本文整理汇总了Python中renderer.Renderer类的典型用法代码示例。如果您正苦于以下问题:Python Renderer类的具体用法?Python Renderer怎么用?Python Renderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Renderer类的15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: render_led
def render_led(self, led, color):
# as a very basic quad for now!
glPushMatrix()
glTranslatef(led['x'], led['y'], self.config['size']['thickness']/2.0 + 0.1) # 0.1mm in front of front face
Renderer.quad(color, led['w'], led['h'])
glPopMatrix()
示例2: test_draw_action_method
def test_draw_action_method():
renderer = Renderer()
cmd = {"action": "draw", "magnitude": "100", "direction": "bd"}
x, y = 230, 230
renderer.draw_action(cmd, x, y)
assert renderer.position == QPoint(230, 330)
assert renderer.paths[-1].path_type == "line"
示例3: render
def render(template, context=None, **kwargs):
"""
Return the given template string rendered using the given context.
"""
renderer = Renderer()
return renderer.render(template, context, **kwargs)
示例4: __init__
def __init__(self, pd):
"""Creates a new renderer based on a QPaintDevice pd
"""
self._defpose = Pose() # The pose in the bottom-left corner
self._zoom = 1 # The zooming factor
self._zoom_c = False # Whether the scaling is done from center
Renderer.__init__(self, (pd.width(), pd.height()), pd)
示例5: Game
class Game():
def __init__(self):
SDL_Init(SDL_INIT_VIDEO)
self.evtMngr = EventManager()
self.scene = Scene(self.evtMngr)
self.renderer = Renderer(self.evtMngr, 1000, 800)
self.evtMngr.attachHandler(E_SDL_EVENT, self.onSDLEvent)
def run(self):
self.running = True
while self.running:
self.queueSDLEvents()
self.evtMngr.handleEvents()
self.scene.update()
self.renderer.draw(self.scene)
return 0
def onSDLEvent(self, eType, e):
if eType == SDL_QUIT:
self.running = False
if eType == SDL_KEYDOWN and e.key.keysym.sym == SDLK_ESCAPE:
self.running = False
def queueSDLEvents(self):
events = sdl2ext.get_events()
newEvents = dict()
for event in events:
self.evtMngr.queueEvent(E_SDL_EVENT, event.type, event)
示例6: Argon
class Argon(object):
def __init__(self, width, height):
self.width = width
self.height = height
self.load = ImageCache([in_module('assets'), os.getcwd(), '.'])
self.default_font = self.load.font('AnonymousPro_17')
self.running = False
self.flags = HWSURFACE | OPENGL | DOUBLEBUF
self.listeners = {}
self.frame_latency = []
pygame.display.set_mode((self.width, self.height), self.flags)
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.render = Renderer(self, self.default_font)
def listen(self, fn):
self.listeners[fn.__name__] = fn
return fn
def run(self):
self.running = True
while self.running:
now = time.time()
self.listeners["on_frame"](now)
pygame.display.flip()
self.frame_latency.append(time.time() - now)
while len(self.frame_latency) > 100:
self.frame_latency.pop(0)
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
event_dispatch(event, self.listeners)
def clear(self, color):
r, g, b, a = color
glClearColor(r/255.0, g/255.0, b/255.0, a/255.0)
glClear(GL_COLOR_BUFFER_BIT)
def bind(self):
glBindFramebuffer(GL_FRAMEBUFFER, 0)
def unbind(self):
pass
def show_performance_log(self):
latency = self.frame_latency
font = self.default_font
if len(latency) > 0:
avg = sum(latency) / len(latency)
high = max(latency)
text = "avg=%.2fms high=%.2fms" % (avg * 1000, high * 1000)
self.render.text((0, self.height - font.height + font.baseline), text)
示例7: clear_screen
def clear_screen(self):
"""Erases the current screen with a white brush"""
self._painter.save()
self._painter.resetTransform()
self.set_pen(0xFFFFFF)
self.set_brush(0xFFFFFF)
self.draw_rectangle(0,0,self.size[0],self.size[1])
self._painter.restore()
Renderer.clear_screen(self)
示例8: PhysicsGame
class PhysicsGame(Widget):
def __init__(self, **kwargs):
super(PhysicsGame, self).__init__(**kwargs)
self.renderer = Renderer(self)
self.game_state = RUNNING
self.renderer.init_physics()
self.bind(size=self.renderer.update_bounds, pos=self.renderer.update_bounds)
self.tools = {}
for t in all_tools:
self.tools[t.name] = t(self)
self.current_tool = self.tools["Circle"]
self.help_scheduled = False
Clock.schedule_once(self.remove_help_text, HELP_MESSAGE_TIME)
Clock.schedule_interval(self.step, 1 / 30.0)
def step(self, dt):
if self.game_state == RUNNING:
self.renderer.space.step(1 / 30.0)
self.renderer.update_objects()
def on_touch_down(self, touch):
self.current_tool.on_touch_down(touch)
def on_touch_up(self, touch):
self.current_tool.on_touch_up(touch)
def on_touch_move(self, touch):
self.current_tool.on_touch_move(touch)
def set_tool(self, tool_name):
self.current_tool = self.tools[tool_name]
def toggle_game_state(self):
self.game_state = RUNNING if self.game_state == PAUSED else PAUSED
def game_paused(self):
return self.game_state
def get_space(self):
return self.renderer.space
def remove_help_text(self, dt, *args):
self.parent.ids.help_text_label.opacity = 0
self.help_scheduled = False
def show_help_text(self, text):
self.parent.ids.help_text_label.text = text
self.parent.ids.help_text_label.opacity = 1
if self.help_scheduled:
Clock.unschedule(self.remove_help_text)
self.help_scheduled = True
Clock.schedule_once(self.remove_help_text, HELP_MESSAGE_TIME)
示例9: main
def main():
app = Application()
renderer = Renderer()
renderer.register_with_app(app)
#app.request_update_on_draw(Test(renderer).update)
mainWindow = ui.Window(renderer, 50, 50, 300, 400)
mainWindow.addWidget(ui.Button, x=20, y=20, width=50, height=60, color=(1, 0, 1, 1), text="Example Text")
app.run()
示例10: render
def render(self):
logger = self.logger
if logger: logger.renderStart()
Renderer.begin(self)
for m in self.managers:
m.render()
Renderer.end(self)
if logger: logger.renderEnd()
示例11: __init__
def __init__(self, name, id):
self.id = id
self.name = name
with file("boards/%s.yaml" % name) as config_file:
self.config = yaml.load(config_file)
# Load textures
self.front = Renderer.load_image("boards/"+self.config['front'])[0]
self.back = Renderer.load_image("boards/"+self.config['back'])[0]
示例12: main_menu
def main_menu():
img = libtcod.image_load('img/menu_background1.png')
while not libtcod.console_is_window_closed():
Renderer.render_main_screen(img)
choice = Renderer.menu('', ['Play a new game', 'Continue current game', 'Quit'], 24, 0)
if choice == 0:
Renderer.render_main_screen(img)
races = race_decoder.decode_all_races()
race = Renderer.menu('Pick a race', races, 15, 0)
if race is None:
continue
Renderer.render_main_screen(img)
jobs = job_decoder.decode_all_jobs()
job = Renderer.menu('Pick a job', jobs, 15, 0)
if job is None:
continue
Game.new_game(races[race].lower(), jobs[job].lower())
Game.run()
elif choice == 1:
try:
Game.run()
except:
Game.msgbox('\n No saved game to load.\n', 24)
continue
elif choice == 2:
break
示例13: get
def get(self):
"""Handle a GET request for the page."""
if IS_CACHING_ON and self.is_cached:
with open(self.cached_name) as cachefile:
page = cachefile.read()
else:
renderer = Renderer(view=self)
page = renderer.render()
if IS_CACHING_ON:
self.write_page_to_cache(page)
print "Content-type:text/html\n", page
示例14: main
def main():
app = Application()
renderer = Renderer()
renderer.register_with_app(app)
app.request_update_on_draw(Test(renderer).update)
r = Renderer.Rectangle(1, 2, 20, 30, renderer=renderer)
try:
r = Renderer.Rectangle(40, 40, 20, 30)
except:
pass
app.run()
示例15: next_level
def next_level():
Game.message('You take a moment to rest, and recover your strength.', libtcod.light_violet)
Game.player.fighter.heal(.5)
Game.player.job.regen_mana(.5)
Game.message('You descend deeper into the heart of the dungeon...', libtcod.red)
Game.dungeon_level += 1
Game.map = Map(Game.MAP_WIDTH, Game.MAP_HEIGHT)
Game.player.x = Game.map.origin[0]
Game.player.y = Game.map.origin[1]
Game.map.add_object(Game.player)
Renderer.clear_console()
Game.renderer.map = Game.map