本文整理汇总了Python中View.View.render方法的典型用法代码示例。如果您正苦于以下问题:Python View.render方法的具体用法?Python View.render怎么用?Python View.render使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类View.View
的用法示例。
在下文中一共展示了View.render方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: GameEngine
# 需要导入模块: from View import View [as 别名]
# 或者: from View.View import render [as 别名]
#.........这里部分代码省略.........
self.quit()
def quit(self):
self.audio.close()
self.task.exit()
self.running = False
def resizeScreen(self, width, height):
"""
Resize the game screen.
@param width: New width in pixels
@param height: New height in pixels
"""
self.view.setGeometry((0, 0, width, height))
self.img.setGeometry((0, 0, width, height))
def startWorld(self):
self.world = World(self)
def finishGame(self):
self.world.finishGame()
self.world = None
self.view.pushLayer(MainMenu.MainMenu(self))
def loadImgDrawing(self, target, name, fileName, textureSize = None):
"""
Load an SVG drawing synchronously.
@param target: An object that will own the drawing
@param name: The name of the attribute the drawing will be assigned to
@param fileName: The name of the file in the data directory
@param textureSize Either None or (x, y), in which case the file will
be rendered to an x by y texture
@return: L{ImgDrawing} instance
"""
return self.data.loadImgDrawing(target, name, fileName, textureSize)
def loading(self):
"""Loading state loop."""
if self.data.essentialResourcesLoaded():
if not self.loadingScreenShown:
self.loadingScreenShown = True
Dialogs.showLoadingScreen(self, self.data.resourcesLoaded)
if self.startupLayer:
self.view.pushLayer(self.startupLayer)
self.mainloop = self.main
self.view.render()
def clearScreen(self):
self.img.clear(*Theme.backgroundColor)
def main(self):
"""Main state loop."""
self.view.render()
if self.debugLayer:
self.debugLayer.render(1.0, True)
def run(self):
try:
self.tickDelta = self.timer.tick()
done = self.task.run()
self.clearScreen()
示例2: GameEngine
# 需要导入模块: from View import View [as 别名]
# 或者: from View.View import render [as 别名]
#.........这里部分代码省略.........
Log.debug("Connecting to host %s." % host)
session = ClientSession(self)
session.connect(host)
self.addTask(session, synchronized = False)
self.sessions.append(session)
return session
def stopServer(self):
"""Stop the game server."""
if self.server:
Log.debug("Stopping server.")
self.removeTask(self.server)
self.server = None
def disconnect(self, session):
"""
Disconnect a L{Session}
param session: L{Session} to disconnect
"""
if session in self.sessions:
Log.debug("Disconnecting.")
self.removeTask(session)
self.sessions.remove(session)
def loadImgDrawing(self, target, name, fileName, textureSize = None):
"""
Load an SVG drawing synchronously.
@param target: An object that will own the drawing
@param name: The name of the attribute the drawing will be assigned to
@param fileName: The name of the file in the data directory
@param textureSize Either None or (x, y), in which case the file will
be rendered to an x by y texture
@return: L{ImgDrawing} instance
"""
return self.data.loadImgDrawing(target, name, fileName, textureSize)
def loading(self):
"""Loading state loop."""
done = Engine.run(self)
self.clearScreen()
if self.data.essentialResourcesLoaded():
if not self.loadingScreenShown:
self.loadingScreenShown = True
Dialogs.showLoadingScreen(self, self.data.resourcesLoaded)
if self.startupLayer:
self.view.pushLayer(self.startupLayer)
self.mainloop = self.main
self.view.render()
self.video.flip()
return done
def clearScreen(self):
self.img.clear(*Theme.backgroundColor)
def main(self):
"""Main state loop."""
# Tune the scheduler priority so that transitions are as smooth as possible
if self.view.isTransitionInProgress():
self.boostBackgroundThreads(False)
else:
self.boostBackgroundThreads(True)
示例3: GameEngine
# 需要导入模块: from View import View [as 别名]
# 或者: from View.View import render [as 别名]
#.........这里部分代码省略.........
self.restartRequired = False
self.quicksetRestart = False
self.quicksetPerf = self.config.get("quickset", "performance")
self.scrollRate = self.config.get("game", "scroll_rate")
self.scrollDelay = self.config.get("game", "scroll_delay")
Log.debug("Initializing audio.")
frequency = self.config.get("audio", "frequency")
bits = self.config.get("audio", "bits")
stereo = self.config.get("audio", "stereo")
bufferSize = self.config.get("audio", "buffersize")
self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize)
self.cmdPlay = 0
self.cmdMode = None
self.cmdDiff = None
self.cmdPart = None
self.gameStarted = False
self.world = None
self.audioSpeedFactor = 1.0
Log.debug("Initializing video.")
#myfingershurt: ensuring windowed mode starts up in center of the screen instead of cascading positions:
os.environ['SDL_VIDEO_WINDOW_POS'] = 'center'
width, height = [int(s) for s in self.config.get("video", "resolution").split("x")]
fullscreen = self.config.get("video", "fullscreen")
multisamples = self.config.get("video", "multisamples")
self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples)
Log.debug("OpenGL version: " + glGetString(GL_VERSION))
Log.debug("OpenGL vendor: " + glGetString(GL_VENDOR))
Log.debug("OpenGL renderer: " + glGetString(GL_RENDERER))
Log.debug("OpenGL extensions: " + ' '.join(sorted(glGetString(GL_EXTENSIONS).split())))
if self.video.default:
self.config.set("video", "fullscreen", False)
self.config.set("video", "resolution", "800x600")
if self.config.get("video", "shader_use"):
shaders.set(os.path.join(Version.dataPath(), "shaders"))
# Enable the high priority timer if configured
if self.priority:
Log.debug("Enabling high priority timer.")
self.fps = 0 # High priority
# evilynux - This was generating an error on the first pass (at least under
# GNU/Linux) as the Viewport was not set yet.
try:
viewport = glGetIntegerv(GL_VIEWPORT)
except:
viewport = [0, 0, width, height]
h = viewport[3] - viewport[1]
w = viewport[2] - viewport[0]
geometry = (0, 0, w, h)
self.svg = SvgContext(geometry)
glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3]))
self.startupMessages = self.video.error
self.input = Input()
self.view = View(self, geometry)
self.resizeScreen(w, h)
self.resource = Resource(Version.dataPath())