##################################################################### # -*- coding: iso-8859-1 -*- # # # # Frets on Fire # # Copyright (C) 2006 Sami Kyöstilä # # 2008 Alarian # # 2008 myfingershurt # # 2008 Glorandwarf # # 2008 Spikehead777 # # 2008 QQStarS # # 2008 Blazingamer # # 2008 evilynux # # 2008 fablaculp # # # # 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 2 # # 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, write to the Free Software # # Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, # # MA 02110-1301, USA. # ##################################################################### from OpenGL.GL import * from numpy import array, float32 import pygame import os import sys from Engine import Engine, Task from Video import Video from Audio import Audio from View import View from Input import Input, KeyListener, SystemEventListener from Resource import Resource from Data import Data from Server import Server from Session import ClientSession from Svg import SvgContext, ImgDrawing #alarian #from Song import EAS_DIF, MED_DIF, HAR_DIF, EXP_DIF from Debug import DebugLayer from Language import _ import Network import Log import Config import Dialogs import Theme import Version import Mod import Player from Shader import shaders from Song import difficulties, parts class ConfigOption: def __init__(self, id, text): self.id = id self.text = text def __str__(self): return self.text def __repr__(self): return self.text def __cmp__(self, other): try: return cmp(self.id, other.id) except: return -1 def sortOptionsByKey(dict): a = {} for k in dict.keys(): a[k] = ConfigOption(k, dict[k]) return a # evilynux - Grab name and version from Version class. version = "%s v%s" % ( Version.appNameSexy(), Version.version() ) # define configuration keys Config.define("engine", "highpriority", bool, False, text = _("FPS Limiter"), options = {False: _("On (Set Below)"), True: _("Off (Auto Max FPS)")}, tipText = _("Use this to enable or disable the FPS Limiter. If off, the game will render as many frames as possible. (This is affected by the 'Performance' quickset)")) Config.define("game", "adv_settings", bool, False) Config.define("game", "uploadscores", bool, False, text = _("Upload Highscores"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, your high scores will be sent to the server to rank you against other players.")) Config.define("video", "fullscreen", bool, False, text = _("Fullscreen Mode"), options = {False: _("No"), True: _("Yes")}, tipText = _("Play either in fullscreen ('Yes') or windowed ('No') mode.")) Config.define("video", "multisamples", int, 4, text = _("Antialiasing Quality"), options = {0: _("None"), 2: "2x", 4: "4x", 6: "6x", 8: "8x"}, tipText = _("Sets the antialiasing quality of openGL rendering. Higher values reduce jaggediness, but could affect performance. (This is affected by the 'Performance' quickset)")) Config.define("video", "disable_fretsfx", bool, False, text = _("Show Fret Glow Effect"), options = {False: _("Yes"), True: _("No")}, tipText = _("Turn on or off the glow that appears around a fret when you press it.")) Config.define("video", "resolution", str, "640x480") Config.define("video", "fps", int, 80, text = _("Frames per Second"), options = dict([(n, n) for n in range(1, 120)]), tipText = _("Set the number of frames to render per second. Higher values are better, but your computer may not be able to keep up. You probably can leave this alone. (This is affected by the 'Performance' quickset)")) Config.define("video", "show_fps", bool, False, text = _("Print Frames per Second"), options = {False: _("No"), True: _("Yes")}, tipText = _("This will display your FPS on some screens, and if running from sources will print your FPS there every two seconds.")) Config.define("video", "hitglow_color", int, 0, text = _("Fret Glow Color"), options = {0: _("Same as Fret"), 1: _("Actual Color")}, tipText = _("Sets whether or not the fret glow image will be color-masked with the theme-determined fret color.")) Config.define("video", "shader_use", bool, True, text = _("Use Shaders"), options = {False: _("No"), True: _("Yes")}, tipText = _("Enable or disable the use of shaders. Shaders are visual effects. This must be set to 'Yes' to use the settings below. 'By Theme' leaves it to the theme creator.")) Config.define("video", "shader_neck", str, "theme", text = _("Neck"), options = {"Disabled":_("Disabled"), "neck": _("Flashing"), "theme": _("By Theme")}, tipText = _("A bright flash along your fretboard reflecting the notes you've hit. 'By Theme' leaves it to the theme creator.")) Config.define("video", "shader_stage", str, "theme", text = _("Stage"), options = {"Disabled":_("Disabled"), "stage": _("EQ Lightning"), "theme": _("By Theme")}, tipText = _("A visual waveform centered above you fretboard. 'By Theme' leaves it to the theme creator.")) Config.define("video", "shader_sololight", str, "sololight", text = _("Solo and SP"), options = {"Disabled":_("Disabled"), "sololight": _("Lightnings"), "theme": _("By Theme")}, tipText = _("Enables lightning along the side of your fretboard when you are in solos or use SP. 'By Theme' leaves it to the theme creator.")) Config.define("video", "shader_tail", str, "tail2", text = _("Tails"), options = {"Disabled":_("Classic"), "tail1": _("Lightnings"), "tail2": _("RB2"), "theme": _("By Theme")}, tipText = _("Sets the tail effect. Choose from classic tails, lightning, or RB2 style. 'By Theme' leaves it to the theme creator.")) Config.define("video", "shader_notes", str, "theme", text = _("Notes"), options = {"Disabled":_("Disabled"), "notes": _("Metal"), "theme": _("By Theme")}, tipText = _("Gives your notes a metallic sheen. 'By Theme' leaves it to the theme creator.")) Config.define("video", "shader_cd", str, "cd", text = _("CDs"), options = {"None":_("Disabled"), "cd": _("White"), "theme": _("By Theme")}, tipText = _("Adds a soft lighting effect to CD labels in CD setlist mode.")) Config.define("performance", "starspin", bool, True, text = _("Animated Star Notes"), options = {True: _("Yes"), False: _("No")}, tipText = _("This will animate star notes as they come towards you, if that is included in your theme. This can have a hit on performance. (This is affected by the 'Performance' quickset)")) Config.define("audio", "frequency", int, 44100, text = _("Sample Frequency"), options = [8000, 11025, 22050, 32000, 44100, 48000], tipText = _("Set the sample frequency for the audio in the game. You almost certainly want to leave this at 44100 Hz unless you really know what you're doing.")) Config.define("audio", "bits", int, 16, text = _("Sample Bits"), options = [16, 8], tipText = _("Set the sample bits for the audio in the game. You almost certainly want to leave this at 16-bit unless you really know what you're doing.")) Config.define("audio", "stereo", bool, True) #MFH - Frame Buffer Object support: nevermind, needs GLEWpy and Pyrex and some other such addon... #Config.define("opengl", "supportfbo", bool, True) #used internally: Config.define("game", "players", int, 1) Config.define("game", "player0", str, None) Config.define("game", "player1", str, None) Config.define("game", "player2", str, None) Config.define("game", "player3", str, None) Config.define("game", "game_mode", int, 0) Config.define("game", "multiplayer_mode", int, 0) Config.define("game", "default_neck", str, "defaultneck") Config.define("game","last_theme", str, "") Config.define("game", "base_library", str, "") Config.define("game", "joysticks", int, 0) #myfingershurt: default buffersize changed from 4096 to 2048: Config.define("audio", "buffersize", int, 2048, text = _("Buffer Size"), options = [256, 512, 1024, 2048, 4096, 8192, 16384, 32768, 65536], tipText = _("Set your audio buffer size. Higher values will reduce audio popping, but increase game lag. Only change this if you are having audio quality issues, and use the lowest value that sounds right.")) Config.define("audio", "delay", int, 100, text = _("A/V Delay"), options = dict([(n, n) for n in range(0, 1001)]), tipText = _("Set your A/V delay. Unfortunately for now you have to use trial and error.")) Config.define("audio", "screwupvol", float, 0.25, text = _("Screw-Up Sounds"), options = sortOptionsByKey({0.0: _("Off"), .25: _("Quiet"), .5: _("Loud"), 1.0: _("Painful")}), tipText = _("How loud should the sound of your screwing up be? Very.")) #MFH: below are normal 0-10 volume settings. #akedrou - these are 1-10 (not 0-10) because a setting of 0 will trigger the "miss volume" Config.define("audio", "guitarvol", float, 1.0, text = _("Active Track Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(10, 110, 10)]), tipText = _("Volume of the parts you are playing.")) Config.define("audio", "songvol", float, 0.8, text = _("Background Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(10, 110, 10)]), tipText = _("Volume of the parts you are not playing.")) #Config.define("audio", "rhythmvol", float, 1.0, text = ("Rhythm Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = ("Bass, rhythm guitar, and drum volume.")) Config.define("performance", "game_priority", int, 2, text = _("Process Priority"), options = sortOptionsByKey({0: _("Idle"), 1: _("Low"), 2: _("Normal"), 3:_("Above Normal"), 4:_("High"), 5:_("Realtime")}), tipText = _("Change this to increase the priority of the FoFiX process. Don't change this unless you know what you're doing. DO NOT set this to Realtime. Ever.")) Config.define("performance", "use_psyco", bool, False, text=_("Use Psyco"), options={False: _("No"), True: _("Yes")}, tipText = _("Enable or disable the Psyco specializing compiler. Tests have indicated the game runs faster with it off.")) #stump Config.define("game", "notedisappear", bool, False, text = _("Missed Notes"), options = {False: _("Disappear"), True: _("Keep on going")}, tipText = _("When you miss a note, this sets whether they disappear from the fretboard or scroll off the bottom of the screen.")) #akedrou - Quickset (based on Fablaculp's Performance Autoset) Config.define("quickset", "performance", int, 0, text = _("Performance"), options = sortOptionsByKey({0: _("Manual"), 1: _("Pure Speed"), 2: _("Fast"), 3: _("Quality (Recommended)"), 4: _("Max Quality (Slow)")}), tipText = _("Set the performance of your game. You can fine-tune in the advanced menus.")) Config.define("quickset", "gameplay", int, 0, text = _("Gameplay"), options = sortOptionsByKey({0: _("Manual"), 1: _("Theme-Based"), 2: _("MIDI Based"), 3: _("RB Style"), 4: _("GH Style"), 5: _("WT Style")}), tipText = _("Sets how the game 'feels' to play. Theme-Based lets the theme creator decide. MIDI Based lets the fretter decide.")) Config.define("game", "lost_focus_pause", bool, True, text = _("Pause on Loss of Focus"), options = {False: _("Off"), True: _("On")}, tipText = _("Set whether the game automatically pauses when another application steals input focus.")) #myfingershurt: HOPO settings Config.define("game", "hopo_system", int, 3, text = _("HO/PO System"), options = sortOptionsByKey({0: _("None"), 1: _("RF-Mod"), 2: _("GH2 Strict"), 3: _("GH2")}), tipText = _("Set the system used for marking hammer-ons and pull-offs (HO/PO). You can either disable them altogether, use the RF-Mod method, or the GH2 system.")) Config.define("game", "gh2_sloppy", int, 0, text = _("GH2 Sloppy Mode"), options = {0: _("Off"), 1: _("On")}, tipText = _("Sloppy mode allows you to hold higher frets while tapping lower frets during HO/PO sections. This will lower your score by 25%.")) Config.define("coffee", "hopo_frequency", int, 2, text = _("HO/PO Frequency"), options = sortOptionsByKey({0: _("Least"), 1: _("Less"), 2: _("Normal"), 3: _("More"), 4: _("Even More"), 5: _("Most")}), tipText = _("Sets the window used to determine HO/PO notes. Increasing the frequency will reduce your score, and lower settings will give you a tiny bonus.")) Config.define("game", "hopo_after_chord", int, 1, text = _("HO/PO After Chord"), options = {0: _("Off"), 1: _("On")}, tipText = _("This will determine whether or not HO/PO notes can follow a chord. This only applies to the GH2 systems.")) Config.define("game", "accuracy_mode", int, 2, text = _("Show Hit Accuracy"), options = sortOptionsByKey({0: _("Off"), 1: _("Numeric"), 2: _("Friendly"), 3: _("Both")}), tipText = _("Shows how accurate your note hits are. Numeric will give a time in milliseconds, and Friendly will use English to inform you. Both will show, well, both. Useful for determining your A/V delay.")) Config.define("game", "accuracy_pos", int, 1, text = _("Hit Accuracy Pos"), options = sortOptionsByKey({0: _("Center"), 1: _("Top-Right Corner"), 2: _("Bottom-Left Corner"), 3: _("Center-Bottom")}), tipText = _("Sets where the accuracy information will be displayed, if enabled.")) #QQstarS:acc show Config.define("performance", "max_players", int, 2, text = _("Max Players"), options = {2: 2, 3: 3, 4: 4}, tipText = _("Set the maximum number of players in Co-Op modes. Be aware that higher numbers are associated with a significant drop in performance.")) #myfingershurt: Config.define("game", "stage_rotate_delay", int, 800, text = _("Slideshow Delay"), options = dict([(n, n) for n in range(0, 10, 1)] + [(n, n) for n in range(10, 50, 10)] + [(n, n) for n in range(50, 2001, 50)]), tipText = _("Sets how long, in milliseconds, to wait between each frame in a stage slideshow.")) Config.define("game", "stage_animate_delay", int, 3, text = _("Animation Delay"), options = dict([(n, n) for n in range(0, 10, 1)] + [(n, n) for n in range(10, 50, 10)] + [(n, n) for n in range(50, 2001, 50)]), tipText = _("Sets how long, in milliseconds, to wait between each frame in a stage animation.")) Config.define("game", "rotate_stages", int, 0, text = _("Stage Slideshow"), options = {0: _("Off"), 1: _("Random"), 2: _("In Order"), 3: _("BackNForth")}, tipText = _("Sets the method used to rotate frames in a stage slideshow.")) Config.define("game", "stage_animate", int, 0, text = _("Stage Animation"), options = {0: _("Off"), 1: _("Random"), 2: _("In Order"), 3: _("BackNForth")}, tipText = _("Sets the method used to rotate frames in a stage animation.")) Config.define("game", "stage_mode", int, 0, text = _("Stage Selection"), options = {0: _("Random"), 1: _("Default"), 2: _("Blank")}, tipText = _("Set the background for your stage. Default will use the default background, and Blank puts you in a dark room. Probably a lot like the one you're in now.")) Config.define("game", "song_stage", int, 1, text = _("Song Stage"), options = {0: _("Off"), 1: _("On") }, tipText = _("Fretters can include a stage to be used with their songs. If this is enabled, you can see it.")) #MFH Config.define("game", "lyric_mode", int, 2, text = _("Script Lyric Display"), options = sortOptionsByKey({0: _("Off"), 1: _("By Song"), 2: _("Always"), 3: _("Dual Lyric Prevention")}), tipText = _("Sets whether lyrics from a script.txt file are displayed. 'By Song' lets the fretter decide. 'Always' always displays script lyrics, if available, and 'Dual Lyric Prevention' will disable script lyrics if there are MIDI lyrics. (This is affected by the 'Performance' quickset)"))#racer Config.define("game", "frets_under_notes", bool, True, text = _("Frets Under Notes"), options = {False: _("No"), True: _("Yes")}, tipText = _("Sets whether the notes slide under the frets or over them.")) Config.define("game", "drum_navigation", bool, True, text = _("Drum Navigation"), options = {False: _("Off"), True: _("On")}, tipText = _("If enabled, drum keys will be allowed to navigate menus. If not, only guitar keys and keyboard master keys will.")) Config.define("game", "ignore_open_strums", bool, True, text = _("Ignore Open Strums"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, strumming without holding any frets down won't be counted.")) Config.define("performance", "static_strings", bool, True, text = _("Static Strings"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, the 'strings' on your fretboard will not scroll.")) Config.define("game", "whammy_saves_starpower", bool, False, text = _("Effects Save SP"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, whammying while in SP will slow down its decrease. And your score will be handicapped by 5%.")) Config.define("game", "hopo_indicator", bool, False, text = _("Show HO/PO Indicator"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, 'HOPO' will appear in game. When there are HOPO notes active, it will turn white.")) Config.define("game", "quickplay_tiers", int, 1, text = _("Use Tiers in Quickplay"), options = {0: _("Off"), 1: _("Normal"), 2: _("Sorting")}, tipText = _("Sets whether to mark tiers in quickplay mode. 'Normal' will use the career tiers and 'Sorting' will insert tiers based on the current sort order.")) Config.define("performance", "star_score_updates", int, 1, text = _("Star Updates"), options = {0: _("On Hit"), 1: _("Score Change")}, tipText = _("If set to 'On Hit', your star score will only be checked when you hit a note. If set to 'Score Change', your star score will constantly update. (This is affected by the 'Performance' quickset)")) Config.define("performance", "star_continuous_fillup", bool, True, text = _("Partial Star Continuous Fillup"), options = {False: _("No"), True: _("Yes")}, tipText = _("Sets whether your partial stars will fill up gradually ('Yes') or in chunks. (This is affected by the 'Performance' quickset)")) #stump Config.define("game", "resume_countdown", int, 1, text = _("Countdown on Resume"), options = {0: _("No"), 1: _("Yes")}, tipText = _("If enabled, there will be a three second countdown when you unpause.")) Config.define("game", "script_lyric_pos", int, 0, text = _("Script Lyric Position"), options = {0: _("Bottom"), 1: _("Top")}, tipText = _("Display script lyrics at either the bottom or top of the screen.")) #MFH - script.txt lyric display position Config.define("game", "star_claps", bool, False, text = _("Starpower Claps"), options = {False: _("Off"), True: _("On")}, tipText = _("Enables a clapping sound effect to be used on the beats in Starpower.")) Config.define("audio", "disable_preview", bool, True, text = _("Song Previews"), options = {False: _("Automatic"), True: _("Yellow Fret (#3)")}, tipText = _("If set to 'Automatic', songs will automatically start previewing when you select them. Otherwise you must press the third fret.")) Config.define("game", "uploadurl_w67_starpower", str, "http://www.wembley1967.com/chart/uploadsp.php") # evilynux - new one starting 20080902 Config.define("game", "rb_sp_neck_glow", bool, False, text = _("RB SP Neck Glow"), options = {False: _("Off"), True: _("On")}, tipText = _("Sets a neck glow effect during SP in RB-type themes.")) Config.define("game", "sp_notes_while_active", int, 2, text = _("SP Refill Mode"), options = sortOptionsByKey({0: _("None"), 1: _("By Theme"), 2: _("By MIDI Type"), 3: _("Always")}), tipText = _("Sets whether you can earn more starpower while using it. In 'By MIDI Type', only MIDIs that mark RB-style sections will use this. (This is set by the 'Gameplay' quickset)")) #MFH wuz here. Yeah. Config.define("game", "kill_debug", bool, False, text = _("Effects Debug"), options = {False: _("Off"), True: _("On")}, tipText = _("If enabled, will show on-screen the raw data of your killswitch/whammy.")) #Config.define("game", "auto_drum_sp", bool, False, text = _("Auto Drum SP"), options = {False: _("No"), True: _("Yes")}) Config.define("game", "drum_sp_mode", int, 0, text = _("Drum SP"), options = {0: _("Auto / Fills"), 1: _("Manual / Fills")}, tipText = _("Determines how drum starpower is activated when there are no drum fills. Auto will automatically activate when available, and Manual will wait for the 'Starpower' button to be pressed.")) Config.define("game", "large_drum_neck", bool, False, text = _("Large Drum Neck"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, will show a larger neck when playing drums.")) Config.define("game", "bass_groove_neck", int, 2, text = _("Bass Groove Neck"), options = {0: _("Off"), 1: _("Replace"), 2: _("Overlay")}, tipText = _("Sets the style of the Bass Groove neck. 'Replace' replaces your neck with the special neck, while 'Overlay' lays the neck over top.")) Config.define("game", "guitar_solo_neck", int, 2, text = _("Guitar Solo Neck"), options = {0: _("Off"), 1: _("Replace"), 2: _("Overlay")}, tipText = _("Sets the style of the Guitar Solo neck. 'Replace' replaces your neck with the special neck, while 'Overlay' lays the neck over top.")) Config.define("game", "show_unused_text_events", bool, False, text = _("Show Unused Events"), options = {False: _("No"), True: _("Yes")}, tipText = _("If enabled, various MIDI events not used by the game will be shown on-screen.")) Config.define("game", "bass_kick_sound", bool, False, text = _("Kick Bass Sound"), options = {False: _("Off"), True: _("On")}, tipText = _("If enabled, you'll hear a kick bass sound when you use the kick pedal.")) Config.define("game", "rb_midi_lyrics", int, 1, text = _("Show Lyrics in All Modes"), options = {0: _("No"), 1: _("Single Player"), 2: _("Always")}, tipText = _("Sets whether or not MIDI lyrics will be displayed in modes without a vocalist. 'Single Player' will only show lyrics when in Solo modes.")) Config.define("game", "rb_midi_sections", int, 0, text = _("Show MIDI Sections"), options = {0: _("No"), 1: _("Single Player"), 2: _("Always")}, tipText = _("Sets whether or not to scroll the names of sections as marked in the MIDI files.")) Config.define("game", "key_checker_mode", int, 1, text = _("Key Conflicts"), options = sortOptionsByKey({0: _("Don't check"), 1: _("Notify"), 2: _("Enforce")}), tipText = _("Sets how the game handles key conflicts. 'Don't check' doesn't check, but conflicts will affect play. 'Notify' will inform you, but allow you to continue, and 'Enforce' will not allow you to exit the menu until all key conflicts have been resolved.")) Config.define("performance", "in_game_stats", int, 0, text = _("Show In-Game Stats"), options = {0: _("Off"), 1: _("By Theme"), 2: _("On")}, tipText = _("Sets whether or not to show detailed stats as you play. 'By Theme' leaves it to the theme creator.")) Config.define("game", "in_game_stars", int, 1, text = _("Show Stars In-Game"), options = {0: _("Off"), 1: _("By Theme"), 2: _("On")}, tipText = _("Sets whether or not to show your star score as you play. 'By Theme' leaves it to the theme creator.")) Config.define("game", "partial_stars", int, 1, text = _("Show Partial Stars"), options = {0: _("Off"), 1: _("On")}, tipText = _("Sets whether or not to show partial stars, if available")) Config.define("game", "hopo_debug_disp", int, 0, text = _("HO/PO Debug"), options = {0: _("Off"), 1: _("On")}, tipText = _("If enabled, various log messages will be recorded regarding the HO/PO system. Please leave this disabled if submitting logs for bug reports unless you are certain it is necessary.")) Config.define("game", "gsolo_accuracy_disp", int, 1, text = _("Show Solo Stats"), options = {0: _("Off"), 1: _("Percent"), 2: _("Detail")}, tipText = _("Sets whether to show your solo results when you finish a solo. 'Percent' will only show the percentage, while 'Detail' includes additional information.")) Config.define("game", "decimal_places", int, 1, text = _("Stat Decimal Places"), options = dict([(n, n) for n in range(0, 3)]), tipText = _("Determines how many decimal places will be noted in displaying stats.")) Config.define("game", "star_scoring", int, 3, text = _("Star Scoring Style"), options = sortOptionsByKey({0: _("Accuracy"), 1: _("GH"), 2: _("RB"), 3: _("RB+GH"), 4: _("RB2")}), tipText = _("Sets which system to use to calculate your star score."))#MFH Config.define("game", "career_star_min", int, 3, text = _("Career Mode Advance"), options = {0: _("0 (Song Finish)"), 1: _("1 Star"), 2: _("2 Stars"), 3: _("3 Stars"), 4: _("4 Stars"), 5: _("5 Stars"), 6: _("6 (Gold Stars)"), 7: _("7 (Full Combo)")}, tipText = _("Determine how many stars are needed on a song before it is unlocked in career mode.")) Config.define("game", "gsolo_acc_pos", int, 3, text = _("Solo Stat Positioning"), options = sortOptionsByKey({0: _("Right"), 1: _("Center"), 2: _("Left"), 3: _("Rock Band")}), tipText = _("Sets where your solo result stats will be displayed."))#MFH,(racer: added RB) Config.define("game", "bass_groove_enable", int, 1, text = _("Bass Groove"), options = {0: _("Off"), 1: _("By Theme"), 2: _("By MIDI"), 3: _("On")}, tipText = _("Enable or disable bass groove (additional score multiplier for bass)")) #MFH Config.define("game", "T_sound", int, 2, text = _("Drum Miss Penalty"), options = {0: _("Always"), 1: _("Song Start"), 2: _("First Note")}, tipText = _("Determines when drum hits count as misses: When the song begins, after the first note, or always.")) #Faaa Drum sound Config.define("game", "game_time", int, 1, text = _("Time Display Format"), options = {0: _("Off"), 1: _("Countdown"), 2: _("Elapsed")}, tipText = _("Sets whether the song time is displayed as time elapsed, time remaining, or not at all")) #MFH Config.define("game", "gfx_version_tag", int, 1, text = _("Show Theme Version Tag"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Places the theme's version tag over menus and dialogs.")) #MFH Config.define("game", "p2_menu_nav", int, 1, text = _("Menu Navigation"), options = {0: _("P1 Only"), 1: _("All Players")}, tipText = _("Sets whether all players can navigate the menu, or only the controller set as Player 1 and the master keys.")) #MFH Config.define("game", "in_game_font_shadowing", bool, False, text = _("In-Game Font Shadow"), options = {False: _("Off"), True: _("On")}, tipText = _("Sets whether or not a shadowed font will be used, if available.")) Config.define("audio", "mute_last_second", int, 0, text = _("Mute Last Second"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Cuts the volume with one second remaining to prevent any pops when the song ends.")) #MFH Config.define("game", "result_cheer_loop", int, 2, text = _("Results Cheer Loop"), options = {0: _("Off"), 1: _("Theme"), 2: _("On")}, tipText = _("Sets whether the cheering sound heard on the result screen will loop. 'Theme' leaves it to the theme creator.")) #MFH Config.define("game", "cheer_loop_delay", int, 550, text = _("Cheer Loop Delay"), options = dict([(n, n) for n in range(0, 10, 1)] + [(n, n) for n in range(10, 50, 10)] + [(n, n) for n in range(50, 2001, 50)]), tipText = _("Sets the time, in milliseconds, to wait before playing the result cheer again (if looping is enabled).")) Config.define("game", "miss_pauses_anim", int, 0, text = _("Miss Pauses Anim"), options = {0: _("Off"), 1: _("On")}, tipText = _("When enabled, missing a note will pause the stage animation.")) #MFH Config.define("game", "song_hopo_freq", int, 1, text = _("Song HO/PO Freq"), options = {0: _("Off"), 1: _("On")}, tipText = _("Sets whether or not to use the HO/PO Frequency setting determined by the fretter, if available.")) #MFH #Config.define("game", "mute_sustain_releases", bool, False, text = "Mute sustain releases", options = {False: "No", True: "Yes"}) Config.define("game", "mute_drum_fill", int, 1, text = _("Mute Drum Track During Fills"), options = {0: _("No"), 1:_("Yes")}, tipText = _("Sets whether or not the drum track will be muted during drum fills (so you can hear yourself have at it!)")) Config.define("game", "sustain_muting", int, 1, text = _("Sustain Muting"), options = sortOptionsByKey({0: _("Never Mute"), 1: _("Very Early"), 2: _("Early"), 3: _("Standard"), 4: _("Always Mute")}), tipText = _("Sets the window used to determine whether or not to mute a dropped sustain note. 'Early' means it will only mute when you drop the sustain relatively early.")) Config.define("game", "solo_frame", int, 1, text = _("Show Solo Frame"), options = {0: _("Off"), 1: _("On")}, tipText = _("Sets whether to show a frame around the solo stats, if available.")) Config.define("game", "mark_solo_sections", int, 1, text = _("Enable Guitar Solos"), options = sortOptionsByKey({0: _("Never"), 1: _("Always"), 2: _("By Theme"), 3: _("MIDI Only")}), tipText = _("Sets the logic used to mark solos. 'Always' will mark solos in sections if available. 'By Theme' leaves it to the theme creator. 'MIDI Only' only enables solos marked with the MIDI marker note.")) Config.define("game", "starpower_mode", int, 2, text = _("SP Mode"), options = {0: _("Off"), 1: _("FoF"), 2: _("Auto MIDI")}, tipText = _("Sets the logic used to determine starpower phrases. 'FoF' will generate paths based on the number of notes. 'Auto MIDI' will use MIDI markers to determine the paths, and fall back on the FoF mode if none are available.")) #Config.define("game", "font_rendering_mode", int, 0, text = "Font Mode", options = {0: "oGL Hack", 1: "Lamina Screen", 2: "Lamina Frames"}) Config.define("game", "incoming_neck_mode", int, 2, text = _("Inc. Neck Mode"), options = sortOptionsByKey({0: _("Off"), 1: _("Start Only"), 2: _("Start & End")}), tipText = _("Sets how and whether to render incoming solo necks. 'Start Only' will scroll it in but not out, while 'Start & End' does both.")) Config.define("game", "big_rock_endings", int, 2, text = _("Big Rock Endings"), options = sortOptionsByKey({0: _("Off"), 1: _("By Theme"), 2: _("On")}), tipText = _("Enable or disable big rock endings. 'By Theme' leaves it to the theme creator.")) Config.define("game", "neck_alpha", float, 1.0, text = _("Main Neck"), options = dict([(n / 100.0, "%3d%s" % (n,"%")) for n in range(0, 110, 10)]), tipText = _("Set the transparency of the main neck. 100% is fully visible.")) Config.define("game", "solo_neck_alpha", float, 1.0, text = _("Solo Neck"), options = dict([(n / 100.0, "%3d%s" % (n,"%")) for n in range(0, 110, 10)]), tipText = _("Set the transparency of the solo neck. 100% is fully visible.")) Config.define("game", "bg_neck_alpha", float, 1.0, text = _("Bass Groove Neck"), options = dict([(n / 100.0, "%3d%s" % (n,"%")) for n in range(0, 110, 10)]), tipText = _("Set the transparency of the bass groove neck. 100% is fully visible.")) Config.define("game", "fail_neck_alpha", float, 1.0, text = _("Fail Neck"), options = dict([(n / 100.0, "%3d%s" % (n,"%")) for n in range(0, 110, 10)]), tipText = _("Set the transparency of the failing neck. 100% is fully visible.")) Config.define("game", "overlay_neck_alpha", float, 1.0, text = _("Overlay Neck"), options = dict([(n / 100.0, "%3d%s" % (n,"%")) for n in range(0, 110, 10)]), tipText = _("Set the transparency of neck overlays. 100% is fully visible.")) Config.define("game", "necks_alpha", float, 1.0, text = _("All Necks"), options = dict([(n / 100.0, "%3d%s" % (n,"%")) for n in range(0, 110, 10)]), tipText = _("Set the master transparency of all necks. 100% is fully visible.")) Config.define("songlist", "nil_show_next_score", int, 0, text = _("Show Any Available Score"), options = {0: _("Off"), 1: _("On")}, tipText = _("When set to 'On', this will look for any available score on the currently selected instrument for setlist score display, if one is not available at the chosen difficulty.")) Config.define("game", "scroll_delay", int, 500, text = _("Scroll Delay"), options = dict([(n, n) for n in range(100, 2001, 100)]), tipText = _("Sets how long, in milliseconds, to wait before beginning to scroll.")) Config.define("game", "scroll_rate", int, 50, text = _("Scroll Rate"), options = dict([(n, 10-((n/10)-1)) for n in range(10, 101, 10)]), tipText = _("Sets how quickly menus will scroll.")) #MFH - debug settings Config.define("debug", "use_unedited_midis", int, 1, text = _("Use (notes-unedited.mid)"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Sets whether to look for (and use) a 'notes-unedited.mid' before 'notes.mid'. There's no reason to change this.")) Config.define("debug", "show_freestyle_active", int, 0, text = _("Show Fill Status"), options = {0: _("No"), 1: _("Yes")}, tipText = _("When enabled, whether or not you are in a drum fill/freestyle ending will be displayed in text on the screen.")) Config.define("debug", "show_bpm", int, 0, text = _("Show BPM"), options = {0: _("No"), 1: _("Yes")}, tipText = _("When enabled, the current song BPM will be shown on screen.")) Config.define("debug", "use_new_vbpm_beta", int, 0, text = _("New BPM Logic"), options = {0: _("Off"), 1: _("On")}, tipText = _("If enabled, the game will attempt to use the new BPM logic. This is not a finished feature. Use at your own risk.")) Config.define("debug", "show_raw_vocal_data", int, 0, text = _("Show Raw Vocal Data"), options = {0: _("Off"), 1: _("On")}, tipText = _("If enabled, various information about the microphone input will be show in text on screen. Probably only needed for vocal debugging.")) Config.define("audio", "speed_factor", float, 1.0, text = _("Speed Factor"), options = sortOptionsByKey({1.0: _("1.00x"), 0.75: _("0.75x"), 0.50: _("0.50x"), 0.25: _("0.25x")}), tipText = _("Sets the speed to play the audio at. Your score will be severely penalized if you slow the music down.")) #MFH Config.define("audio", "whammy_effect", int, 0, text = _("Effects Mode"), options = {0: _("Killswitch"), 1: _("Pitchbend")}, tipText = _("Sets whether to use a killswitch or pitchbend as the effect on your whammy.")) #MFH #MFH - log settings Config.define("game", "log_ini_reads", int, 0, text = _("Log INI Reads"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs any read to an INI file. This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) Config.define("game", "log_class_inits", int, 0, text = _("Log Class Inits"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs most class initializations in '__init__'. This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) Config.define("game", "log_loadings", int, 0, text = _("Log Loadings"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs resource loads. This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) Config.define("game", "log_sections", int, 0, text = _("Log MIDI Sections"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs MIDI sections. This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) Config.define("game", "log_undefined_gets", int, 0, text = _("Log Undefined GETs"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs attempts to read an undefined config key. This is unnecessary information.")) Config.define("game", "log_marker_notes", int, 0, text = _("Log Marker Notes"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs MIDI marker notes (solo, SP, etc). This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) Config.define("game", "log_starpower_misses", int, 0, text = _("Log SP Misses"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs SP phrase misses. This is unnecessary information.")) Config.define("log", "log_unedited_midis", int, 0, text = _("Log Unedited MIDIs"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs when notes-unedited.mid is used. This is unnecessary information.")) Config.define("log", "log_lyric_events", int, 0, text = _("Log Lyric Events"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs MIDI lyric events. This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) Config.define("log", "log_tempo_events", int, 0, text = _("Log Tempo Events"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Logs MIDI tempo events. This is unnecessary information in bug reports; please leave it disabled unless you are certain it is relevant.")) #racer #Config.define("game", "rbnote", int, 0, text = _("RB Graphic Mode"), options = {0: _("Regular"), 1: _("Beta")}) #racer Config.define("game", "beat_claps", bool, False, text = _("Practice Beat Claps"), options = {False: _("Off"), True: _("On")}, tipText = _("Enables clap sound effects on every beat in practice mode.")) #racer Config.define("game", "HSMovement", int, 1, text = _("Change Score Display"), options = {0: _("Auto"), 1: _("Blue Fret (#4)")}, tipText = _("Sets whether to change the setlist high score difficulty automatically or with the fourth fret.")) #racer #Q Config.define("game", "battle_Whammy", int, 1, text = _("Whammy"), options = {0: _("Off"), 1: _("On")}, tipText = _("Makes opponent miss notes until the whammy bar is pushed a few times")) Config.define("game", "battle_Diff_Up", int, 1, text = _("Difficulty Up"), options = {0: _("Off"), 1: _("On")}, tipText = _("Ups opponent's difficulty for a while (if not playing on Expert)")) Config.define("game", "battle_String_Break", int, 1, text = _("String Break"), options = {0: _("Off"), 1: _("On")}, tipText = _("Breaks a string, causing your opponent to miss notes on that fret until they push the fret button several times.")) Config.define("game", "battle_Double", int, 1, text = _("Double Notes"), options = {0: _("Off"), 1: _("On")}, tipText = _("Makes single notes into chords, and chords into even bigger ones.")) Config.define("game", "battle_Death_Drain", int, 2, text = _("Death Drain"), options = {0: _("Off"), 1: _("On"), 2: _("Sudden Death Only")}, tipText = _("Drains your opponents life until they die. 'Sudden Death Only' keeps this from appearing until you reach sudden death mode.")) Config.define("game", "battle_Amp_Overload", int, 1, text = _("Amp Overload"), options = {0: _("Off"), 1: _("On")}, tipText = _("Makes opponent's amp flip out, making notes disappear and reappear randomly.")) Config.define("game", "battle_Switch_Controls", int, 1, text = _("Switch Controls"), options = {0: _("Off"), 1: _("On")}, tipText = _("Switches opponent to (or from) lefty mode for a bit!")) Config.define("game", "battle_Steal", int, 1, text = _("Steal Object"), options = {0: _("Off"), 1: _("On")}, tipText = _("Steals an object your opponent has.")) Config.define("game", "battle_Tune", int, 1, text = _("Guitar Tune"), options = {0: _("Off"), 1: _("On")}, tipText = _("Makes opponent miss all notes until they play a scale.")) #blazingamer Config.define("game", "congrats", bool, True, text = _("Score SFX"), options = {True: _("On"), False: _("Off")}, tipText = _("Sets whether or not to have Jurgen taunt (or, I suppose, congratulate) you at the end of a song."))#blazingamer Config.define("game", "starfx", bool, True, text = _("GH SP Lights"), options = {True: _("On"), False: _("Off")}, tipText = _("Sets whether to fade images over the starpower bulbs in GH themes when fully lit."))#blazingamer Config.define("game", "small_rb_mult", int, 1, text = _("RB Small 1x Multiplier"), options = {0: _("Off"), 1: _("By Theme"), 2: _("On")}, tipText = _("When enabled, RB-type themes will have a smaller mult image when the multiplier is at 1x. 'By Theme' leaves it to the theme creator."))#blazingamer Config.define("game", "nstype", int, 2, text = _("Board Speed Mode"), options = sortOptionsByKey({0: _("BPM"), 1: _("Difficulty"), 2: _("BPM & Diff"), 3: _("Percentage")}), tipText = _("Sets what determines the speed of the scrolling notes.")) Config.define("game", "lphrases", bool, True, text = _("Loading Phrases"), options = {True: _("On"), False: _("Off")}, tipText = _("Sets whether or not to use loading phrases while loading a song")) Config.define("performance", "killfx", int, 0, text = _("Effects Display Mode"), options = {0: _("Static"), 1: _("Animated"), 2: _("Off")}, tipText = _("Sets whether or not the whammy effect is animated. (This is affected by the 'Performance' quickset)")) Config.define("coffee", "songfilepath", bool, True, text = _("Show Filepath"), options = {True: _("Show"), False: _("Hide")}, tipText = _("Sets whether or not to show the filepath of the song.")) Config.define("coffee", "noterotate", bool, False, text = _("3D Note Rotation"), options = {True: _("Old"), False: _("New")}, tipText = _("Sets the manner of 3D Note Rotation.")) Config.define("coffee", "game_phrases", int, 2, text = _("Show In-Game Text"), options = {0: _("Never"), 1: _("Only Note Streaks"), 2: _("Always")}, tipText = _("Sets whether or not to show text in-game. This includes note streaks and 'Starpower Ready'. (This is affected by the 'Performance' quickset)")) Config.define("coffee", "song_display_mode", int, 4, text = _("Setlist Display Mode"), options = sortOptionsByKey({0: _("CDs"), 1: _("List"), 2: _("List/CD"), 3: _("RB2"), 4: _("By Theme")}), tipText = _("Sets the setlist display mode. 'By Theme' lets the theme creator decide.")) Config.define("game", "song_listing_mode", int, 0, text = _("Use Subfolders"), options = {0: _("Normal"), 1: _("List All")}, tipText = _("'Normal' allows you to navigate folders. 'List All' places all songs into a single setlist.")) Config.define("game", "song_icons", bool, True, text = _("Show Song Type Icons"), options = {True: _("Yes"), False: _("No")}, tipText = _("Sets whether or not to show icons indicating the song 'type'")) Config.define("game", "preload_labels", bool, False, text = _("Preload Song Labels"), options = {True: _("Yes"), False: _("No")}, tipText = _("Sets whether to preload all song labels on load. With large setlists, this option is extremely slow.")) Config.define("game", "songcovertype", bool, False, text = _("Label Type"), options = {True: _("CD Labels"), False: _("Album Covers")}, tipText = _("Sets whether to show CD labels or album covers as the art.")) Config.define("game", "songlistrotation", bool, True, text = _("Rotating CDs"), options = {True: _("On"), False: _("Off")}, tipText = _("Sets whether or not CDs rotate.")) Config.define("game", "keep_play_count", int, 1, text = _("Remember Play Count"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Keeps track of how many times you've played each song.")) Config.define("game", "tut", bool, False) #-tutorial Config.define("video", "counting", bool, False, text = _("Show at Song Start"), options = {True: _("Part"), False: _("Countdown")}, tipText = _("Sets whether to show a countdown or your name and part at the song's start.")) Config.define("fretboard", "ovrneckoverlay", bool, True, text = _("Overdrive Neck"), options = {True: _("Overlay"), False: _("Replace")}, tipText = _("Sets the style of the Overdrive neck. 'Replace' replaces your neck with the special neck, while 'Overlay' lays the neck over top.")) Config.define("game", "note_hit_window", int, 2, text = _("Note Hit Window"), options = sortOptionsByKey({0: _("Tightest"), 1: _("Tight"), 2: _("Standard"), 3: _("Wide"), 4: _("Widest")}), tipText = _("Sets how accurate you need to be while playing."))#racer blazingamer Config.define("handicap", "early_hit_window", int, 0, text = _("Early Hit Window"), options = sortOptionsByKey({0: _("Auto"), 1: _("None (RB2)"), 2: _("Half (GH2)"), 3: _("Full (FoF)")}), tipText = _("Sets how much time before the note is part of the hit window. 'Auto' uses the MIDI to determine.")) #MFH Config.define("handicap", "detailed_handicap", int, 1, text = _("Show Detailed Handicap"), options = {0: _("No"), 1: _("Yes")}, tipText = _("Shows the handicaps individually on the result screen.")) Config.define("game", "disable_vbpm", bool, False, text = _("Disable Variable BPM"), options = {False: _("No"), True: _("Yes")}, tipText = _("This will disable the use of the Variable BPM logic.")) Config.define("game", "sort_direction", int, 0, text = _("Sort Direction"), options = {0: _("Ascending"), 1: _("Descending")}, tipText = _("Choose whether to sort in ascending (A-Z) or descending (Z-A) order.")) Config.define("game", "sort_order", int, 0, text = _("Sort Setlist By"), options = sortOptionsByKey({0: _("Title"), 1: _("Artist"), 2: _("Times played"), 3: _("Album"), 4: _("Genre"), 5: _("Year"), 6: _("Band Difficulty"), 7: _("Difficulty"), 8:_("Song Collection")}), tipText = _("Choose how to sort the setlist by default.")) Config.define("game", "whammy_changes_sort_order", bool, True, text = _("Whammy Changes Sort Order"), options = {False: _("No"), True: _("Yes")}, tipText = _("When enabled, pressing the whammy bar will change the sort order in the setlist.")) Config.define("fretboard", "point_of_view", int, 5, text = _("Point Of View"), options = sortOptionsByKey({0: _("FoF"), 1: _("GH3"), 2: _("Rock Band"), 3: _("GH2"), 4: _("Rock Rev"), 5: _("Theme")}), tipText = _("Sets the camera's point of view. Set it to any game, or set it to 'Theme' to leave it to the theme creator.")) #Racer, Blazingamer Config.define("game", "party_time", int, 30, text = _("Party Mode Timer"), options = dict([(n, n) for n in range(1, 99)]), tipText = _("Sets the timer in Party Mode.")) Config.define("performance", "disable_libcount", bool, True, text = _("Show Setlist Size"), options = {False: _("Yes"), True: _("No")}, tipText = _("Show the number of songs inside of each setlist.")) Config.define("performance", "disable_librotation", bool, True, text = _("CD Mode Y-Rotation"), options = {False: _("Enabled"), True: _("Disabled")}, tipText = _("Sets whether or not CDs in the setlist rotate about the Y axis.")) #Spikehead777 #Config.define("game", "jurgdef", bool, False, text = _("Enable Jurgen"), options = {False: _("No"), True: _("Yes")}) Config.define("game", "jurg_p0", bool, False, text = _("P1 AI"), options = {True: _("On"), False: _("Off")}, tipText = _("Enable or disable the player 1 AI")) Config.define("game", "jurg_skill_p0", int, 5, text = _("P1 AI Personality"), options = {0: _("1. KiD"), 1: _("2. Stump"), 2: _("3. akedRobot"), 3: _("4. Q"), 4: _("5. MFH"), 5: _("6. Jurgen")}, tipText = _("Set the personality of the player 1 AI. The numbers correspond with their skill.")) Config.define("game", "jurg_logic_p0", int, 1, text = _("P1 AI Logic"), options = sortOptionsByKey({0: _("Original"), 1: _("MFH-Early"), 2: _("MFH-OnTime1"), 3: _("MFH-OnTime2")}), tipText = _("Set the logic used for the player 1 AI. 'Original' cannot handle fast sections. 'MFH-Early' attempts to hit notes as they enter the hit window. 'MFH-OnTime' are implementations that attempt to hit the notes as they happen, like a real player.")) Config.define("game", "jurg_p1", bool, False, text = _("P2 AI"), options = {True: _("On"), False: _("Off")}, tipText = _("Enable or disable the player 2 AI")) Config.define("game", "jurg_skill_p1", int, 5, text = _("P2 AI Personality"), options = {0: _("1. KiD"), 1: _("2. Stump"), 2: _("3. akedRobot"), 3: _("4. Q"), 4: _("5. MFH"), 5: _("6. Jurgen")}, tipText = _("Set the personality of the player 2 AI. The numbers correspond with their skill.")) Config.define("game", "jurg_logic_p1", int, 1, text = _("P2 AI Logic"), options = sortOptionsByKey({0: _("Original"), 1: _("MFH-Early"), 2: _("MFH-OnTime1"), 3: _("MFH-OnTime2")}), tipText = _("Set the logic used for the player 2 AI. 'Original' cannot handle fast sections. 'MFH-Early' attempts to hit notes as they enter the hit window. 'MFH-OnTime' are implementations that attempt to hit the notes as they happen, like a real player.")) Config.define("game", "jurg_p2", bool, False, text = _("P3 AI"), options = {True: _("On"), False: _("Off")}, tipText = _("Enable or disable the player 3 AI")) Config.define("game", "jurg_skill_p2", int, 5, text = _("P3 AI Personality"), options = {0: _("1. KiD"), 1: _("2. Stump"), 2: _("3. akedRobot"), 3: _("4. Q"), 4: _("5. MFH"), 5: _("6. Jurgen")}, tipText = _("Set the personality of the player 3 AI. The numbers correspond with their skill.")) Config.define("game", "jurg_logic_p2", int, 1, text = _("P3 AI Logic"), options = sortOptionsByKey({0: _("Original"), 1: _("MFH-Early"), 2: _("MFH-OnTime1"), 3: _("MFH-OnTime2")}), tipText = _("Set the logic used for the player 3 AI. 'Original' cannot handle fast sections. 'MFH-Early' attempts to hit notes as they enter the hit window. 'MFH-OnTime' are implementations that attempt to hit the notes as they happen, like a real player.")) Config.define("game", "jurg_p3", bool, False, text = _("P4 AI"), options = {True: _("On"), False: _("Off")}, tipText = _("Enable or disable the player 4 AI")) Config.define("game", "jurg_skill_p3", int, 5, text = _("P4 AI Personality"), options = {0: _("1. KiD"), 1: _("2. Stump"), 2: _("3. akedRobot"), 3: _("4. Q"), 4: _("5. MFH"), 5: _("6. Jurgen")}, tipText = _("Set the personality of the player 4 AI. The numbers correspond with their skill.")) Config.define("game", "jurg_logic_p3", int, 1, text = _("P4 AI Logic"), options = sortOptionsByKey({0: _("Original"), 1: _("MFH-Early"), 2: _("MFH-OnTime1"), 3: _("MFH-OnTime2")}), tipText = _("Set the logic used for the player 4 AI. 'Original' cannot handle fast sections. 'MFH-Early' attempts to hit notes as they enter the hit window. 'MFH-OnTime' are implementations that attempt to hit the notes as they happen, like a real player.")) #akedrou Config.define("game", "midi_lyric_mode", int, 2, text = _("Lyric Display Mode"), options = {0: _("Scrolling"), 1: _("Simple Lines"), 2: _("2-Line")}, tipText = _("Sets the display mode for MIDI lyrics. Both 'Simple Lines' and '2-Line' will show as single phrases when playing the vocal part.")) Config.define("game", "vocal_scroll", int, 2, text = _("Lyric Speed Mode"), options = sortOptionsByKey({0: _("BPM"), 1: _("Difficulty"), 2: _("BPM & Diff")}), tipText = _("Sets what determines the speed of the scrolling lyrics.")) Config.define("game", "vocal_speed", int, 100, text = _("Lyric Speed Percent"), options = dict([(n, n) for n in range(10, 410, 10)]), tipText = _("Sets how quickly lyrics will scroll.")) #MFH #Config.define("game", "jurglogic", int, 1, text = _("Jurgen Logic"), options = {0: _("Original"), 1: _("MFH-Early"), 2: _("MFH-OnTime1"), 3: _("MFH-OnTime2")} ) #Config.define("game", "jurgtext", int, 1, text = _("Jurgen Text Size"), options = {0: _("Big"), 1: _("Small")}) Config.define("game", "use_graphical_submenu", int, 1, text = _("Graphical Submenus"), options = {0: _("Disabled"), 1: _("Enabled")}, tipText = _("Enable or disable the use of graphical submenus.")) Config.define("audio", "enable_crowd_tracks", int, 1, text = _("Crowd Cheers"), options = sortOptionsByKey({0: _("Off (Disabled)"), 1: _("During SP Only"), 2: _("During SP & Green"), 3: _("Always On")}), tipText = _("Sets when the crowd will cheer for you (if a crowd.ogg is present). 'During SP' will have them sing along in star power, and 'During SP & Green' will have them cheering both in SP and when your rock meter is above 2/3")) #akedrou #Config.define("audio", "miss_volume", float, 0.2, text = _("Miss Volume"), options = dict([(n / 100.0, "%d%%" % n) for n in range(0, 100, 10)])) #Config.define("audio", "single_track_miss_volume", float, 0.9, text = _("Single Track Miss"), options = dict([(n / 100.0, "%d%%" % n) for n in range(0, 100, 10)])) Config.define("audio", "miss_volume", float, 0.2, text = _("Miss Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = _("Set the volume of the active track when you miss a note.")) #MFH Config.define("audio", "single_track_miss_volume", float, 0.9, text = _("Single Track Miss"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = _("When playing a song with only a single track, this sets the volume of the track when you miss a note.")) #MFH Config.define("audio", "menu_volume", float, 0.6, text = _("Menu Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = _("Set the volume of the background menu music.")) #akedrou Config.define("audio", "crowd_volume", float, 0.8, text = _("Crowd Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = _("Set the volume of the crowd.")) #akedrou Config.define("audio", "kill_volume", float, 0.0, text = _("Kill Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = _("Sets the volume when using the killswitch.")) #MFH Config.define("audio", "SFX_volume", float, 0.7, text = _("SFX Volume"), options = dict([(n / 100.0, "%02d/10" % (n / 10)) for n in range(0, 110, 10)]), tipText = _("Sets the volume of various sound effects.")) #MFH # evilynux - Preload glyph cache may require more VRAM. Disable it if you're low on VRAM e.g. less than 64MB #Config.define("performance","preload_glyph_cache", bool, True, text = "Preload Glyph Cache", options = {False: "No", True: "Yes"}) #stump: allow metadata caching to be turned off Config.define("performance", "cache_song_metadata", bool, True, text=_("Cache Song Metadata"), options={False: _("No"), True: _("Yes")}, tipText = _("This will allow information about the songs to be stored for quick access later at the cost of a slow first time loading.")) #stump: choice of pitch analysis engines Config.define('game', 'use_new_pitch_analyzer', bool, True, text=_('Pitch Analysis Code'), options={False: 'pypitch', True: 'PitchAnalyzer.py'}, tipText = _("Sets whether to use the 'pypitch' engine or the built-in PitchAnalyzer to analyze microphone information.")) ##Alarian: Get unlimited themes by foldername themepath = os.path.join(Version.dataPath(), "themes") themes = [] defaultTheme = None #myfingershurt allthemes = os.listdir(themepath) for name in allthemes: if os.path.exists(os.path.join(themepath,name,"notes.png")): themes.append(name) if name == "MegaLight" and defaultTheme != "Rock Band 1": #myfingershurt defaultTheme = name #myfingershurt if name == "Rock Band 1": #myfingershurt defaultTheme = name #myfingershurt i = len(themes) if defaultTheme != "MegaLight" and defaultTheme != "Rock Band 1": #myfingershurt defaultTheme = themes[0] #myfingershurt #myfingershurt: default theme must be an existing one! Config.define("coffee", "themename", str, defaultTheme, text = _("Theme"), options = dict([(str(themes[n]),themes[n]) for n in range(0, i)]), tipText = _("Sets the overall graphical feel of the game. You can find and download many more at fretsonfire.net")) ##Alarian: End Get unlimited themes by foldername Player.loadControls() Config.define("coffee", "neckSpeed", int, 100, text = _("Board Speed Percent"), options = dict([(n, n) for n in range(10, 410, 10)]), tipText = _("Sets how quickly note will scroll")) Config.define("coffee", "failingEnabled", bool, True, text = _("No Fail"), options = {True: _("Off"), False: _("On")}, tipText = _("Sets whether or not you can fail out of a song.")) # evilynux - configurable default highscores difficulty display. # Index assigned following same standard as command line argument. Config.define("game", "songlist_difficulty", int, 0, text = _("Difficulty (Setlist Score)"), options = difficulties, tipText = _("Sets the default difficulty displayed in the setlist score.")) Config.define("game", "songlist_extra_stats", bool, True, text = _("Show Additional Stats"), options = {True: _("Yes"), False: _("No")}, tipText = _("If enabled, additional score information (longest streak, percentage) is displayed on the setlist.")) Config.define("game", "songlist_instrument", int, 0, text = _("Instrument (Setlist Score)"), options = parts, tipText = _("Sets the default part displayed in the setlist score.")) #MFH class FullScreenSwitcher(KeyListener): """ A keyboard listener that looks for special built-in key combinations, such as the fullscreen toggle (Alt-Enter). """ def __init__(self, engine): self.engine = engine self.altStatus = False def keyPressed(self, key, unicode): if key == pygame.K_LALT: self.altStatus = True elif key == pygame.K_RETURN and self.altStatus: if not self.engine.toggleFullscreen(): Log.error("Unable to toggle fullscreen mode.") return True elif key == pygame.K_d and self.altStatus: self.engine.setDebugModeEnabled(not self.engine.isDebugModeEnabled()) return True elif key == pygame.K_g and self.altStatus and self.engine.isDebugModeEnabled(): self.engine.debugLayer.gcDump() return True def keyReleased(self, key): if key == pygame.K_LALT: self.altStatus = False class SystemEventHandler(SystemEventListener): """ A system event listener that takes care of restarting the game when needed and reacting to screen resize events. """ def __init__(self, engine): self.engine = engine def screenResized(self, size): self.engine.resizeScreen(size[0], size[1]) def restartRequested(self): self.engine.restart() def quit(self): self.engine.quit() class GameEngine(Engine): """The main game engine.""" def __init__(self, config = None): #self.logClassInits = Config.get("game", "log_class_inits") #if self.logClassInits == 1: # Log.debug("GameEngine class init (GameEngine.py)...") Log.debug("GameEngine class init (GameEngine.py)...") self.mainMenu = None #placeholder for main menu object - to prevent reinstantiation self.createdGuitarScene = False #MFH - so we only create ONE guitarscene...! self.versionString = version #stump: other version stuff moved to allow full version string to be retrieved without instantiating GameEngine self.uploadVersion = "%s-3.100" % Version.appNameSexy() #akedrou - the version passed to the upload site. Log.debug(self.versionString + " starting up...") Log.debug("pygame version: " + str(pygame.version.ver) ) """ Constructor. @param config: L{Config} instance for settings """ self.tutorialFolder = "tutorials" if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") Engine.__init__(self, fps = fps) self.title = self.versionString self.restartRequested = False self.handlingException = False # evilynux - Check if theme icon exists first, then fallback on FoFiX icon. themename = self.config.get("coffee", "themename") themeicon = os.path.join(Version.dataPath(), "themes", themename, "icon.png") fofixicon = os.path.join(Version.dataPath(), "fofix_icon.png") icon = None if os.path.exists(themeicon): icon = themeicon elif os.path.exists(fofixicon): icon = fofixicon self.video = Video(self.title, icon) #self.config.set("game", "font_rendering_mode", 0) #force oGL mode self.audio = Audio() self.frames = 0 self.fpsEstimate = 0 self.lastTime = 0 self.elapsedTime = 0 self.priority = self.config.get("engine", "highpriority") self.show_fps = self.config.get("video", "show_fps") self.advSettings = self.config.get("game", "adv_settings") 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.frequency = frequency #MFH - store this for later reference! self.bits = bits self.stereo = stereo self.bufferSize = bufferSize self.cmdPlay = 0 self.cmdDiff = None self.cmdPart = None #self.audio.pre_open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) #self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) #pygame.init() #MFH - TODO - Audio speed divisor needs to be changed to audio speed factor, so can support 0.75x (3/4 speed) self.audioSpeedFactor = 0 self.setSpeedFactor(1) #MFH - handles initialization at full speed 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) 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.timer.highPriority = True 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.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.server = None self.sessions = [] self.mainloop = self.loading self.menuMusic = False # Load game modifications Mod.init(self) self.addTask(self.input, synchronized = False) #self.addTask(self.view) self.addTask(self.view, synchronized = False) self.addTask(self.resource, synchronized = False) self.data = Data(self.resource, self.svg) #self.setSpeedFactor(2) #MFH - this is just a hack - try if you'd like, doesn't work right yet... ##MFH: Animated stage folder selection option #\Stages still contains the backgrounds for when stage rotation is off, and practice.png #subfolders under Stages\ will each be treated as a separate animated stage set self.stageFolders = [] currentTheme = themename stagespath = os.path.join(Version.dataPath(), "themes", currentTheme, "stages") if os.path.exists(stagespath): self.stageFolders = [] allFolders = os.listdir(stagespath) #this also includes all the stage files - so check to see if there is at least one .png file inside each folder to be sure it's an animated stage folder for name in allFolders: aniStageFolderListing = [] thisIsAnAnimatedStageFolder = False try: aniStageFolderListing = os.listdir(os.path.join(stagespath,name)) except Exception, e: #Log.debug(name + " is not a folder, cannot list contents: " + str(e)) thisIsAnAnimatedStageFolder = False for aniFile in aniStageFolderListing: if os.path.splitext(aniFile)[1] == ".png" or os.path.splitext(aniFile)[1] == ".jpg" or os.path.splitext(aniFile)[1] == ".jpeg": #we've found at least one .png file here, chances are this is a valid animated stage folder thisIsAnAnimatedStageFolder = True if thisIsAnAnimatedStageFolder: self.stageFolders.append(name) #stageFolders.append("Standard") #MFH: Standard selects the base Stages folder for stage rotation, instead of one of it's subfolders i = len(self.stageFolders) if i > 0: #only set default to first animated subfolder if one exists - otherwise use Normal! defaultAniStage = str(self.stageFolders[0]) else: defaultAniStage = "Normal" Log.debug("Default animated stage for " + currentTheme + " theme = " + defaultAniStage) aniStageOptions = dict([(str(self.stageFolders[n]),self.stageFolders[n]) for n in range(0, i)]) aniStageOptions.update({"Normal":_("Slideshow")}) if i > 1: #only add Random setting if more than one animated stage exists aniStageOptions.update({"Random":_("Random")}) Config.define("game", "animated_stage_folder", str, defaultAniStage, text = _("Animated Stage"), options = aniStageOptions ) #MFH: here, need to track and check a new ini entry for last theme - so when theme changes we can re-default animated stage to first found lastTheme = self.config.get("game","last_theme") if lastTheme == "" or lastTheme != currentTheme: #MFH - no last theme, and theme just changed: self.config.set("game","animated_stage_folder",defaultAniStage) #force defaultAniStage self.config.set("game","last_theme",currentTheme) selectedAnimatedStage = self.config.get("game", "animated_stage_folder") if selectedAnimatedStage != "Normal" and selectedAnimatedStage != "Random": if not os.path.exists(os.path.join(stagespath,selectedAnimatedStage)): Log.warn("Selected animated stage folder " + selectedAnimatedStage + " does not exist, forcing Normal.") self.config.set("game","animated_stage_folder","Normal") #MFH: force "Standard" currently selected animated stage folder is invalid else: Config.define("game", "animated_stage_folder", str, "None", text = _("Animated Stage"), options = ["None",_("None")]) Log.warn("No stages\ folder found, forcing None setting for Animated Stage.") self.config.set("game","animated_stage_folder", "None") #MFH: force "None" when Stages folder can't be found # Load default theme try: theme = Config.load(self.resource.fileName("themes", themename, "theme.ini")) except IOError: theme = Config.load(self.resource.fileName("theme.ini")) Theme.open(theme, self.getPath(os.path.join("themes",self.data.themeLabel,"menu"))) self.input.addKeyListener(FullScreenSwitcher(self), priority = True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False self.graphicMenuShown = False # evilynux - Printing on the console with a frozen binary may cause a crash. if hasattr(sys, "frozen"): self.print_fps_in_console = False else: self.print_fps_in_console = True Log.debug("Ready.") def setSpeedFactor(self, factor): #MFH - allows for slowing down streaming audio tracks #MFH - test to see if re-initializing the mixer here at 22050 Hz after loading the sounds at 44100 Hz results in half speed playback #try: # self.audio.close() #except: # pass if self.audioSpeedFactor != factor: #MFH - don't re-init to the same divisor. try: self.audio.close() #MFH - ensure no audio is playing during the switch! self.audio.pre_open(frequency = int(self.frequency*factor), bits = self.bits, stereo = self.stereo, bufferSize = self.bufferSize) self.audio.open(frequency = int(self.frequency*factor), bits = self.bits, stereo = self.stereo, bufferSize = self.bufferSize) self.audioSpeedFactor = factor pygame.init() Log.debug("Initializing pygame.mixer & audio system at " + str(self.frequency*factor) + " Hz." ) except Exception, e: Log.error("Failed to initialize or re-initialize pygame.mixer & audio system - crash imminent!") # evilynux - This stops the crowd cheers if they're still playing (issue 317). def quit(self): self.audio.close() Player.savePlayers() Engine.quit(self) def setStartupLayer(self, startupLayer): """ Set the L{Layer} that will be shown when the all the resources have been loaded. See L{Data} @param startupLayer: Startup L{Layer} """ self.startupLayer = startupLayer def isDebugModeEnabled(self): return bool(self.debugLayer) def setDebugModeEnabled(self, enabled): """ Show or hide the debug layer. @type enabled: bool """ if enabled: self.debugLayer = DebugLayer(self) else: self.debugLayer = None def toggleFullscreen(self): """ Toggle between fullscreen and windowed mode. @return: True on success """ if not self.video.toggleFullscreen(): # on windows, the fullscreen toggle kills our textures, se we must restart the whole game self.input.broadcastSystemEvent("restartRequested") self.config.set("video", "fullscreen", not self.video.fullscreen) return True self.config.set("video", "fullscreen", self.video.fullscreen) return True def restart(self): """Restart the game.""" if not self.restartRequested: self.restartRequested = True self.input.broadcastSystemEvent("restartRequested") else: # evilynux - With self.audio.close(), calling self.quit() results in # a crash. Calling the parent directly as a workaround. Engine.quit(self) 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.svg.setGeometry((0, 0, width, height)) def isServerRunning(self): return bool(self.server) def startServer(self): """Start the game server.""" if not self.server: Log.debug("Starting server.") self.server = Server(self) self.addTask(self.server, synchronized = False) def connect(self, host): """ Connect to a game server. @param host: Name of host to connect to @return: L{Session} connected to remote server """ 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) #volshebnyi def drawStarScore(self, screenwidth, screenheight, xpos, ypos, stars, scale = None, horiz_spacing = 1.2, space = 1.0, hqStar = False, align = 0): minScale = 0.02 w = screenwidth h = screenheight if not scale: scale = minScale elif scale < minScale: scale = minScale if self.data.fcStars and stars == 7: star = self.data.starFC else: star = self.data.starPerfect wide = scale * horiz_spacing if align == 1: #center - akedrou (simplifying the alignment...) xpos -= (2 * wide) elif align == 2: #right xpos -= (4 * wide) if stars > 5: for j in range(5): if self.data.maskStars: if self.data.theme == 2: self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), color = (1, 1, 0, 1), stretched=11) else: self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), color = (0, 1, 0, 1), stretched=11) else: self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), stretched=11) else: for j in range(5): if j < stars: if hqStar: star = self.data.star4 else: star = self.data.star2 else: if hqStar: star = self.data.star3 else: star = self.data.star1 self.drawImage(star, scale = (scale,-scale), coord = (w*(xpos+wide*j)*space**4,h*ypos), stretched=11) #blazingamer - cleans up the work for rendering an image #volshebnyi - now images can be resized to fit to screen def drawImage(self, image, scale, coord, rot = 0, color = (1,1,1,1), rect = (0,1,0,1), stretched = 0, lOffset = 0.0, rOffset = 0.0): image.transform.reset() image.transform.rotate(rot) if stretched == 0: #don't sctretch image.transform.scale(scale[0],scale[1]) elif stretched == 1: # fit to width image.transform.scale(scale[0] / image.width1() * 640,scale[1]) elif stretched == 2: # fit to height image.transform.scale(scale[0],scale[1] / image.height1() * 480) elif stretched == 11: # fit to width and keep ratio image.transform.scale(scale[0] / image.width1() * 640,scale[1] / image.width1() * 640) elif stretched == 12: # fit to height and keep ratio image.transform.scale(scale[0] / image.height1() * 480,scale[1] / image.height1() * 480) else: # fit to screen image.transform.scale(scale[0] / image.width1() * 640,scale[1] / image.height1() * 480) image.transform.translate(coord[0],coord[1]) image.draw(color = color, rect = rect, lOffset = lOffset, rOffset = rOffset) #blazingamer - simplifies tex rendering def draw3Dtex(self, image, vertex, texcoord, coord = None, scale = None, rot = None, color = (1,1,1), multiples = False, alpha = False, depth = False, vertscale = 0): #####how to set items##### ## tex = self.xxx ## tells the system which image/resource should be mapped to the plane ## ## rot = (degrees, x-axis, y-axis, z-axis) ## a digit in the axis is how many times you want to rotate degrees around that axis ## ## scale = (x,y,z) ## scales an glplane how far in each direction ## ## coord = (x,y,z) ## where on the screen the plane will be rendered within the 3d field ## ## vertex = (Left, Top, Right, Bottom) ## sets the points that define where the plane will be drawn ## ## texcoord = (Left, Top, Right, Bottom) ## sets where the texture should be drawn on the plane ## ## multiples = True/False ## defines whether or not there should be multiples of the plane drawn at the same time ## only really used with the rendering of the notes, keys, and flames ## ## alpha = True/False ## defines whether or not the image should have black turned into transparent ## only really used with hitglows and flames ## ## color = (r,g,b) ## sets the color of the image when rendered 0 = No Color, 1 = Full color ## ## depth = True/False ## sets the depth by which the object is rendered ## only really used by keys and notes ## ## vertscale = # ## changes the yscale when setting vertex points ## only really used by notes if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE) if len(color) == 4: col_array = array([[color[0],color[1],color[2], color[3]], [color[0],color[1],color[2], color[3]], [color[0],color[1],color[2], color[3]], [color[0],color[1],color[2], color[3]]], dtype=float32) else: col_array = array([[color[0],color[1],color[2], 1], [color[0],color[1],color[2], 1], [color[0],color[1],color[2], 1], [color[0],color[1],color[2], 1]], dtype=float32) glEnable(GL_TEXTURE_2D) image.texture.bind() if multiples == True: glPushMatrix() if coord != None: glTranslate(coord[0], coord[1], coord[2]) if rot != None: glRotate(rot[0], rot[1], rot[2], rot[3]) if scale != None: glScalef(scale[0], scale[1], scale[2]) if depth == True: glDepthMask(1) triangVtx = array( [[ vertex[0], vertscale, vertex[1]], [ vertex[2], vertscale, vertex[1]], [ vertex[0], -vertscale, vertex[3]], [ vertex[2], -vertscale, vertex[3]]], dtype=float32) textriangVtx = array( [[texcoord[0], texcoord[1]], [texcoord[2], texcoord[1]], [texcoord[0], texcoord[3]], [texcoord[2], texcoord[3]]], dtype=float32) glEnableClientState(GL_TEXTURE_COORD_ARRAY) glEnableClientState(GL_VERTEX_ARRAY) glEnableClientState(GL_COLOR_ARRAY) glTexCoordPointerf(textriangVtx) glVertexPointerf(triangVtx) glColorPointerf(col_array) glDrawArrays(GL_TRIANGLE_STRIP, 0, triangVtx.shape[0]) glDisableClientState(GL_VERTEX_ARRAY) glDisableClientState(GL_TEXTURE_COORD_ARRAY) glDisableClientState(GL_COLOR_ARRAY) if depth == True: glDepthMask(0) if multiples == True: glPopMatrix() glDisable(GL_TEXTURE_2D) if alpha == True: glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) #glorandwarf: renamed to retrieve the path of the file def fileExists(self, fileName): return self.data.fileExists(fileName) def getPath(self, fileName): return self.data.getPath(fileName) 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.svg.clear(*Theme.backgroundColor) def main(self): """Main state loop.""" try: done = Engine.run(self) self.clearScreen() self.view.render() if self.debugLayer: self.debugLayer.render(1.0, True) self.video.flip() # evilynux - Estimate the rendered frames per second. if self.show_fps: self.frames = self.frames+1 # Estimate every 120 frames when highpriority is True. # Estimate every 2*config.fps when highpriority is False, # if you are on target, that should be every 2 seconds. if( not self.priority and self.frames == (self.fps << 1) ) or ( self.priority and self.frames == 120 ): currentTime = pygame.time.get_ticks() self.elapsedTime = currentTime-self.lastTime self.lastTime = currentTime self.fpsEstimate = self.frames*(1000.0/self.elapsedTime) if self.print_fps_in_console == True: print("%.2f fps" % self.fpsEstimate) self.frames = 0 return done except: Log.error("Loading error: ") raise def run(self): try: return self.mainloop() except KeyboardInterrupt: sys.exit(0) except SystemExit: sys.exit(0) except Exception, e: def clearMatrixStack(stack): try: glMatrixMode(stack) for i in range(16): glPopMatrix() except: pass if self.handlingException: # A recursive exception is fatal as we can't reliably reset the GL state Log.error("Recursive exception:") sys.exit(1) self.handlingException = True Log.error("%s, %s: %s" % (e.__class__.__name__,e.__class__, e)) import traceback traceback.print_exc() clearMatrixStack(GL_PROJECTION) clearMatrixStack(GL_MODELVIEW) #stump: reset game state as much as possible self.view.popAllLayers() for session in self.sessions: self.disconnect(session) self.stopServer() Dialogs.showMessage(self, str(e.__class__.__name__) + ": " + unicode(e)) self.handlingException = False return True