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Copy pathUIHandler.py
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127 lines (95 loc) · 4.57 KB
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import numpy as np
from glm import vec2, vec4, vec3
from pygame.image import load
import texture
from VboHandler import VBORectangle, VBOImageRectangle
def generateVertices(anchorPoint: vec2, size: vec2, anchor: vec2 = vec2(0, 0)):
bottomLeft = anchorPoint - (size * anchor)
vertices = (
bottomLeft,
bottomLeft + vec2(size.x, 0),
bottomLeft + vec2(size.x, size.y),
bottomLeft + vec2(0, size.y),
)
return vertices
class Rectangle:
def __init__(self, shader, anchorPoint: vec2, size: vec2, colour: vec4, anchor: vec2 = vec2(0, 0)):
self.vertices = generateVertices(anchorPoint, size, anchor)
self.colours = [colour] * len(self.vertices)
self.indices = (0, 1, 2, 0, 3, 2)
self.VBO = VBORectangle(shader, self)
def serialise(self):
return np.array([vertex.to_list() + colour.to_list() for vertex, colour in zip(self.vertices, self.colours)], dtype=np.float32).flatten()
def draw(self):
self.VBO.draw()
class ImageRectangle:
def __init__(self, shader, anchorPoint: vec2, size: vec2, colour: vec4, texture, anchor: vec2 = vec2(0, 0)):
self.vertices = generateVertices(anchorPoint, size, anchor)
self.textureCorners = [vec2(0, 1), vec2(1, 1), vec2(1, 0), vec2(0, 0)]
self.colours = [colour] * len(self.vertices)
self.indices = (0, 1, 2, 0, 3, 2)
self.VBO = VBOImageRectangle(shader, self, texture)
def changeTexture(self, texture):
self.VBO.texture = texture
def serialise(self):
return np.array([vertex.to_list() + colour.to_list() + texCoord.to_list() for vertex, colour, texCoord in zip(self.vertices, self.colours, self.textureCorners)], dtype=np.float32).flatten()
def draw(self):
self.VBO.draw()
class Crosshair:
def __init__(self, shader, displayV: vec2):
thickness = 2.5
length = 10
thicknessW = thickness / displayV.x
thicknessH = thickness / displayV.y
lengthW = length / displayV.x
lengthH = length / displayV.y
colour = vec4(1, 1, 1, 1)
self.crosshairRectangles = [
Rectangle(shader, vec2(0, 0), vec2(thicknessW*2, thicknessH*2), colour, anchor=vec2(0.5, 0.5)),
Rectangle(shader, vec2(thicknessW, 0), vec2(lengthW, thicknessH*2), colour, anchor=vec2(0, 0.5)),
Rectangle(shader, vec2(-thicknessW, 0), vec2(lengthW, thicknessH*2), colour, anchor=vec2(1, 0.5)),
Rectangle(shader, vec2(0, thicknessH), vec2(thicknessW*2, lengthH), colour, anchor=vec2(0.5, 0)),
Rectangle(shader, vec2(0, -thicknessH), vec2(thicknessW*2, lengthH), colour, anchor=vec2(0.5, 1)),
]
def draw(self):
for rectangle in self.crosshairRectangles:
rectangle.draw()
class NumberShower:
def __init__(self, shader, basePath, digitHeight, topLeftVector, displayV, maxDigitLength: int = 8, defaultNumber: str=None,
imageSpacingMultiplier=0.75, extraImagePaths=None):
self.loadedNumberImages, imageLoadsPaths = texture.loadAnimation(basePath, returnImage=True)
baseImage = load(imageLoadsPaths[0])
self.currentNumberString = "0" * maxDigitLength
self.imageSize = texture.GetImageScaleSize(baseImage, digitHeight, displayV)
self.imageSpacing = self.imageSize * vec2(imageSpacingMultiplier, 1)
self.digitQuads = []
self.digitShowMask = [1] * maxDigitLength
self.extraImagePath = extraImagePaths or {}
self.extraImages = {}
for key, path in self.extraImagePath.items():
self.extraImages[key] = texture.loadTexture(path)
for i in range(maxDigitLength):
newNumberQuad = ImageRectangle(
shader,
topLeftVector + vec2(i*self.imageSpacing.x, 0),
self.imageSize,
vec4(1, 1, 1, 1),
self.loadedNumberImages[i],
)
self.digitQuads.append(newNumberQuad)
if defaultNumber:
self.setNumber(defaultNumber)
def setNumber(self, num: str):
for i, char in enumerate(num):
if char == "-":
self.digitShowMask[i] = 0
elif char in self.extraImages:
self.digitShowMask[i] = 1
self.digitQuads[i].changeTexture(self.extraImages[char])
else:
self.digitShowMask[i] = 1
self.digitQuads[i].changeTexture(self.loadedNumberImages[int(char)])
def draw(self):
for i, quad in enumerate(self.digitQuads):
if self.digitShowMask[i]:
quad.draw()