - in a subclass to configure the world's components, systems, - and renderers. - - The default implementation does nothing. - """ - - def __getitem__(self, entity_class): - """Return an :class:`EntityExtent` for the given entity class. This extent - can be used to access the set of entities of that class in the world - or to query these entities via their components. - - Examples:: - - world[MyEntity] - world[...] - - :param entity_class: The entity class for the extent. - - May also be a tuple of entity classes, in which case - the extent returned contains union of all entities of the classes - in the world. - - May also be the special value ellipsis (``...``), which - returns an extent containing all entities in the world. This allows - you to conveniently query all entities using ``world[...]``. - """ - if isinstance(entity_class, tuple): - entities = set() - for cls in entity_class: - if cls in self._extents: - entities |= self._extents[cls].entities - return EntityExtent(self, entities) - elif entity_class is Ellipsis: - return self._full_extent - try: - return self._extents[entity_class] - except KeyError: - extent = self._extents[entity_class] = EntityExtent(self, set()) - return extent - - def draw_renderers(self): - """Draw all renderers""" - for renderer in self.renderers: - renderer.draw() - -class WorldEntitySet(set): - """Entity set for a :class:`World`""" - - def __init__(self, world): - self.world = world - - def add(self, entity): - """Add the entity to the set and all necessary class sets - Return the unique entity id for the entity, creating one - as needed. - """ - super(WorldEntitySet, self).add(entity) - for cls in entity.__class__.__mro__: - if issubclass(cls, Entity): - self.world[cls].entities.add(entity) - - def remove(self, entity): - """Remove the entity from the set and, world components, - and all necessary class sets - """ - super(WorldEntitySet, self).remove(entity) - for component in self.world.components: - try: - del component[entity] - except KeyError: - pass - for cls in entity.__class__.__mro__: - if issubclass(cls, Entity): - self.world[cls].entities.discard(entity) - - def discard(self, entity): - """Remove the entity from the set if it exists, if not, - do nothing - """ - try: - self.remove(entity) - except KeyError: - pass - - -class EntityExtent(object): - """Encapsulates a set of entities queriable by component. Extents - are accessed by using an entity class as a key on the :class:`World`:: - - extent = world[MyEntity] - """ - - entities = None - """The full set of entities in the extent""" - - def __init__(self, world, entities): - self.__world = world - self.entities = entities - - def __getattr__(self, name): - """Return a queriable :class:`ComponentEntitySet` for the named component - - Example:: - - world[MyEntity].movement.velocity > (0, 0) - - Returns a set of entities where the value of the :attr:`velocity` field - of the :attr:`movement` component is greater than ``(0, 0)``. - """ - component = getattr(self.__world.components, name) - return ComponentEntitySet(component, self.entities & component.entities) - - -class Parts(object): - """Maps world parts to attributes. The parts are kept in the - order they are set. Parts may also be inserted out of order. - - Used for: - - - :attr:`World.systems` - - :attr:`World.renderers` - """ - - _world = None - _parts = None - _reserved_names = ('entities', 'entity_id', 'world') - - def __init__(self, world): - self._world = world - self._parts = [] - - def _validate_name(self, name): - if (name in self._reserved_names or name.startswith('_') - or hasattr(self.__class__, name)): - raise ComponentError('illegal part name: %s' % name) - return name - - def __setattr__(self, name, part): - if not hasattr(self.__class__, name): - self._validate_name(name) - if not hasattr(self, name): - self._parts.append(part) - else: - old_part = getattr(self, name) - self._parts[self._parts.index(old_part)] = part - super(Parts, self).__setattr__(name, part) - if hasattr(part, 'set_world'): - part.set_world(self._world) - elif name.startswith("_"): - super(Parts, self).__setattr__(name, part) - else: - raise AttributeError("%s attribute is read only" % name) - - def __delattr__(self, name): - self._validate_name(name) - part = getattr(self, name) - self._parts.remove(part) - super(Parts, self).__delattr__(name) - - def insert(self, name, part, before=None, index=None): - """Add a part with a particular name at a particular index. - If a part by that name already exists, it is replaced. - - :arg name: The name of the part. - :type name: str - - :arg part: The component, system, or renderer part to insert - - :arg before: A part object or name. If specified, the part is - inserted before the specified part in order. - - :arg index: If specified, the part is inserted in the position - specified. You cannot specify both before and index. - :type index: int - """ - assert before is not None or index is not None, ( - "Must specify a value for 'before' or 'index'") - assert before is None or index is None, ( - "Cannot specify both 'before' and 'index' arguments when inserting") - self._validate_name(name) - if before is not None: - if isinstance(before, str): - before = getattr(self, before) - index = self._parts.index(before) - if hasattr(self, name): - old_part = getattr(self, name) - self._parts.remove(old_part) - self._parts.insert(index, part) - super(Parts, self).__setattr__(name, part) - if hasattr(part, 'set_world'): - part.set_world(self._world) - - def __iter__(self): - """Iterate the parts in order""" - return iter(tuple(self._parts)) - - def __len__(self): - return len(self._parts) - - -class ComponentParts(Parts): - """Maps world components to attributes. The components are kept in the - order they are set. Components may also be inserted out of order. - - Used for: :attr:`World.components` - """ - - def join(self, *component_names): - """Join and iterate entity data from multiple components together. - - For each entity in all of the components named, yield a tuple containing - the entity data from each component specified. - - This is useful in systems that pull data from multiple components. - - Typical Usage:: - - for position, movement in world.components.join("position", "movement"): - # Do something with each entity's position and movement data - """ - if component_names: - components = [getattr(self, self._validate_name(name)) - for name in component_names] - if len(components) > 1: - entities = components[0].entities & components[1].entities - for comp in components[2:]: - entities &= comp.entities - else: - entities = components[0].entities - for entity in entities: - yield tuple(comp[entity] for comp in components) - +############################################################################# +# +# Copyright (c) 2010 by Casey Duncan and contributors +# All Rights Reserved. +# +# This software is subject to the provisions of the MIT License +# A copy of the license should accompany this distribution. +# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +# +############################################################################# +"""Worlds are environments described by a configuration of components, systems and +renderers. These parts describe the data, behavioral and presentation aspects +of the world respectively. + +The world environment is the context within which entities exist. A typical +application consists of one or more worlds containing entities that evolve +over time and react to internal and external interaction. + +See :ref:`an example of world configuration in the tutorial `. +""" + +__version__ = '$Id$' + +import itertools +from parpg.bGrease import mode +from parpg.bGrease.component import ComponentError +from parpg.bGrease.entity import Entity, ComponentEntitySet + + +class BaseWorld(object): + """A coordinated collection of components, systems and entities + + A world is also a mode that may be pushed onto a + :class:`grease.mode.Manager` + """ + + components = None + """:class:`ComponentParts` object containing all world components. + :class:`grease.component.Component` objects define and contain all entity data + """ + + systems = None + """:class:`Parts` object containing all world systems. + :class:`grease.System` objects define world and entity behavior + """ + + renderers = None + """:class:`Parts` object containing all world renderers. + :class:`grease.Renderer` objects define world presentation + """ + + entities = None + """Set of all entities that exist in the world""" + + def __init__(self): + self.components = ComponentParts(self) + self.systems = Parts(self) + self.renderers = Parts(self) + self.new_entity_id = itertools.count().next + self.new_entity_id() # skip id 0 + self.entities = WorldEntitySet(self) + self._full_extent = EntityExtent(self, self.entities) + self._extents = {} + self.configure() + + def configure(self): + """Hook to configure the world after construction. This method + is called immediately after the world is initialized. Override + in a subclass to configure the world's components, systems, + and renderers. + + The default implementation does nothing. + """ + + def __getitem__(self, entity_class): + """Return an :class:`EntityExtent` for the given entity class. This extent + can be used to access the set of entities of that class in the world + or to query these entities via their components. + + Examples:: + + world[MyEntity] + world[...] + + :param entity_class: The entity class for the extent. + + May also be a tuple of entity classes, in which case + the extent returned contains union of all entities of the classes + in the world. + + May also be the special value ellipsis (``...``), which + returns an extent containing all entities in the world. This allows + you to conveniently query all entities using ``world[...]``. + """ + if isinstance(entity_class, tuple): + entities = set() + for cls in entity_class: + if cls in self._extents: + entities |= self._extents[cls].entities + return EntityExtent(self, entities) + elif entity_class is Ellipsis: + return self._full_extent + try: + return self._extents[entity_class] + except KeyError: + extent = self._extents[entity_class] = EntityExtent(self, set()) + return extent + + def draw_renderers(self): + """Draw all renderers""" + for renderer in self.renderers: + renderer.draw() + +class WorldEntitySet(set): + """Entity set for a :class:`World`""" + + def __init__(self, world): + self.world = world + + def add(self, entity): + """Add the entity to the set and all necessary class sets + Return the unique entity id for the entity, creating one + as needed. + """ + super(WorldEntitySet, self).add(entity) + for cls in entity.__class__.__mro__: + if issubclass(cls, Entity): + self.world[cls].entities.add(entity) + + def remove(self, entity): + """Remove the entity from the set and, world components, + and all necessary class sets + """ + super(WorldEntitySet, self).remove(entity) + for component in self.world.components: + try: + del component[entity] + except KeyError: + pass + for cls in entity.__class__.__mro__: + if issubclass(cls, Entity): + self.world[cls].entities.discard(entity) + + def discard(self, entity): + """Remove the entity from the set if it exists, if not, + do nothing + """ + try: + self.remove(entity) + except KeyError: + pass + + +class EntityExtent(object): + """Encapsulates a set of entities queriable by component. Extents + are accessed by using an entity class as a key on the :class:`World`:: + + extent = world[MyEntity] + """ + + entities = None + """The full set of entities in the extent""" + + def __init__(self, world, entities): + self.__world = world + self.entities = entities + + def __getattr__(self, name): + """Return a queriable :class:`ComponentEntitySet` for the named component + + Example:: + + world[MyEntity].movement.velocity > (0, 0) + + Returns a set of entities where the value of the :attr:`velocity` field + of the :attr:`movement` component is greater than ``(0, 0)``. + """ + component = getattr(self.__world.components, name) + return ComponentEntitySet(component, self.entities & component.entities) + + +class Parts(object): + """Maps world parts to attributes. The parts are kept in the + order they are set. Parts may also be inserted out of order. + + Used for: + + - :attr:`World.systems` + - :attr:`World.renderers` + """ + + _world = None + _parts = None + _reserved_names = ('entities', 'entity_id', 'world') + + def __init__(self, world): + self._world = world + self._parts = [] + + def _validate_name(self, name): + if (name in self._reserved_names or name.startswith('_') + or hasattr(self.__class__, name)): + raise ComponentError('illegal part name: %s' % name) + return name + + def __setattr__(self, name, part): + if not hasattr(self.__class__, name): + self._validate_name(name) + if not hasattr(self, name): + self._parts.append(part) + else: + old_part = getattr(self, name) + self._parts[self._parts.index(old_part)] = part + super(Parts, self).__setattr__(name, part) + if hasattr(part, 'set_world'): + part.set_world(self._world) + elif name.startswith("_"): + super(Parts, self).__setattr__(name, part) + else: + raise AttributeError("%s attribute is read only" % name) + + def __delattr__(self, name): + self._validate_name(name) + part = getattr(self, name) + self._parts.remove(part) + super(Parts, self).__delattr__(name) + + def insert(self, name, part, before=None, index=None): + """Add a part with a particular name at a particular index. + If a part by that name already exists, it is replaced. + + :arg name: The name of the part. + :type name: str + + :arg part: The component, system, or renderer part to insert + + :arg before: A part object or name. If specified, the part is + inserted before the specified part in order. + + :arg index: If specified, the part is inserted in the position + specified. You cannot specify both before and index. + :type index: int + """ + assert before is not None or index is not None, ( + "Must specify a value for 'before' or 'index'") + assert before is None or index is None, ( + "Cannot specify both 'before' and 'index' arguments when inserting") + self._validate_name(name) + if before is not None: + if isinstance(before, str): + before = getattr(self, before) + index = self._parts.index(before) + if hasattr(self, name): + old_part = getattr(self, name) + self._parts.remove(old_part) + self._parts.insert(index, part) + super(Parts, self).__setattr__(name, part) + if hasattr(part, 'set_world'): + part.set_world(self._world) + + def __iter__(self): + """Iterate the parts in order""" + return iter(tuple(self._parts)) + + def __len__(self): + return len(self._parts) + + +class ComponentParts(Parts): + """Maps world components to attributes. The components are kept in the + order they are set. Components may also be inserted out of order. + + Used for: :attr:`World.components` + """ + + def join(self, *component_names): + """Join and iterate entity data from multiple components together. + + For each entity in all of the components named, yield a tuple containing + the entity data from each component specified. + + This is useful in systems that pull data from multiple components. + + Typical Usage:: + + for position, movement in world.components.join("position", "movement"): + # Do something with each entity's position and movement data + """ + if component_names: + components = [getattr(self, self._validate_name(name)) + for name in component_names] + if len(components) > 1: + entities = components[0].entities & components[1].entities + for comp in components[2:]: + entities &= comp.entities + else: + entities = components[0].entities + for entity in entities: + yield tuple(comp[entity] for comp in components) diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/CharacterStatistics.py --- a/src/parpg/components/CharacterStatistics.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/CharacterStatistics.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,11 +11,11 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class CharacterStatistics(Component): """Component that defines character statistics.""" - + def __init__(self): """Constructor""" - Component.__init__(self, statistics=dict) + Component.__init__(self, statistics=dict) \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/__init__.py --- a/src/parpg/components/__init__.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/__init__.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,11 +1,10 @@ -from Behavior import Behavior -from CharacterStatistics import CharacterStatistics -from containable import Containable -from container import Container -from description import Description -from dialogue import Dialogue -from fifeagent import FifeAgent -from lockable import Lockable -from usable import Usable -from change_map import ChangeMap +from CharacterStatistics import CharacterStatistics +from containable import Containable +from container import Container +from description import Description +from dialogue import Dialogue +from fifeagent import FifeAgent +from lockable import Lockable +from usable import Usable +from change_map import ChangeMap from equipable import Equipable \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/change_map.py --- a/src/parpg/components/change_map.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/change_map.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,22 +1,22 @@ -# 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 3 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, see . - -from bGrease.component import Component -from bGrease.geometry import Vec2d - -class ChangeMap(Component): - """Component that allows an entity to be contained by Container entity.""" - - def __init__(self): - """Constructor""" +# 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 3 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, see . + +from parpg.bGrease.component import Component +from parpg.bGrease.geometry import Vec2d + +class ChangeMap(Component): + """Component that allows an entity to be contained by Container entity.""" + + def __init__(self): + """Constructor""" Component.__init__(self, target_map=str, target_position=list) \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/containable.py --- a/src/parpg/components/containable.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/containable.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class Containable(Component): """Component that allows an entity to be contained by Container entity.""" diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/container.py --- a/src/parpg/components/container.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/container.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class Container(Component): """ diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/description.py --- a/src/parpg/components/description.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/description.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class Description(Component): """Component that stores the description of an object""" diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/dialogue.py --- a/src/parpg/components/dialogue.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/dialogue.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class Dialogue(Component): """Component that stores the dialogue""" diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/equip.py --- a/src/parpg/components/equip.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/equip.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,44 +1,44 @@ -# 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 3 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, see . - -from bGrease.component import Component - -class Equip(Component): - """ - Component that stores the equipment (what is being worn/wieled). - """ - - def __init__(self): - Component.__init__(self, head=object, body=object, leg=object, feet=object, l_arm=object, r_arm=object) - -class SlotInvalidError(Exception): - """Error that gets raised when the slot is invalid.""" - - def __init__(self, slot): - self.slot = slot - - def __str__(self): - return "\"%s\" is not a valid slot." % self.slot - -def equip(wearer, equipable, slot): - """Equip the wearer with the given equipable. - @returns The equipable that was at the given slot, or None""" - if slot in equipable.possible_slots: - try: - old_item = getattr(wearer, slot) - setattr(wearer, slot, equipable) - return old_item - except AttributeError: - raise SlotInvalidError(slot) - return None +# 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 3 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, see . + +from parpg.bGrease.component import Component + +class Equip(Component): + """ + Component that stores the equipment (what is being worn/wieled). + """ + + def __init__(self): + Component.__init__(self, head=object, body=object, leg=object, feet=object, l_arm=object, r_arm=object) + +class SlotInvalidError(Exception): + """Error that gets raised when the slot is invalid.""" + + def __init__(self, slot): + self.slot = slot + + def __str__(self): + return "\"%s\" is not a valid slot." % self.slot + +def equip(wearer, equipable, slot): + """Equip the wearer with the given equipable. + @returns The equipable that was at the given slot, or None""" + if slot in equipable.possible_slots: + try: + old_item = getattr(wearer, slot) + setattr(wearer, slot, equipable) + return old_item + except AttributeError: + raise SlotInvalidError(slot) + return None \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/equipable.py --- a/src/parpg/components/equipable.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/equipable.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,22 +1,22 @@ -# 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 3 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, see . - -from bGrease.component import Component - -class Equipable(Component): - """ - Component that stores the data for an entity that can be equipped. - """ - - def __init__(self): +# 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 3 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, see . + +from parpg.bGrease.component import Component + +class Equipable(Component): + """ + Component that stores the data for an entity that can be equipped. + """ + + def __init__(self): Component.__init__(self, possible_slots=list, container=object, in_slot=str) \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/fifeagent.py --- a/src/parpg/components/fifeagent.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/fifeagent.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class FifeAgent(Component): """Component that stores the values for a fife agent""" diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/lockable.py --- a/src/parpg/components/lockable.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/lockable.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease.component import Component +from parpg.bGrease.component import Component class Lockable(Component): """Component that stores the data of a lock""" diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/components/usable.py --- a/src/parpg/components/usable.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/components/usable.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,22 +1,22 @@ -# 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 3 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, see . - -from bGrease.component import Component - -class Usable(Component): - """ - Component that stores data about the actions that an object can do. - """ - - def __init__(self): +# 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 3 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, see . + +from parpg.bGrease.component import Component + +class Usable(Component): + """ + Component that stores data about the actions that an object can do. + """ + + def __init__(self): Component.__init__(self, actions=dict) \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/gamemodel.py --- a/src/parpg/gamemodel.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/gamemodel.py Wed Sep 21 16:10:14 2011 +0200 @@ -21,7 +21,7 @@ from fife import fife from fife.extensions.serializers.xmlobject import XMLObjectLoader -from bGrease.geometry import Vec2d +from parpg.bGrease.geometry import Vec2d from parpg import vfs from gamestate import GameState diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/mode.py --- a/src/parpg/mode.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/mode.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,21 +1,21 @@ - -from bGrease.mode import * -import abc - -class FifeManager(BaseManager): - - def __init__(self): - self.modes = [] - - def _pump(self): - if self.current_mode: - self.current_mode.pump(self.current_mode.engine.getTimeManager().getTimeDelta() / 1000.0) - -class FifeMode(BaseMode): - - def __init__(self): - BaseMode.__init__(self) - - @abc.abstractmethod - def pump(self, dt): - """Performs actions every frame""" \ No newline at end of file + +from parpg.bGrease.mode import * +import abc + +class FifeManager(BaseManager): + + def __init__(self): + self.modes = [] + + def _pump(self): + if self.current_mode: + self.current_mode.pump(self.current_mode.engine.getTimeManager().getTimeDelta() / 1000.0) + +class FifeMode(BaseMode): + + def __init__(self): + BaseMode.__init__(self) + + @abc.abstractmethod + def pump(self, dt): + """Performs actions every frame""" \ No newline at end of file diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/systems/gamerulessystem.py --- a/src/parpg/systems/gamerulessystem.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/systems/gamerulessystem.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease import System +from parpg.bGrease import System class GameRulesSystem(System): """ diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/systems/scriptingsystem.py --- a/src/parpg/systems/scriptingsystem.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/systems/scriptingsystem.py Wed Sep 21 16:10:14 2011 +0200 @@ -11,7 +11,7 @@ # You should have received a copy of the GNU General Public License # along with this program. If not, see . -from bGrease import System +from parpg.bGrease import System class ScriptingSystem(System): """ diff -r 1bd609af9329 -r 0f659c7675f6 src/parpg/world.py --- a/src/parpg/world.py Wed Sep 21 15:43:12 2011 +0200 +++ b/src/parpg/world.py Wed Sep 21 16:10:14 2011 +0200 @@ -1,32 +1,32 @@ -from bGrease.world import * -from bGrease.component import Component - -from parpg.mode import FifeMode -from parpg import components - -class World(FifeMode, BaseWorld): - - def __init__(self): - FifeMode.__init__(self) - BaseWorld.__init__(self) - - def configure(self): - """Configure the game world's components, systems and renderers""" - self.components.characterstats = components.CharacterStatistics() - self.components.containable = components.Containable() - self.components.container = components.Container() - self.components.description = components.Description() - self.components.dialogue = components.Dialogue() - self.components.fifeagent = components.FifeAgent() - self.components.lockable = components.Lockable() - self.components.usable = components.Usable() - self.components.change_map = components.ChangeMap() - self.components.equipable = components.Equipable() - - def pump(self, dt): - for component in self.components: - if hasattr(component, "step"): - component.step(dt) - for system in self.systems: - if hasattr(system, "step"): +from parpg.bGrease.world import * +from parpg.bGrease.component import Component + +from parpg.mode import FifeMode +from parpg import components + +class World(FifeMode, BaseWorld): + + def __init__(self): + FifeMode.__init__(self) + BaseWorld.__init__(self) + + def configure(self): + """Configure the game world's components, systems and renderers""" + self.components.characterstats = components.CharacterStatistics() + self.components.containable = components.Containable() + self.components.container = components.Container() + self.components.description = components.Description() + self.components.dialogue = components.Dialogue() + self.components.fifeagent = components.FifeAgent() + self.components.lockable = components.Lockable() + self.components.usable = components.Usable() + self.components.change_map = components.ChangeMap() + self.components.equipable = components.Equipable() + + def pump(self, dt): + for component in self.components: + if hasattr(component, "step"): + component.step(dt) + for system in self.systems: + if hasattr(system, "step"): system.step(dt) \ No newline at end of file