moved render stuff

This commit is contained in:
Lukas Nöllemeyer 2024-08-19 21:30:29 +02:00
parent 733c6ec30e
commit 5b2a68ff2c
6 changed files with 109 additions and 100 deletions

84
game/render.py Normal file
View file

@ -0,0 +1,84 @@
"""All rendering stuff"""
from tcod.sdl.video import new_window
from tcod.console import Console
from tcod.sdl.video import WindowFlags, Window
from tcod.render import SDLConsoleRender, SDLTilesetAtlas
from tcod.sdl.render import new_renderer, TextureAccess, Renderer, Texture
from tcod.tileset import Tileset
from tcod.event import Event, MouseState
import g
class Renderer():
foreground: Console
"""The foreground console"""
background: Console
"""The background console"""
console_render1: SDLConsoleRender
console_render2: SDLConsoleRender
"""The console renderer"""
sdl_window: Window
"""The SDL window"""
sdl_renderer: Renderer
"""The SDL renderer"""
target_texture: Texture
"""The final texture that is rendered"""
atlas: SDLTilesetAtlas
"""The tileset atlas"""
tileset: Tileset
"""The tileset to use"""
def __init__(self, w, h, tileset):
self.background = Console(w, h)
self.foreground = Console(w, h)
self.tileset = tileset
w, h = self.background.width * tileset.tile_width, self.background.height * tileset.tile_height
self.sdl_window = new_window(w,h, flags=WindowFlags.RESIZABLE)
self.sdl_renderer = new_renderer(self.sdl_window, target_textures=True)
self.target_texture = self.sdl_renderer.new_texture(w, h, access=TextureAccess.TARGET)
self.atlas = SDLTilesetAtlas(self.sdl_renderer, self.tileset)
self.console_render1 = SDLConsoleRender(atlas=self.atlas)
self.console_render2 = SDLConsoleRender(atlas=self.atlas)
def main_draw(self) -> None:
"""Render and present the active screen."""
if not g.screens:
return
self.background.clear()
self.foreground.clear()
self.foreground.rgba["bg"][:] = 0
self.foreground.rgba["fg"][:] = 0
g.screens[-1].on_draw()
bg_tex = self.console_render1.render(self.background)
bg_tex.blend_mode = 1
fg_tex = self.console_render2.render(self.foreground)
fg_tex.blend_mode = 1
with self.sdl_renderer.set_render_target(self.target_texture):
self.sdl_renderer.clear()
self.sdl_renderer.copy(bg_tex)
self.sdl_renderer.copy(fg_tex)
self.sdl_renderer.copy(self.target_texture)
self.sdl_renderer.present()
def convert_event(self, event: Event):
match event:
case MouseState(position=pos):
width, height = self.tileset.tile_width, self.tileset.tile_height
event.position = (pos[0]//width, pos[1]//height)
return event
def dim(self):
self.foreground.rgb["fg"] //= 4
self.foreground.rgb["bg"] //= 4
self.background.rgb["fg"] //= 4
self.background.rgb["bg"] //= 4

View file

@ -15,7 +15,7 @@ import tcod.sdl.render
import tcod.sdl.video
import g
from game.render import Renderer
class Screen(Protocol):
"""An abstract game screen."""
@ -25,7 +25,7 @@ class Screen(Protocol):
def on_event(self, event: Event) -> ScreenResult:
"""Called on events."""
def on_draw(self, console: Console) -> None:
def on_draw(self) -> None:
"""Called when the screen is being drawn."""
@ -52,31 +52,6 @@ ScreenResult: TypeAlias = "Push | Pop | Reset | None"
"""Union of screen results."""
def main_draw() -> None:
"""Render and present the active screen."""
if not g.screens:
return
g.background.clear()
g.foreground.clear()
g.foreground.rgba["bg"][:] = 0
g.foreground.rgba["fg"][:] = 0
g.screens[-1].on_draw(g.background)
bg_tex = g.console_render1.render(g.background)
bg_tex.blend_mode = 1
fg_tex = g.console_render2.render(g.foreground)
fg_tex.blend_mode = 1
with g.sdl_renderer.set_render_target(g.target_texture):
g.sdl_renderer.clear()
g.sdl_renderer.copy(bg_tex)
g.sdl_renderer.copy(fg_tex)
g.sdl_renderer.copy(g.target_texture)
g.sdl_renderer.present()
def _apply_screen_result(result: ScreenResult) -> None:
"""Apply a ScreenResult to `g.screens`."""
match result:
@ -93,22 +68,15 @@ def _apply_screen_result(result: ScreenResult) -> None:
case _:
raise TypeError(result)
def convert_event(event: tcod.event.Event):
match event:
case tcod.event.MouseState(position=pos):
width, height = g.tileset.tile_width, g.tileset.tile_height
event.position = (pos[0]//width, pos[1]//height)
return event
def main_loop() -> None:
"""Run the active screen forever."""
while g.screens:
main_draw()
g.renderer.main_draw()
for event in wait_for_event():
match event:
case Quit():
raise SystemExit()
tile_event = convert_event(event)
tile_event = g.renderer.convert_event(event)
if g.screens:
_apply_screen_result(g.screens[-1].on_event(tile_event))
@ -119,14 +87,11 @@ def get_previous_screen(screen: Screen) -> Screen | None:
return g.screens[current_index - 1] if current_index > 0 else None
def draw_previous_screens(screen: Screen, console: tcod.console.Console, dim: bool = True) -> None:
def draw_previous_screens(screen: Screen, dim: bool = True) -> None:
"""Draw previous screens, optionally dimming all but the active screen."""
prev_screen = get_previous_screen(screen)
if prev_screen is None:
return
prev_screen.on_draw(console)
prev_screen.on_draw()
if dim and screen is g.screens[-1]:
g.foreground.rgb["fg"] //= 4
g.foreground.rgb["bg"] //= 4
g.background.rgb["fg"] //= 4
g.background.rgb["bg"] //= 4
g.renderer.dim()

View file

@ -64,7 +64,7 @@ def _draw_entity(entity: tcod.ecs.Entity, camera_pos, camera_radius_x, camera_ra
graphic = entity.components[Graphic]
r,gg,b,_ = graphic.fg
fg = (r,gg,b,255)
g.foreground.rgba[["ch", "fg"]][screen_pos.y + camera_radius_y, screen_pos.x + camera_radius_x] = graphic.ch, fg
g.renderer.foreground.rgba[["ch", "fg"]][screen_pos.y + camera_radius_y, screen_pos.x + camera_radius_x] = graphic.ch, fg
@attrs.define()
@ -86,9 +86,9 @@ class MainScreen(Screen):
case _:
return None
def on_draw(self, console: tcod.console.Console) -> None:
def on_draw(self) -> None:
"""Draw the standard screen."""
console = g.background
console = g.renderer.background
centers = [a.components[Position] for a in g.world.Q.all_of(tags=[IsPlayer])]
camera_pos = sum(centers, start=Position(0,0))
camera_pos = camera_pos.mod(len(centers))

View file

@ -45,10 +45,9 @@ class SelectItem(MenuItem):
case _:
return None
def on_draw(self, console: tcod.console.Console, x: int, y: int, highlight: bool) -> None:
def on_draw(self, x: int, y: int, highlight: bool) -> None:
"""Render this items label."""
#g.foreground.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
g.background.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
g.renderer.background.print(x, y, self.label, fg=(255, 255, 255), bg=(64, 64, 64) if highlight else (0, 0, 0))
@attrs.define()
@ -94,8 +93,8 @@ class ListMenu(Screen):
"""Handle escape or right click being pressed on menus."""
return Pop()
def on_draw(self, console: tcod.console.Console) -> None:
def on_draw(self) -> None:
"""Render the menu."""
draw_previous_screens(self, g.foreground)
draw_previous_screens(self)
for i, item in enumerate(self.items):
item.on_draw(g.foreground, x=self.x, y=self.y + i, highlight=i == self.selected)
item.on_draw(x=self.x, y=self.y + i, highlight=i == self.selected)