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116 Commits

Author SHA1 Message Date
Tom Rothamel f5653d3c4d Releasing 6.9.1c. 2009-04-11 14:16:14 -04:00
Tom Rothamel 4026d7818b Provide a basic mechanism for invoking the main menu with a particular screen. 2009-04-11 14:04:54 -04:00
Tom Rothamel a0fda2f058 Do not offer an editor if none exists.
Modified setup.py to check dependencies. It can now be used to build
on a stock ubuntu system, if all dependencies are in place.
2009-04-11 13:47:35 -04:00
Tom Rothamel 93546e2d5c Allow the movie channel to play back while muted. 2009-04-11 01:41:29 -04:00
Tom Rothamel 85a562713a Fix memory leak in the redraw queue. 2009-04-11 00:47:51 -04:00
Tom Rothamel 4e9beb1a5d Minor tweaks to the includes of ffdecode.c 2009-04-10 11:01:12 -04:00
Tom Rothamel 522333e0f5 Update help file to include a link to renpy/LICENSE.txt. 2009-04-10 10:15:06 -04:00
Tom Rothamel b4c4d0264c Make scale correct and higher quality. 2009-04-10 02:40:15 -04:00
Tom Rothamel 21c3187fa3 Fix help on an imagemap menu. 2009-04-10 00:03:42 -04:00
Tom Rothamel b377cfcdef Only play activate and hover sounds if defined. 2009-04-09 22:52:09 -04:00
Tom Rothamel 5d384e531d Drop log level in ffdecode.
Bump version to 6.9.1b.
2009-04-09 18:41:25 -04:00
Tom Rothamel 2b00c64973 More accurate durations on streams. 2009-04-09 14:44:48 -04:00
Tom Rothamel 7c777dea22 Scaling is now automatically enabled if the window won't fit on the screen. 2009-04-08 00:41:10 -04:00
Tom Rothamel 9d0c77917d Remove debugging code in nvl mode. 2009-04-07 11:59:32 -04:00
Tom Rothamel 6d40ced435 Updated renpy.sh to work on the Mac again. 2009-04-07 02:13:36 -04:00
Tom Rothamel 0675ee7f79 Fix clipping of BMFonts. 2009-04-06 23:43:38 -04:00
Tom Rothamel 0aec15a848 Fix problem with sounds being changed upon exiting a context. 2009-04-05 21:25:50 -04:00
Tom Rothamel 2ff01a99ac Update distribute.py to deal with new module files. 2009-04-05 16:21:06 -04:00
Tom Rothamel 0596ed7739 Update license for 6.9.1. 2009-04-05 16:10:35 -04:00
Tom Rothamel d8beb99964 There is a new config.windows_icon variable, that lets one set the
window icon for Windows separately from Mac OS X and Linux.
2009-04-05 15:59:00 -04:00
Tom Rothamel 648dfd8d75 Fix bugs revealed by the mediatest game. 2009-04-05 14:53:02 -04:00
Tom Rothamel 279a7a3fc8 Don't use SDL_Mix_Audio, which can have weird alignment
rules. Instead, just mix things ourselves in C.

Random other release engineering things.
2009-04-05 12:07:59 -04:00
Tom Rothamel a62aede62f Add video to the demo.
Tweak video playback to remove some logging, and some force stops.
2009-04-04 22:13:20 -04:00
Tom Rothamel b07bbbc1c9 Report more relevant errors when various commands occur during the init phase. 2009-04-04 19:08:08 -04:00
Tom Rothamel 547ce87eaa Add more window control statements to demo.
Properly compute size of Transform.

Eliminate dependency loop that was causing Renders to leak.
2009-04-04 18:08:43 -04:00
Tom Rothamel c206456d00 Modify demo game to use window show and window hide. 2009-04-04 14:42:56 -04:00
Tom Rothamel 590dd13f8f The new window statement allows one to control if an empty window is
shown when no character is speaking. Specifically, the

window show [transition]

statement shows the window, and the 

window hide [transition]

statement hides it. Both can take an optional
transition. config.empty_window is responsible for displaying the
window, while config.window_show_transition and
config.window_hide_transition are default transitions. The state of
the window can be determined by testing _window. The
renpy.shown_window function can be called to suppress displaying the
empty window, and is called automatically when characters speak.



The new renpy.get_placement function returns information about the
placement of displayables.
2009-04-04 14:02:00 -04:00
Tom Rothamel afd0e70479 Deal with the case where a bmfont has a negative offset for the first
character in a string.
2009-04-04 03:58:21 -04:00
Tom Rothamel b9166b35b3 The define.move_transitions function can now pass keyword arguments to
the moves it creates. The most useful thing with this is to pass
subpixel=True, in order to create subpixel move transitions.
2009-04-04 03:32:44 -04:00
Tom Rothamel 333fa51862 Hotspots for the game menu buttons can be defined as part of
layout.imagemap_load_save, layout.imagemap_preferences, and
layout.imagemap_yesno_prompt. Doing so prevents layout.navigation from
being called for that screen. It also allows opaque imagemaps to be
used, rather than forcing them to be transparent to allow the
navigation to show through.
2009-04-04 03:00:31 -04:00
Tom Rothamel ec6d256707 Support play <channel>, queue <channel>, and stop <channel> statements. 2009-04-03 22:36:44 -04:00
Tom Rothamel 86764d92a6 Fixed a bug that could cause crashing when rolling back to a Zoom with
an after_child.
2009-04-03 17:50:45 -04:00
Tom Rothamel cf1c9b3e5e Fixed a bug that caused layout.imagemap_main_menu to call a label even
though there was a button with the same name.
2009-04-03 14:05:08 -04:00
Tom Rothamel b15d7179b6 Zooming was totally broken when bilinear=False. 2009-04-03 02:29:11 -04:00
Tom Rothamel 72312f1249 Update the keymap to support alt-enter to toggle fullscreen, alt-q to quit. 2009-04-03 02:08:03 -04:00
Tom Rothamel 373198f628 Various minor changes required to get movie_cutscene working, and keep it compatible with the old version. 2009-04-03 01:58:36 -04:00
Tom Rothamel e96d8c774b Reimplement movie_cutscene.
Fix bugs that prevented sound from looping in some cases.
2009-04-02 22:34:07 -04:00
Tom Rothamel 8e221e183d Implement changing the volume over time.
Re-implement sound in terms of music.
2009-04-02 18:15:59 -04:00
Tom Rothamel 2249c49303 Added the PNG save code back in, so we can save a PNG file into a
memory buffer. 

Scout is hereby banned from crayons until she figures out a way to use
them that doesn't buffer-overrun pygame's TGA-writer.
2009-04-01 22:21:11 -04:00
Tom Rothamel 388362d318 Many fixes to movie playback.
Munge filenames that include non-identifier characters.
2009-04-01 04:28:50 -04:00
Tom Rothamel a554ea8e8b Update munge algorithm to deal with characters that cannot appear in python identifiers. 2009-04-01 04:22:01 -04:00
Tom Rothamel 090719deee Make ffdecode drop frames to maintain sync.
debug_sound will now enable output of ffmpeg status information.
2009-04-01 04:00:53 -04:00
Tom Rothamel e29a162a85 Discover AVSEEK_SIZE. Implement it. Fix bug that caused AVI files not
to parse.  It's _never_ easy. :-)
2009-04-01 03:05:34 -04:00
Tom Rothamel e17fa9edc2 The code now builds properly on Windows, but immediately crashes upon playing
a video.
2009-03-30 02:26:09 -04:00
Tom Rothamel e57529257e Remove more references to save_png. 2009-03-30 01:03:23 -04:00
Tom Rothamel 866f9228ef Get the Movie displayable working.
Remove image writing from _renpy, now that it's in pygame.
2009-03-30 01:00:23 -04:00
Tom Rothamel 3a38a8b89b Fix seeking bug that was affecting AVI playback. 2009-03-29 18:54:20 -04:00
Tom Rothamel 0509a23881 Fullscreen movie playback works. 2009-03-29 16:19:49 -04:00
Tom Rothamel cbb0741ab9 Rewritten sound support now works. (At least in the sense of not
crashing or leaking memory.)
2009-03-29 04:19:15 -04:00
Tom Rothamel 716bb0fac1 style, not 'style'. 2009-03-28 11:07:50 -04:00
Tom Rothamel acb193bd7b Moved all of the motions into their own file, as there's a reasonably
logical split between them and the stuff that remained in
renpy.layout. (And since two ~1k line files are more readable than one
2k line file.)
2009-03-28 01:18:10 -04:00
Tom Rothamel 0a09beb731 Fix FactorScale, and add to demo to be sure it works. 2009-03-28 00:22:10 -04:00
Tom Rothamel 93dca3df73 The Motion (including Move and Pan), Zoom, RotoZoom, and FactorZoom
displayables now use the style.motion style, which now has xanchor and
yanchor both set to 0. This gives these movements the same semantics
when used inside an image clause as they have outside one.
2009-03-27 23:08:34 -04:00
Tom Rothamel 008143a3da im.Grayscale and im.Sepia now take properties, so they can be
positioned.
2009-03-27 04:58:40 -04:00
Tom Rothamel 30a4db432e Fix problem computing the size of the render of a Transform. 2009-03-27 04:39:30 -04:00
Tom Rothamel 65546baf01 Remove obsolete files. 2009-03-27 03:53:55 -04:00
Tom Rothamel 8be5069490 Fix fixes. 2009-03-26 03:18:39 -04:00
Tom Rothamel 802410644b Fix locking conflict that could cause movies & music to not end.
Add some checking that should deallocate all renders.
2009-03-26 02:23:01 -04:00
Tom Rothamel e74b172372 Remove debug prints.
Add better locking to codec open/close, which prevents ffmpeg from complaining.
2009-03-24 06:36:21 -04:00
Tom Rothamel 23ac59588e Fix problems with non-44100 sampling rates. 2009-03-24 04:58:46 -04:00
Tom Rothamel 7f6e9de5e5 Integrated ffmpeg with pss. 2009-03-24 01:16:43 -04:00
Tom Rothamel 143906ae9d Begin work to integrate ffmpeg. 2009-03-22 21:16:17 -04:00
Tom Rothamel b003371456 6.9.0h 2009-03-21 17:36:00 -04:00
Tom Rothamel 1e6fa37a10 Fix offset problem in RotoZoom 2009-03-21 02:35:01 -04:00
Tom Rothamel 935786a161 Fix prior fix. 2009-03-19 23:51:46 -04:00
Tom Rothamel 23c4d07432 Fix bug with clipping. 2009-03-19 01:41:25 -04:00
Tom Rothamel 77107ef1eb Fix memory leak in Grid when bigger than the screen. 2009-03-18 02:12:21 -04:00
Tom Rothamel cac4238b12 6.9.0g 2009-03-17 23:46:55 -04:00
Tom Rothamel 8c402c2dc3 Fix button_menu problem. 2009-03-17 23:12:31 -04:00
Tom Rothamel 9bff95826a Fix bug in is_pixel_opaque. 2009-03-17 23:06:22 -04:00
Tom Rothamel fc0f7cecc4 Fix for viewport focus bugs? 2009-03-16 01:42:27 -04:00
Tom Rothamel 0b5c5ce17e Fix memory leak bug. 2009-03-16 00:45:43 -04:00
Tom Rothamel 9aa61532ff Refix bugs in pefile.py. 2009-03-12 22:39:56 -04:00
Tom Rothamel 3271557f8a Fix pefile.py to match latest py2exe. 2009-03-11 21:08:31 -04:00
Tom Rothamel 9587342129 6.9.0f
Fixes an overflow bug in subpixel.
2009-03-10 20:07:08 -04:00
Tom Rothamel 9b4821308d Change semantics of set_pan to be slightly more useful.
6.9.0e.
2009-03-09 23:12:04 -04:00
Tom Rothamel 663978906a Added renpy.partial. 2009-03-08 20:49:12 -04:00
Tom Rothamel 60f3308b8b Autobar now uses floating point numbers, making it smoother when the range is small.
Up the script version to 6.9.0.
2009-03-08 10:09:43 -04:00
Tom Rothamel a305d6e725 6.9.0d 2009-03-08 01:58:50 -05:00
Tom Rothamel 1feff344b8 New clipping code. 2009-03-07 21:23:01 -05:00
Tom Rothamel 4fa4ffae54 Releasing 6.9.0c. 2009-03-06 18:32:31 -05:00
Tom Rothamel 4ecd72de6e Readying 6.9.0b 2009-03-02 22:40:15 -05:00
Tom Rothamel 3ec495c3fc Fix fill problem.
Move only named layers.
Fix focus problem.
2009-03-02 21:50:50 -05:00
Tom Rothamel 5efc437384 Fixed rounding issue in place. 2009-03-02 15:29:55 -05:00
Tom Rothamel a777f4d3b1 Fix negative render size. 2009-03-01 20:06:19 -05:00
Tom Rothamel ff139808ff 6.9.0a 2009-03-01 14:23:58 -05:00
Tom Rothamel 07136f9be8 2009 2009-03-01 13:37:06 -05:00
Tom Rothamel 35fc2295e9 Various fixes. 2009-03-01 13:35:36 -05:00
Tom Rothamel 2b262ccca3 Fix annoying windows bugs. 2009-03-01 03:10:42 -05:00
Tom Rothamel d42aab3dff Movement demo. 2009-02-28 12:20:32 -05:00
Tom Rothamel 612c347498 Add transform demo. 2009-02-28 12:09:06 -05:00
Tom Rothamel 3c4540131a Remove speex.
Images are now allowed outside of init blocks.

Unicode strings are automatically prefixed with u in python code.
2009-02-27 00:45:55 -05:00
Tom Rothamel 43317f6e02 Add config.editor_file_separator 2009-02-24 23:31:42 -05:00
Tom Rothamel 523742d8de Write out launcherinfo.py 2009-02-24 23:11:18 -05:00
Tom Rothamel 9516ee910e The reporting of parse errors involving missing quotes has been
improved.

Added scaling of the subpixel function.
2009-02-24 03:49:55 -05:00
Tom Rothamel 3ea31a3862 Added config.label_callback. 2009-02-23 01:35:07 -05:00
Tom Rothamel 649411a4ef ui.transform and ui.autobar 2009-02-22 02:31:56 -05:00
Tom Rothamel a0e60e5453 Added transform and renpy.Container. 2009-02-21 15:34:16 -05:00
Tom Rothamel e3f1f40a78 Fix it for ppc etc. as well. 2009-02-19 03:43:03 -05:00
Tom Rothamel d0177f4c52 Implemented Transform
Fixed segfault bug in transform32_mmx.
2009-02-19 03:38:25 -05:00
Tom Rothamel 84a3a55a03 Update the changelog. Ensure draw_func draws on an integer pixel boundary. 2009-02-16 03:14:38 -05:00
Tom Rothamel 048075b47a Subpixel blitting works. Transform + alpha blitting is untested. 2009-02-16 02:41:18 -05:00
Tom Rothamel fab097c92a Render rewrite is roughly at parity with previous functionality. 2009-02-14 17:44:08 -05:00
Tom Rothamel 9d26bd8c04 WIP on Render rewrite. 2009-02-10 00:32:51 -05:00
Tom Rothamel 664d243c23 Implemented subpixel rendering in _renpy. 2009-01-29 02:58:48 -05:00
Tom Rothamel 9a0906655d Fix problems with 16 bit platform and config.window_icon. 2009-01-11 20:46:01 -05:00
Tom Rothamel 13d60f2741 Began adding subpixel support. 2009-01-05 01:28:06 -05:00
Tom Rothamel 7d4de64d0b Fixed an issue with imouto-mode that cropped up when a Frame scales something down to nothing. 2008-12-30 15:00:18 -05:00
Tom Rothamel 9ada2d9884 Deal with environment.txt. 2008-12-30 12:37:52 -05:00
Tom Rothamel a5f1951cfb Fixed multiple imouto-mode problems. 2008-12-30 12:27:03 -05:00
Tom Rothamel 98850e4c5c Added im.FactorScale, renpy.game_menu, and ui.gamemenus. 2008-12-29 12:25:29 -05:00
Tom Rothamel 709e1f925d Added renpy.sound.set_pan 2008-12-24 13:45:43 -05:00
Tom Rothamel b11ae331a5 Update renpygame.
Autosave on quit.

Fix memory leak via adjustments.
2008-12-23 00:41:15 -05:00
Tom Rothamel 3ba4b26b99 Transform (Rotozoom) now support subpixel alpha. 2008-12-16 03:29:43 -05:00
Tom Rothamel b864077017 Improved Rotozoom's correctness and speed. 2008-12-15 21:57:27 -05:00
Tom Rothamel d411dff1c0 Overlay behavior change.
Fix divide-by-zero in Alpha.
2008-12-06 01:52:12 -05:00
242 changed files with 7448 additions and 18393 deletions
+26
View File
@@ -28,3 +28,29 @@ launchertrans.rpy
jcc
scite/scite.zip
screenshot*
.ropeproject
release_cardgame.sh
cardgame
dse.split
empty
empty-linux-x86.tar.bz2
empty-mac.zip
empty.zip
errors.txt
icons
iliad-icon.png
iliad-work
kuroi
lsprofcalltree.py
manifest.xml
mediatest
musicroom
nobmtest
renpy-iliad.sh
renpy.kcg
renpy.stats
renpygame-1.2.zip
speedtest
styles.txt
renpygame-demo/game/saves
./lib
+254 -1
View File
@@ -1,3 +1,257 @@
New in Ren'Py 6.9.1
-------------------
The music and video playback code has been completely rewritten. The
new implementation uses the ffmpeg library. It includes the following
features:
* Support for ogg, mp3, mp2, wav, and flac audio.
* Support for theora, mpeg4 part 2 (including DivX and Xvid), mpeg2,
and mpeg1 video.
* Support for an arbitrary number of named channels, replacing the
previous eight numbered channels.
* Audio files are now automatically converted to the output sampling
rate (by default, 44100hz). This prevents the problems that would
previously crop up when playing audio sampled at other rates.
* The play, queue, and stop statements now take a channel name as the
second argument, which makes using user-defined channels easier.
As part of this rewrite, we have eliminated support for mod formats,
as they are not supported by ffmpeg.
Please read the reference manual documentation for Audio and Movies to
learn the new interface.
The new code requires some changes in the saved data. As a result,
loading a file saved with a prior version of Ren'Py may lead to a lack
of music until the next track is played.
The new window statement allows one to control if an empty window is
shown when no character is speaking. Specifically, the
window show [transition]
statement shows the window, and the
window hide [transition]
statement hides it. Both can take an optional
transition. config.empty_window is responsible for displaying the
window, while config.window_show_transition and
config.window_hide_transition are default transitions. The state of
the window can be determined by testing _window. The
renpy.shown_window function can be called to suppress displaying the
empty window, and is called automatically when characters speak.
Hotspots for the game menu buttons can be defined as part of
layout.imagemap_load_save, layout.imagemap_preferences, and
layout.imagemap_yesno_prompt. Doing so prevents layout.navigation from
being called for that screen. It also allows opaque imagemaps to be
used, rather than forcing them to be transparent to allow the
navigation to show through.
There is a new config.windows_icon variable, that lets one set the
window icon for Windows separately from Mac OS X and Linux.
Ren'Py now automatically scales itself down when it detects that the
game window is too large for the screen.
The define.move_transitions function can now pass keyword arguments to
the moves it creates. The most useful thing with this is to pass
subpixel=True, in order to create subpixel move transitions.
The Motion (including Move and Pan), Zoom, RotoZoom, and FactorZoom
displayables now use the style.motion style, which now has xanchor and
yanchor both set to 0. This gives these movements the same semantics
when used inside an image clause as they have outside one.
im.Grayscale and im.Sepia now take properties, so they can be
positioned.
The new renpy.get_placement function returns information about the
placement of displayables.
Improved the render management code, so there should no longer be any
leaks reported during shutdown.
Deal with the case where a bmfont has a negative offset for the first
character in a string.
Added more verbose diagnostics when illegal statements are run in the
init phase.
Fixed a bug that caused layout.imagemap_main_menu to call a label even
though there was a button with the same name.
Fixed a bug that prevented Zoom from working in non-bilinear mode.
Fixed a bug that could cause buttons not not consume events when using
an imagemap main menu.
Fixed a bug that caused Transform to produce an incorrectly-sized
render.
Fixed a bug that could cause crashing when rolling back to a Zoom with
an after_child.
Fixed a bug that could cause segfaults when saving overly-complicated
images.
New in Ren'Py 6.9.0
-------------------
This release features a rewritten rendering system. The rendering
subsystem is what manages drawing to the screen. There have been
several major improvements:
* The render system has been simplified. Although still complex, it's
now easier to understand than the old system, while also being
naturally a bit faster.
* That being said, the render system now focuses more on framerate
consistency than raw speed.
* The render system now supports subpixel drawing, drawing images at
locations that are not integer pixel boundaries. This is enabled by
setting the subpixel style property to True for a displayable. (It
makes the most sense to do this for Move and Pan, and less sense to
do this for non-moving displayables.)
* The render system supports specifying subpixel placement of
displayables. This is done using the new absolute type. (A
floating-point position is still interpreted as a fraction of the
area in which the displayable is placed.)
* The render system supports a rotate-zoom-alpha mode, in which allows
a displayable to be rotated, zoomed, and have its alpha
changed. When this mode is used, the cost remains constant, even
when multiple transformations are composed. Currently, this is only
used by Transform and ui.transform.
* The render system supports rotating and scaling focusable objects.
Improved the transform routine used by RotoZoom and Transform. It's
now both more accurate and faster. On Intel computers, it is now
accelerated using MMX instructions.
The image statement now implicitly places itself inside an init block
if it's not inside an init block to begin with. The code:
image bg world = "world.jpg"
is now equivalent to:
init 990:
image bg world = "world.jpg"
When compiling python blocks containing strings with a unicode
character in them, Ren'Py will automatically prepend a u to any string
that's missing it. This should make life easier for users of non-ASCII
languages.
The new ui.autobar function makes it easy to make a bar that
varies between two values over time.
The new renpy.Container class can be subclassed to create a user-defined
displayable thatr contains other displayables, like Transforms.
The new im.FactorScale image manipulator allows images to be scaled by
a specified factor at preload time. This is generally faster than doing the
equivalent scaling at display time with FactorZoom.
The new renpy.sound.set_pan function allows sound and music to be
smoothly panned over time.
The new config.label_callback variable allows a function to be called
whenever control reaches a label. It can distinguish between jumps to
that label and control falling through.
There have been a couple of places where properly documented functions
have superseded semi-documented calls into the Ren'Py internals:
The renpy.game_menu and ui.gamemenus functions are now the preferred ways
of getting access to the game menu.
The ui.jumps function now takes a transition argument, allowing it to subsume
the undocumented _intra_jumps.
Ren'Py now looks for the file environment.txt in the directory
containing Ren'Py itself. If it finds it, it loads the file as a
python file, and uses it to set the default values of environment
variables. This allows things like the editor or the scale factor to
be set even on platforms that don't make it easy to change environment
variables globally.
The reporting of parse errors involving missing quotes has been
improved.
Changed the behavior of overlays during transitions. Now, both the old
and new screens will use the new overlay. Previously, the overlay was
cleared out during a transition, which didn't work well, as (for
example) a dissolve would cause the overlay to blink out and then
dissolve back in again.
MoveTransition and define.move_transitions have been changed to take
a layers argument, giving the list of layers the transition applies
to. By default, this is only the master layer, which is a change in
their behavior.
Calling theme.roundrect() no longer implies layout.button_menu().
Ren'Py now autosaves when entering the quit prompt, and will not actually
quit until this autosave is complete.
The default framerate limit (config.framerate) has been raised to
100fps. This make tearing less noticable than on a 60hz screen.
Added renpy.partial as a version of renpy.curry that requires two
function calls, rather than three.
Fixed a divide by zero error that occured when Alpha was used for 0
seconds.
Libvorbis has been upgraded to version 1.2.0.
To reduce distribution size, OGG Speex support was dropped.
New in Ren'Py 6.8.1
-------------------
@@ -4137,4 +4391,3 @@ controls which transitions are performed.
Added a Pan function which can be used in an at clause. This allows us
to pan over a background image.
+17 -51
View File
@@ -1,4 +1,5 @@
Copyright 2004-2007 PyTom <pytom@bishoujo.us>
Ren'Py itself is covered by the terms of the following (MIT) license:
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
@@ -19,9 +20,6 @@ LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
---
(The above is the MIT License)
Please see each individual source file for a list of copyright
holders. The pictures of Eileen in the demo are Copyright 2006
@@ -34,25 +32,20 @@ launchers may contain code taken from the following projects:
* Pygame (LGPL)
* SDL (LGPL)
* SDL_image (LGPL)
* SDL_sound (LGPL)
* SDL_ttf (LGPL)
* SDL_mixer (LGPL)
* Freetype (LGPL)
* FFmpeg (LGPL)
* jpeg (JPEG License)
* libmodplug (Public Domain)
* libogg (Xiph.org License)
* libpng (PNG license)
* libvorbis (Xiph.org License)
* smpeg (LGPL)
* speex (Xiph.org License)
* zlib (Zlib License)
* zlib (Zlib License)
* bzip2 (Bzip2 License)
* pyobjc (MIT License)
The Linux launcher may also include code from:
The Linux build may also include code from:
* directfb (LGPL)
* svgalib (LGPL)
* svgalib (LGPL)
For the purpose of LGPL compliance, the source code to all LGPL
software we depend on is either in the Ren'Py package (available from
@@ -61,9 +54,13 @@ http://www.renpy.org/), or in the renpy-deps package
by including a copy of this license with every copy of Ren'Py you
distribute, and referring to it in your project's README file.
The default Ren'Py build distributes Ren'Py alongside jEdit, which is
licensed under the GNU GPL. The source code to jEdit is distributed as
part of the renpy-deps package (http://www.renpy.org/dl/lgpl/).
GNU Lesser General Public License
---------------------------------
=================================
GNU LESSER GENERAL PUBLIC LICENSE
Version 2.1, February 1999
@@ -575,7 +572,7 @@ That's all there is to it!
Python License
--------------
==============
1. This LICENSE AGREEMENT is between the Python Software Foundation
("PSF"), and the Individual or Organization ("Licensee") accessing and
@@ -625,7 +622,7 @@ Agreement.
Jpeg License
------------
============
In plain English:
@@ -674,39 +671,8 @@ commercial products, provided that all warranty or liability claims are
assumed by the product vendor.
Xiph.org License
----------------
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions
are met:
- Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
- Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
- Neither the name of the Xiph.org Foundation nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION
OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
PNG License
-----------
===========
The PNG Reference Library is supplied "AS IS". The Contributing Authors
and Group 42, Inc. disclaim all warranties, expressed or implied,
@@ -734,9 +700,8 @@ supporting the PNG file format in commercial products. If you use this
source code in a product, acknowledgment is not required but would be
appreciated.
Zlib License
------------
============
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
@@ -754,8 +719,9 @@ Zlib License
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Bzip2 License
-------------
=============
This program, "bzip2", the associated library "libbzip2", and all
documentation, are copyright (C) 1996-2005 Julian R Seward. All
-1
View File
@@ -1 +0,0 @@
build_exe.py run_game
+4
View File
@@ -31,6 +31,7 @@ def main():
'pygame.surfarray',
'pygame.mixer',
'pygame.mixer_music',
'pygame.font',
'_ssl',
'_hashlib',
'win32con',
@@ -59,6 +60,9 @@ def main():
if fn in seen:
continue
if fn == "SDL_mixer.dll":
continue
seen[fn] = True
zfnew.writestr(fn, zfold.read(fn))
-62
View File
@@ -1,62 +0,0 @@
#!/usr/bin/python
import glob
import os
files = glob.glob("common/*.rpy")
files.sort()
styles = [ ]
for fn in files:
f = file(fn)
fi = iter(f)
for l in iter(fi):
l = l.strip()
if l.startswith("### "):
prefix, style, parent = l.split()
desc = ""
for l in fi:
l = l.strip()
if not l.startswith("# "):
break
desc = desc + " " + l[2:]
styles.append(' style.create("%s", "%s", "%s")' % (style, parent, desc[1:]))
f.close()
f = file("common/style.rpy")
of = file("common/style.rpy.new", "w")
fi = iter(f)
for l in fi:
of.write(l)
if l.startswith("# AUTOMATICALLY GENERATED"):
for l in styles:
of.write(l + "\n")
for l in fi:
if l.startswith("# END AUTOMATICALLY GENERATED"):
break
of.write(l)
f.close()
of.close()
os.rename("common/style.rpy", "common/style.rpy.bak")
os.rename("common/style.rpy.new", "common/style.rpy")
+3
View File
@@ -54,6 +54,9 @@ init 1210 python hide::
if compat(6, 2, 0):
config.reject_backslash = False
if compat(6, 9, 0):
style.motion.clear()
if "Fullscreen" in config.translations:
fs = _("Fullscreen")
config.translations.setdefault("Fullscreen 4:3", fs + " 4:3")
+27 -18
View File
@@ -62,60 +62,69 @@ init -1110 python:
return .5 - math.cos(math.pi * x) / 2.0
# This defines a family of move transitions.
def move_transitions(prefix, delay, time_warp=None, in_time_warp=None, out_time_warp=None, old=False):
def move_transitions(prefix, delay, time_warp=None, in_time_warp=None, out_time_warp=None, old=False, layers=[ 'master' ], **kwargs):
moves = {
"" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs)),
"inright" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
enter_factory=MoveIn((1.0, None, 0.0, None), time_warp=in_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((1.0, None, 0.0, None), time_warp=in_time_warp, **kwargs)),
"inleft" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
enter_factory=MoveIn((0.0, None, 1.0, None), time_warp=in_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((0.0, None, 1.0, None), time_warp=in_time_warp, **kwargs)),
"intop" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
enter_factory=MoveIn((None, 0.0, None, 1.0), time_warp=in_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((None, 0.0, None, 1.0), time_warp=in_time_warp, **kwargs)),
"inbottom" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
enter_factory=MoveIn((None, 1.0, None, 0.0), time_warp=in_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
enter_factory=MoveIn((None, 1.0, None, 0.0), time_warp=in_time_warp, **kwargs)),
"outright" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
leave_factory=MoveOut((1.0, None, 0.0, None), time_warp=out_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((1.0, None, 0.0, None), time_warp=out_time_warp, **kwargs)),
"outleft" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
leave_factory=MoveOut((0.0, None, 1.0, None), time_warp=out_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((0.0, None, 1.0, None), time_warp=out_time_warp, **kwargs)),
"outtop" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
leave_factory=MoveOut((None, 0.0, None, 1.0), time_warp=out_time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((None, 0.0, None, 1.0), time_warp=out_time_warp, **kwargs)),
"outbottom" : MoveTransition(
delay,
old=old,
factory=MoveFactory(time_warp=time_warp),
leave_factory=MoveOut((None, 1.0, None, 0.0), time_warp=time_warp)),
layers=layers,
factory=MoveFactory(time_warp=time_warp, **kwargs),
leave_factory=MoveOut((None, 1.0, None, 0.0), time_warp=time_warp, **kwargs)),
}
for k, v in moves.iteritems():
+1 -1
View File
@@ -18,7 +18,7 @@ init -1105 python:
# This takes care of actually displaying button menus.
def _display_button_menu(menuitems):
narration = [ s for s, i in menuitems if i is None and s ]
menuitems = [ (s, i) for s, i in menuitems if i is not None or not s ]
+17 -7
View File
@@ -69,6 +69,12 @@ init -1180 python:
config.with_callback = _default_with_callback
def _default_empty_window():
store.narrator("", interact=False)
config.empty_window = _default_empty_window
style.skip_indicator = Style(style.default, heavy=True, help='The skip indicator.')
style.skip_indicator.xpos = 10
style.skip_indicator.ypos = 10
@@ -284,7 +290,7 @@ label _hide_windows:
python:
_windows_hidden = True
ui.saybehavior(dismiss=['dismiss', 'hide_windows'])
ui.interact(suppress_overlay=True)
ui.interact(suppress_overlay=True, suppress_window=True)
_windows_hidden = False
return
@@ -509,7 +515,7 @@ init 1180 python:
label _enter_menu:
python hide:
renpy.movie_stop()
renpy.movie_stop(only_fullscreen=True)
renpy.take_screenshot((config.thumbnail_width, config.thumbnail_height))
renpy.context()._menu = True
@@ -518,9 +524,11 @@ label _enter_menu:
renpy.context().main_menu = False
renpy.context_dynamic("main_menu")
renpy.context_dynamic("_window_subtitle")
renpy.context_dynamic("_window")
store.main_menu = False
store._window_subtitle = config.menu_window_subtitle
store._window = False
store.mouse_visible = True
store.suppress_overlay = True
@@ -599,7 +607,7 @@ label _return:
if renpy.context().main_menu:
$ renpy.transition(config.game_main_transition)
jump _main_menu
jump _main_menu_screen
$ renpy.transition(config.exit_transition)
@@ -696,14 +704,14 @@ label _start:
label _invoke_main_menu:
$ renpy.call_in_new_context("_enter_main_menu")
$ renpy.call_in_new_context("_main_menu")
# If the main menu returns, then start the game.
jump start
# At this point, we've been switched into a new context. So we
# initialize it.
label _enter_main_menu:
label _main_menu(_main_menu_screen="_main_menu_screen"):
call _enter_menu from _call__enter_menu_1
@@ -713,9 +721,11 @@ label _enter_main_menu:
renpy.context().main_menu = True
store.main_menu = True
jump expression _main_menu_screen
# This is called to show the main menu to the user.
label _main_menu:
label _main_menu_screen:
# Let the user completely override the main menu. (But please note
# it still lives in the menu context, rather than the game context.)
+2
View File
@@ -29,6 +29,8 @@ init -1150 python:
]
label _quit_prompt:
$ renpy.loadsave.force_autosave()
if layout.yesno_prompt(None, u"Are you sure you want to quit?"):
jump _quit
else:
+17 -5
View File
@@ -1,17 +1,29 @@
# This file contains code that sets up the various mixers, based on how
# the user sets config.has_music, .has_sound, and .has_voice.
init -1130:
init -1130 python hide:
# Set to true in the very unlikely event you want to manually init
# the sound system.
$ config.force_sound = False
config.force_sound = False
# basics: True if the game will have music.
$ config.has_music = True
config.has_music = True
# basics: True if the game will have sound effects.
$ config.has_sound = True
config.has_sound = True
# Register 8 channels by default, for compatiblity with older version
# of Ren'Py.
for i in xrange(0, 8):
renpy.music.register_channel(i)
renpy.music.register_channel("movie", "music", False, stop_on_mute=False)
# Set up default names for some of the channels.
renpy.music.alias_channel(0, "sound")
renpy.music.alias_channel(7, "music")
renpy.music.alias_channel(2, "voice")
init 1130:
+11 -2
View File
@@ -78,7 +78,7 @@ init -1100 python:
return s
def nvl_show_core():
if renpy.in_rollback():
nvl_window = __s(style.nvl_window)['rollback']
nvl_vbox = __s(style.nvl_vbox)['rollback']
@@ -99,8 +99,14 @@ init -1100 python:
rv = config.nvl_show_display_say(who, what, variant=nvl_variant, **kw)
ui.close()
renpy.shown_window()
return rv
def nvl_window():
nvl_show_core()
def nvl_show(with_):
nvl_show_core()
renpy.with_statement(with_)
@@ -208,7 +214,6 @@ init -1100 python:
kind=adv)
def nvl_clear():
store.nvl_list = [ ]
# Run clear at the start of the game.
@@ -219,6 +224,10 @@ init -1100 python:
if nvl_list is None:
store.nvl_list = [ ]
ui.layer("transient")
ui.clear()
ui.close()
ui.window(style=__s(style.nvl_window))
ui.vbox(style=__s(style.nvl_vbox))
+121 -1
View File
@@ -164,7 +164,6 @@ python early hide:
renpy.music.queue(eval(p["file"]), channel=channel)
renpy.statements.register('queue music',
parse=parse_queue_music,
execute=execute_queue_music,
@@ -254,10 +253,131 @@ python early hide:
parse=parse_stop_music,
execute=execute_stop_sound)
# Generic play/queue/stop statements. These take a channel name as
# the second thing.
def parse_play_generic(l, parse_play_music=parse_play_music):
channel = l.name()
if channel is None:
renpy.error('play requires a channel')
rv = parse_play_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def parse_queue_generic(l, parse_queue_music=parse_queue_music):
channel = l.name()
if channel is None:
renpy.error('queue requires a channel')
rv = parse_queue_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def parse_stop_generic(l, parse_stop_music=parse_stop_music):
channel = l.name()
if channel is None:
renpy.error('stop requires a channel')
rv = parse_stop_music(l)
if rv["channel"] is None:
rv["channel"] = repr(channel)
return rv
def lint_play_generic(p, lint_play_music=lint_play_music):
channel = eval(p["channel"])
if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)
lint_play_music(p)
def lint_stop_generic(p):
channel = eval(p["channel"])
if not renpy.music.channel_defined(channel):
renpy.error("channel %r is not defined" % channel)
renpy.statements.register('play',
parse=parse_play_generic,
execute=execute_play_music,
predict=predict_play_music,
lint=lint_play_generic)
renpy.statements.register('queue',
parse=parse_queue_generic,
execute=execute_queue_music,
lint=lint_play_generic)
renpy.statements.register('stop',
parse=parse_stop_generic,
execute=execute_stop_music,
lint=lint_stop_generic)
# The "window show" and "window hide" statements.
def parse_window(l):
p = l.simple_expression()
if not l.eol():
renpy.error('expected end of line')
return p
def lint_window(p):
if p is not None:
_try_eval(p, 'window transition')
def execute_window_show(p):
if store._window:
return
if p is not None:
trans = eval(p)
else:
trans = config.window_show_transition
renpy.with_statement(None)
store._window = True
renpy.with_statement(trans)
def execute_window_hide(p):
if not _window:
return
if p is not None:
trans = eval(p)
else:
trans = config.window_hide_transition
renpy.with_statement(None)
store._window = False
renpy.with_statement(trans)
renpy.statements.register('window show',
parse=parse_window,
execute=execute_window_show,
lint=lint_window)
renpy.statements.register('window hide',
parse=parse_window,
execute=execute_window_hide,
lint=lint_window)
init -1200 python:
config.window_show_transition = None
config.window_hide_transition = None
def _try_eval(e, what):
try:
return eval(e)
+11 -1
View File
@@ -33,6 +33,7 @@ init -1200 python hide:
style.image_placement = Style(style.default, help='default placement of images on the screen')
style.image = Style(style.default, help="default style of images")
style.motion = Style(style.default, help="default style of motions and zooms.")
style.animation = Style(style.default, help="default style of animations.")
style.say_label = Style(style.default, help='the name of the character speaking dialogue.')
@@ -68,6 +69,7 @@ init -1200 python hide:
style.hyperlink_text = Style(style.default, help='hyperlinked text')
style.viewport = Style(style.default, help='default style of viewports')
style.transform = Style(style.motion, help='default style of transforms')
style.list = Style(style.default)
style.list_box = Style(style.vbox)
@@ -166,7 +168,8 @@ init -1090 python:
style.default.ymaximum = None
style.default.xoffset = 0
style.default.yoffset = 0
style.default.subpixel = False
# Sound properties.
style.default.sound = None
@@ -197,6 +200,10 @@ init -1090 python:
style.hbox.box_layout = 'horizontal'
style.vbox.box_layout = 'vertical'
# Motions, zooms, rotozooms, and transforms.
style.motion.xanchor = 0
style.motion.yanchor = 0
# Windows.
style.window.background = Solid((0, 0, 0, 192))
style.window.xpadding = 6
@@ -263,6 +270,9 @@ init -1090 python:
# Viewport
style.viewport.clipping = True
# Transform
style.transform.subpixel = True
# Menu windows.
style.mm_root.background = "#000"
style.mm_root.xfill = True
+7 -1
View File
@@ -298,13 +298,19 @@ init -1110 python hide:
# Compat for the old roundrect theme.
window = None,
button_menu = True,
button_menu = None,
rounded_window = True,
outline_bars = False,
mm_root = None,
gm_root = None):
if button_menu is None:
if (config.script_version is not None) and (config.script_version < (6, 9, 0)):
button_menu = True
else:
button_menu = False
layout.defaults()
if config.screen_width <= 640:
+1 -1
View File
@@ -52,7 +52,7 @@ init -1120:
# This is called on each interaction, to ensure that the
# appropriate voice file is played for the user.
def voice_interact():
if not config.has_voice:
return
+22 -3
View File
@@ -2,7 +2,7 @@ init python:
class _ImageMapper(object):
def __init__(self, ground, idle, hover, selected_idle, selected_hover, hotspots):
def __init__(self, screen, ground, idle, hover, selected_idle, selected_hover, hotspots):
self.idle = idle
self.hover = hover
@@ -13,10 +13,29 @@ init python:
for (x1, y1, x2, y2, name) in hotspots:
self.hotspots[name] = (x1, y1, x2, y2)
# Display the layout navigation only if there are no
# game menu buttons defined.
for i in config.game_menu:
if i[1] in self.hotspots:
break
else:
layout.navigation(screen)
ui.fixed(style='imagemap')
ui.image(ground)
# Display any navigation buttons that exist.
for e in config.game_menu:
screen_ = e[0]
name = e[1]
act = e[2]
enable = e[3]
if not eval(enable):
continue
self.button(name, act, screen == screen_)
def button(self, name, clicked, selected):
if name not in self.hotspots:
@@ -32,8 +51,8 @@ init python:
hover = self.selected_hover
else:
idle = self.idle
hover = self.selected_hover
hover = self.hover
ui.imagebutton(
LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), idle),
LiveCrop((x1, y1, (x2 - x1), (y2 - y1)), hover),
+1 -3
View File
@@ -233,10 +233,8 @@ init python:
__scratch.file_picker_page = fpp
# Show navigation
layout.navigation(screen)
ime = _ImageMapper(
screen,
config.load_save_ground,
config.load_save_idle,
config.load_save_hover,
+4 -1
View File
@@ -44,9 +44,12 @@ label main_menu_screen:
if isinstance(act, basestring):
act = ui.jumpsoutofcontext(act)
act()
break
else:
ui.jumpsoutofcontext(rv)()
jump main_menu_screen
+1 -2
View File
@@ -39,9 +39,8 @@ init python:
def __show_preferences():
layout.navigation("prefs")
ime = _ImageMapper(
"prefs",
config.preferences_ground,
config.preferences_idle,
config.preferences_hover,
+1 -2
View File
@@ -17,9 +17,8 @@ init python hide:
def yesno_prompt(screen, message):
renpy.transition(config.intra_transition)
layout.navigation(screen)
ime = _ImageMapper(
screen,
config.yesno_prompt_ground,
config.yesno_prompt_idle,
config.yesno_prompt_hover,
+8 -1
View File
@@ -6,6 +6,8 @@ init:
image logo crop = im.Crop("logo.png", 0, 0, 100, 307)
image logo scale = im.Scale("logo.png", 100, 150)
image logo factorscale = im.FactorScale("logo.png", 1.5, 1.5)
image logo composite = im.Composite((200, 407),
(0, 0), "logo.png",
@@ -101,8 +103,13 @@ label demo_imageops:
show logo scale at logopos
with dissolve
e "The im.Scale operation lets us change the size of images."
e "The im.Scale operation lets us scale an image to a particular size."
show logo factorscale at logopos
with dissolve
e "im.FactorScale lets us do the same thing, except to a factor of the original size."
show logo green at logopos
with dissolve
+6 -2
View File
@@ -223,6 +223,8 @@ label demo_minigame:
e "Now, why don't we play some pong?"
window hide None
label demo_minigame_pong:
# Put up the pong background, in the usual fashion.
@@ -232,11 +234,13 @@ label demo_minigame_pong:
python:
ui.add(PongDisplayable())
winner = ui.interact(suppress_overlay=True, suppress_underlay=True)
scene bg washington
show eileen vhappy
window show None
if winner == "eileen":
e "I win!"
+9
View File
@@ -62,6 +62,15 @@ label demo_movement:
e "Move can repeat a movement, and even have it bounce back and forth, like I'm doing now."
show eileen happy at Move((.25, 1.0, 0.0, 1.0),
(.75, 1.0, 1.0, 1.0),
10.0, repeat=True, bounce=True, subpixel=True)
with dissolve
e "Our subpixel mode allows slow moves, of less than a few pixels a second, to be very accurate."
scene bg onememorial at Pan((0, 800), (0, 0), 10.0)
with dissolve
+26 -8
View File
@@ -2,6 +2,7 @@
# support. Right now, this is just showing off sound and music, but
# Ren'Py does support movies, and we'll add them sometime later.
image movie = Movie(size=(320, 240), xpos=475, ypos=50, xanchor=0, yanchor=0)
label demo_multimedia:
@@ -22,18 +23,35 @@ label demo_multimedia:
# This plays a sound effect.
play sound "18005551212.ogg"
e "We can also play up to eight channels of sound effects on top of the music."
e "We can play sound effects on top of the music."
$ renpy.music.set_pan(-1, 0)
$ renpy.music.set_pan( 1, 2)
e "We can pan the music back and forth."
$ renpy.music.set_pan(0, .5)
e "Voice support is included as part of Ren'Py, although we don't yet have a demonstration."
e "We also support playing mpeg movies, but we don't have one to show you right now."
show eileen concerned
e "Sorry."
show eileen happy
$ renpy.music.set_volume(0, .5)
e "Finally, we support playing movie files."
show movie behind eileen
play movie "shuttle.ogv"
e "We can put a movie on the screen with text and other images."
stop movie
hide movie
e "We can also play the movie in fullscreen... but with this tiny movie we're using as an example, it's going to look bad."
$ renpy.movie_cutscene("shuttle.ogv", stop_music=False)
$ renpy.music.set_volume(1, 1.0)
e "That's about it for multimedia."
return
+3
View File
@@ -10,6 +10,8 @@ init:
label demo_nvlmode:
window hide
nvl clear
nvl show dissolve
@@ -72,6 +74,7 @@ label demo_nvlmode:
$ menu = renpy.display_menu
nvl hide dissolve
window show
return
+5 -1
View File
@@ -92,6 +92,8 @@ label demo_text:
eoutline "You can have more than one outline, and each has its own color and offset."
window hide
esubtitle "Here, we have two outlines around the white text."
esubtitle "The bottom one is a translucent black that's offset a little, while the top one is green."
@@ -99,7 +101,9 @@ label demo_text:
esubtitle "By hiding the window and adjusting the layout method, we are able to create reasonable subtitles."
esubtitle "This might be an interesting look for a game."
window show
esfont "For even more control, Ren'Py supports SFonts, image files containing font information."
esfont "SFonts let you use fonts you otherwise couldn't, and apply special effects to fonts using your favorite image editor."
+223
View File
@@ -0,0 +1,223 @@
# This is the code for the logo example.
init python:
# This spins the logo, while at the same time zooming it and decreasing the
# alpha.
def logo_transform(t, st, at):
# Repeat every 10 seconds.
st = st % 7.0
# The move takes 5 seconds.
done = min(st / 5.0, 1.0)
t.xpos = done
t.xanchor = 1.0 - done
t.ypos = .5
t.yanchor = .5
t.rotate = 360 * done
t.alpha = 1.0 - done
t.zoom = 1.0 + done
return 0
# This is the code for the balls example. It's a bit complicated, but most of
# this is the code for ball movement and so on. Only a very little bit of this
# actually deals with Ren'Py.
init python:
import math
class Ball(object):
def __init__(self, filename, x, y, function=None):
self.transform = Transform(child=filename, xpos=x, ypos=y, xanchor=0.5, yanchor=0.5, rotate=0, function=function)
self.x = x
self.y = y
MAX_SPEED = 150
self.dx = renpy.random.uniform(-MAX_SPEED, MAX_SPEED)
self.dy = renpy.random.uniform(-MAX_SPEED, MAX_SPEED)
# Rotation speed.
self.drotate = renpy.random.uniform(0, 180)
# This is called
def balls_collide(p1, p2):
"""
Check to see if any of the balls are colliding. If they are,
then handle the collision.
"""
DOUBLE_RADIUS = 75
x21 = p2.x - p1.x
y21 = p2.y - p1.y
d = math.hypot(x21, y21)
# Return if too far.
if d > DOUBLE_RADIUS:
return
vx21 = p2.dx - p1.dx
vy21 = p2.dy - p1.dy
# Return if not approaching.
if (vx21 * x21 + vy21 * y21) > 0:
return
# Fix divide by zero.
if x21 == 0:
x21 = .00001
# Compute the collision.
a = y21 / x21
dvx2 = -(vx21 + a * vy21) / (1 + a * a)
p2.dx += dvx2
p2.dy += a * dvx2
p1.dx -= dvx2
p2.dy -= a * dvx2
# This is called by the first transform. It updates all of the
# transforms.
def balls_update(pilot, st, at):
global last_time
RADIUS = 75 / 2
LEFT = RADIUS
RIGHT = 800 - RADIUS
TOP = RADIUS
BOTTOM = 600 - RADIUS
# The pilot is the first ball in our list, and he's the one
# that gets last_time updated.
if last_time is None:
dt = 0
else:
dt = st - last_time
last_time = st
# Handle current collisions.
for i in xrange(0, len(balls)):
for j in xrange(i + 1, len(balls)):
balls_collide(balls[i], balls[j])
# Basic movement, and bouncing off the walls.
for i in balls:
i.x += i.dx * dt
i.y += i.dy * dt
if i.x < LEFT:
i.x = LEFT
i.dx = abs(i.dx)
if i.x > RIGHT:
i.x = RIGHT
i.dx = -abs(i.dx)
if i.y < TOP:
i.y = TOP
i.dy = abs(i.dy)
if i.y > BOTTOM:
i.y = BOTTOM
i.dy = -abs(i.dy)
# Update the transforms.
for i in balls:
# This is the code that deals with Ren'Py to update the
# various transforms. Note that we use absolute coordinates
# to position ourselves with subpixel accuracy.
i.transform.xpos = absolute(i.x)
i.transform.ypos = absolute(i.y)
i.transform.rotate = (i.drotate * st) % 360.0
i.transform.update()
return 0
# These are used in the button example:
init python:
def button_transform(t, st, at):
t.rotate = (90 * st) % 360.0
return 0
label demo_transform:
e "The Transform function allows you to rotate, zoom, move, and adjust the alpha of a displayable."
e "It does this under the control of a Python function, making it incredibly flexible at the cost of some complexity."
hide eileen
with dissolve
show logo base at Transform(function=logo_transform)
e "Here's a simple example, showing how we can change an image as it moves around the screen."
e "A nice thing about Transform is that it's \"one price\"."
e "If you use it to do a rotation, you can zoom or adjust alpha at no additional cost."
hide logo base
with dissolve
python:
last_time = None
# Define a list of ball objects.
balls = [
Ball("eileen_orb.png", 200, 150, function=balls_update),
Ball("lucy_orb.png", 400, 150),
Ball("eileen_orb.png", 600, 150),
Ball("lucy_orb.png", 200, 300),
Ball("lucy_orb.png", 600, 300),
Ball("eileen_orb.png", 200, 450),
Ball("lucy_orb.png", 400, 450),
Ball("eileen_orb.png", 600, 450),
]
# Add each ball's transform to the screen.
for i, b in enumerate(balls):
renpy.show("ball%d" % i, what=b.transform)
with dissolve
e "As the python functions get more complicated, more advanced behavior is possible."
e "This can include coordinating more than one Transform."
python:
for i, b in enumerate(balls):
renpy.hide("ball%d" % i)
with dissolve
python hide:
ui.transform(function=button_transform, xalign=0.5, yalign=0.5)
ui.textbutton("A Working Button", clicked=ui.returns(True))
e "Finally, transforms can be applied to buttons, and work even while the button is zoomed."
show eileen happy
with dissolve
e "With a little Python code, transforms let you do a lot of things."
return
+32 -14
View File
@@ -90,7 +90,9 @@ init:
button(face, editing == i, ("edit", i), xminimum=250)
ui.null(height=20)
ui.textbutton("Continue", clicked=ui.returns(("done", True)), xminimum=250)
ui.textbutton("Continue",
clicked=ui.returns(("done", True)),
xminimum=250)
ui.null(height=20)
ui.close()
@@ -98,28 +100,30 @@ init:
# Choice window.
if editing:
ui.frame(xpos=300,
ypos=200,
xanchor='left',
yanchor='top',
xfill=False,
xminimum=500
)
ypos=200,
xanchor='left',
yanchor='top',
xfill=False,
xminimum=500,
xmargin = 10
)
ui.vbox()
ui.text("What will you do in the %s?" % editing.lower())
ui.null(height=20)
for i in choices:
button(i, plan[editing] == i, ("set", i),
xpos=0, xanchor='left')
button(i,
plan[editing] == i,
("set", i),
xpos=0,
xanchor='left',
xminimum=250)
ui.close()
# Window at the bottom.
ui.window()
ui.vbox()
ui.text("To get to the next screen, click the 'Continue' button.")
ui.close()
e("To get to the next screen, click the 'Continue' button.", interact=False)
type, value = ui.interact()
@@ -199,6 +203,8 @@ label demo_ui:
e "Imagemaps let the user click on an image to make a choice. For example, the following screen lets you pick what to do after school:"
window hide None
# This is an imagemap. It consists of two images, and a list of
# hotspots. For each hotspot we give the coordinates of the left,
# top, right, and bottom sides, and the value to return if it is
@@ -215,6 +221,8 @@ label demo_ui:
# result variable. We can use an if statement to vary what
# happens based on the user's choice.
window show None
if result == "swimming":
e "You chose swimming."
@@ -242,6 +250,8 @@ label demo_ui:
e "We also support viewports, that allow us to display things that are bigger then the screen."
e "This viewport can be adjusted by dragging, by the mouse wheel, and by the scrollbars."
window hide
show eileen happy at right
with move
@@ -262,15 +272,23 @@ label demo_ui:
show eileen happy at center
with move
window show
e "While these constructs are probably enough for most visual novels, dating simulations may be more complicated."
e "The ui functions allow you to create quite complicated interfaces."
e "For example, try the following scheduling and stats screen, which could be used by a stat-based dating simulation."
hide eileen
with dissolve
$ day_planner()
show eileen happy
with dissolve
e "For a better implementation of this, take a look at the dating sim engine (DSE) that ships with Ren'Py."
call fight("Eileen", 10, 99, pname=povname) from _call_fight_1
+5 -4
View File
@@ -8,14 +8,14 @@ init:
("demo_basics", "Basic Scripting", "5.6.3"),
("demo_experience", "User Experience", "5.6.3"),
("demo_transitions", "Transitions", "5.6.6"),
("demo_movement", "Positions and Movement", "6.7.0"),
("demo_movement", "Positions and Movement", "6.9.0"),
("demo_animation", "Animation", "6.2.0"),
("demo_multimedia", "Music and Sound", "5.6.3"),
("demo_multimedia", "Music, Sound, and Video", "6.9.1"),
("demo_imageops", "Image Operations", "6.5.0"),
("demo_ui", "User Interaction", "6.5.0"),
("demo_text", "Fonts and Text Tags", "6.8.0"),
("demo_character", "Character Objects", "6.2.0"),
("demo_advanced", "Advanced Features", "6.7.0"),
("demo_advanced", "Advanced Features", "6.9.0"),
]
# Update above with this!
@@ -25,6 +25,7 @@ init:
("demo_dynamic", "Dynamic Displayables", "5.6.3"),
("demo_minigame", "Minigames", "6.3.2"),
("demo_persistent", "Persistent Data", "6.7.0"),
("demo_transform", "Transform", "6.9.0"),
]
def demos_show(demos_info, nevermind):
@@ -63,7 +64,7 @@ label demos:
# Is this the first time through the demo?
$ demo_first_time = True
show eileen happy at left
with move
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+9 -1
View File
@@ -235,6 +235,12 @@ init -1 python hide:
## Used when a game is loaded.
config.after_load_transition = dissolve
## Used when the window is shown.
config.window_show_transition = Dissolve(.25)
## Used when the window is hidden.
config.window_hide_transition = Dissolve(.25)
#########################################
## This is the name of the directory where the game's data is
## stored. (It needs to be set early, before any other init code
@@ -256,7 +262,9 @@ init -1 python hide:
## The default text speed in characters per second. 0 is infinite.
config.default_text_cps = 0
config.window_icon = "logo.png"
config.windows_icon = "logo32.png"
+2
View File
@@ -13,6 +13,8 @@ label start:
# Start the background music playing.
play music "mozart.ogg"
window show
e "Hi, and welcome to the Ren'Py demo game."
Binary file not shown.
+18 -26
View File
@@ -87,11 +87,7 @@ def tree(root):
if ".svn" in dirs:
dirs.remove(".svn")
else:
if not root == "lib":
print "Note:", dirname, "not in subversion."
for f in filenames:
if f[-1] == '~' or f[0] == '.':
continue
@@ -155,32 +151,27 @@ def main():
module_files = [
"lib/pysdlsound/linmixer.py",
"lib/pysdlsound/__init__.py",
"README.txt",
"_renpy.pyx",
"_renpy.c",
"core.c",
"mmx.h",
"native_midi.h",
"native_midi_common.c",
"native_midi_common.h",
"native_midi_mac.c",
"native_midi_win32.c",
"nativemidi.c",
"nativemidi.pyx",
"pss.c",
"pss.h",
"sound.c",
"sound.pyx",
"rwobject.c",
"renpy.h",
"setup.py",
"winmixer.c",
"winmixer.pyx",
"ffdecode.c",
"IMG_savepng.c",
"IMG_savepng.h",
"mmx.h",
"pss.c",
"pss.h",
"README.txt",
"_renpy.c",
"renpy_font.c",
"renpy.h",
"_renpy.pyx",
"renpy_ttf.c",
"renpy_ttf.h",
"rwobject.c",
"setup.py",
"sound.c",
"sound.pyx",
"subpixel.c",
"winmixer.c",
"winmixer.pyx",
]
for i in module_files:
@@ -235,8 +226,9 @@ def main():
print
print "Did you remember to rebuild the exe after the last change?"
print "Did you run me with renpython -O?"
print "Did you run me with renpython -OO?"
print "Was ming using the right crt?"
print "Did you update renpy.py and launcher/script_version.rpy?"
if __name__ == "__main__":
main()
+1 -1
View File
@@ -63,7 +63,7 @@ init -100 python:
if name:
layout.label(s.name, "stat")
else:
ui.nul()
ui.null()
if value and max:
layout.label("%d/%d" % (v, s.max), "stat_value")
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-9
View File
@@ -1,9 +0,0 @@
init:
image black = Solid((0, 0, 0, 255))
label main_menu:
$ renpy.renpy.style.write_docs("doc/styles.xml")
$ renpy.renpy.style.write_hierarchy("doc/style_heirarchy.xml")
$ raise "foo"
+5 -1
View File
@@ -29,9 +29,10 @@ margin-left: -2.5em;
</style>
</head>
<body>
<div id="renpy_help"></div>
<p><a name="Basic_Help" id="Basic_Help"></a></p>
<h3><span class="mw-headline">Basic Help</span></h3>
<h2><span class="mw-headline">Basic Help</span></h2>
<p>To advance through the game, <tt>left-click</tt> or press the <tt>space</tt> or <tt>enter</tt> keys. When at a menu, <tt>left-click</tt> to make a choice, or use the arrow keys to select a choice and <tt>enter</tt> to activate it.</p>
<p><a name="Game_Menu" id="Game_Menu"></a></p>
<h3><span class="mw-headline">Game Menu</span></h3>
@@ -105,5 +106,8 @@ margin-left: -2.5em;
<dt>Alt-F4, Command-Q</dt>
<dd>Quits the game.</dd>
</dl>
<p><a name="Legal_Notice" id="Legal_Notice"></a></p>
<h2><span class="mw-headline">Legal Notice</span></h2>
<p>This game uses source code from a number of open source projects. For a list, and a location where the source code can be downloaded from, please view the <a href="./renpy/LICENSE.txt">LICENSE.txt</a> file in the renpy directory.</p>
</body>
</html>
+11 -13
View File
@@ -36,7 +36,7 @@ init python:
"manifest.xml"
)
def ignored(fn, dir, dest):
def ignored(fn, dir, dest, root):
if fn[0] == ".":
return True
@@ -53,7 +53,7 @@ init python:
if fn == "archived":
return True
if dir == dest:
if root and dir == dest:
if fn.endswith(".py") or fn.endswith(".sh") or fn.endswith(".app"):
return True
@@ -66,7 +66,8 @@ init python:
exclude_suffix=[ ".pyc", "~", ".bak" ],
exclude_prefix=[ ".", '#' ],
exclude=ignored_files,
exclude_func=None,
exclude_func=ignored,
root=False,
):
# Get rid of trailing slashes.
@@ -90,7 +91,7 @@ init python:
if i == fn.lower():
return False
if exclude_func and exclude_func(fn, destdir, dest):
if exclude_func and exclude_func(fn, destdir, dest, root):
return False
return True
@@ -232,9 +233,7 @@ label distribute:
if not interact():
renpy.jump("tools")
default_name = project.name
if persistent.build_project == project.name:
default_name = persistent.build_name
default_name = project.info.get('distribution_base', project.name)
name = prompt(u"Building Distributions",
u"Please enter a base name for the directories making up this distribution.",
@@ -252,14 +251,14 @@ label distribute:
except:
store.error(u"Error", u"Distribution names must be ASCII. This is because archive file formats do not support non-ASCII characters in a uniform way.", "tools_menu")
persistent.build_project = project.name
persistent.build_name = name
project.info['distribution_base'] = name
ignore_extensions = persistent.ignore_extensions or "~ .bak"
ignore_extensions = project.info.get('ignore_extensions', "~ .bak")
ignore_extensions = prompt(u"Building Distributions", u"Please enter a space separated list of the file extensions you do not want included in the distribution.", "tools", ignore_extensions)
persistent.ignore_extensions = ignore_extensions
store.ignore_extensions = [ i.strip() for i in ignore_extensions.strip().split() ]
project.info['ignore_extensions'] = ignore_extensions
project.save()
# Figure out the files that will make up the distribution.
@@ -279,7 +278,7 @@ label distribute:
exclude_suffix = [ ],
exclude_prefix = [ ],
exclude=[ ],
exclude_func = project.info["ignored"]))
root=True))
shortgamedir = project.gamedir[len(project.path)+1:]
@@ -360,7 +359,6 @@ label distribute:
linux_files.extend(tree(config.renpy_base + "/lib/linux-x86", "lib/linux-x86"))
tf = tarfile.open(name + "-linux-x86.tar.bz2", "w:bz2")
tf.dereference = True
+10 -7
View File
@@ -10,14 +10,17 @@ init:
if not config.editor:
editor = os.path.normpath(config.renpy_base + "/jedit/jedit.jar")
editor = renpy.shell_escape(editor)
if sys.platform == 'win32':
config.editor = 'javaw.exe -jar "' + editor + '" -reuseview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
config.editor_transient = 'javaw.exe -jar "' + editor + '" -newplainview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
else:
config.editor = 'java -jar "' + editor + '" -reuseview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
config.editor_transient = 'java -jar "' + editor + '" -newplainview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
if os.path.exists(editor):
editor = renpy.shell_escape(editor)
if sys.platform == 'win32':
config.editor = 'javaw.exe -jar "' + editor + '" -reuseview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
config.editor_transient = 'javaw.exe -jar "' + editor + '" -newplainview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
else:
config.editor = 'java -jar "' + editor + '" -reuseview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
config.editor_transient = 'java -jar "' + editor + '" -newplainview "%(filename)s" +line:%(line)d "%(otherfiles)s"'
if config.editor:
os.environ['RENPY_EDITOR'] = config.editor
+26 -8
View File
@@ -231,7 +231,21 @@ init:
title = re.sub(r'\s+\S', upper, title)
self.title = title
def save(self):
import os
f = file(self.path + "/" + "launcherinfo.py.new", "w")
for k, v in self.info.iteritems():
f.write("%s = %r\n" % (k, v))
f.close()
try:
os.rename(self.path + "/launcherinfo.py.new", self.path + "/launcherinfo.py")
except:
os.unlink(self.path + "/launcherinfo.py")
os.rename(self.path + "/launcherinfo.py.new", self.path + "/launcherinfo.py")
def load_project(dir, name):
import os.path
@@ -251,7 +265,6 @@ init:
info = dict()
info["description"] = desc
info["ignored"] = ignored
if os.path.exists(dir + "/launcherinfo.py"):
source = file(dir + "/launcherinfo.py", "rU").read().decode("utf8")
@@ -261,6 +274,8 @@ init:
exec source in info
del info["__builtins__"]
store.projects.append(Project(name, dir, gamedir, info))
def load_projects():
@@ -516,10 +531,11 @@ label game_directory:
import renpy.subprocess as subprocess
subprocess.Popen([ "open", gamedir ])
else:
store.message = _(u"Opening the game directory is not supported on this platform.\n%s") % gamedir
import renpy.subprocess as subprocess
subprocess.Popen([ "xdg-open", gamedir ])
gamedir = "".join(quote(i) for i in gamedir)
gamedir = "".join(quote(i) for i in gamedir)
store.message = _(u"Opening game directory:\n%s") % gamedir
jump top_menu
@@ -599,21 +615,23 @@ label archive_files:
import renpy.tools.archiver as archiver
extensions = persistent.archive_extensions or "*.png *.gif *.jpg"
extensions = project.info.get('archive_extensions', "*.png *.gif *.jpg")
extensions = prompt(u"Archiving Files", u"Please enter a space separated list of the file patterns you want archived.", "tools", extensions)
if not extensions.strip():
renpy.jumps("tools_menu")
persistent.archive_extensions = extensions
project.info['archive_extensions'] = extensions
extensions = [ i.strip() for i in extensions.strip().split() ]
base = persistent.archive_base or "data"
base = project.info.get('archive_base', "data")
base = prompt(u"Archiving Files", u"Please enter the name of the archive file, without the .rpa extension.", "tools", base)
base = base.strip()
if not base:
renpy.jumps("tools_menu")
persistent.archive_base = base
project.info['archive_base'] = base
project.save()
# Tell the user we're archiving images.
title(u"Archiving Files")
store.message = u"Please wait while we archive files."
+1 -1
View File
@@ -57,7 +57,7 @@ label new:
if d.startswith("."):
dirs.remove(d)
dn = dir + "/" + d
shutil.rmtree(dn)
shutil.rmtree(dn, True)
# Change the save directory.
options = file(name + "/game/options.rpy").read()
+19 -8
View File
@@ -7,31 +7,38 @@ import sys
import array
# The starting point of the resource segment in the file.
RESOURCE_BASE=0x3400
RESOURCE_BASE=0x3600
# The virtual memory location the resource segment is loaded
# to.
RESOURCE_VIRTUAL=0x6000
# The offset of the field that tells us with the alignment need be.
ALIGNMENT_FIELD = 0x138
ALIGNMENT_FIELD = 0x130
# The start of the .rsrc segment header.
RSRC_HEADER = 0x268
# Locations in the file where we need to patch in the resource
# segment length.
RESOURCE_LENGTH_PATCHES = [ 0x018c, 0x278 ]
RESOURCE_LENGTH_PATCHES = [ 0x0184, RSRC_HEADER + 0x8 ]
# Locations in the file where we need to patch in the padded
# resource segment length.
RESOURCE_PADDED_PATCHES = [ 0x280 ]
RESOURCE_PADDED_PATCHES = [ RSRC_HEADER + 0x10 ]
# Locations in the file where we need to patch in the change in the
# size of the resource segement (and hence the change in the file's
# total size.)
SIZE_DELTA_PATCHES = [ 0x150 ]
SIZE_DELTA_PATCHES = [ 0x148 ]
# A location in the file that will be checked to be sure it matches
# RESOURCE_BASE.
CHECK_ADDRESS = 0x284
CHECK_ADDRESS = RSRC_HEADER + 0x14
# A location in the file that will be checked to make sure it matches
# RESOURCE_VIRTUAL
CHECK_ADDRESS2 = RSRC_HEADER + 0xc
# This class performs various operations on memory-loaded binary files,
# including modifications.
@@ -285,10 +292,14 @@ def change_icons(oldexe, icofn):
global pe
pe = BinFile(oldexe)
# Check that RESOURCE_BASE is still valid.
# Check that RESOURCE_BASE and RESOURCE_VIRTUAL are still valid.
pe.seek(CHECK_ADDRESS)
if pe.u32() != RESOURCE_BASE:
raise Exception("RESOURCE_BASE is no longer correct. Please check all relocations.")
raise Exception("RESOURCE_BASE is no longer correct. Please check all relocations.")
pe.seek(CHECK_ADDRESS2)
if pe.u32() != RESOURCE_VIRTUAL:
raise Exception("RESOURCE_VIRTUAL is no longer correct. Please check all relocations.")
resources = parse_directory(0)
# show_resources(resources, "")
+1 -1
View File
@@ -1,3 +1,3 @@
init -999:
$ config.script_version = (6, 8, 0)
$ config.script_version = (6, 9, 1)
+17 -5
View File
@@ -69,7 +69,8 @@ cdef extern from "renpy.h":
float, float, float, float)
void transform32_core(object, object,
float, float, float, float, float, float)
float, float, float, float, float, float,
int, float)
void blend32_core(object, object, object, int)
@@ -84,6 +85,8 @@ cdef extern from "renpy.h":
void staticgray_core(object, object,
int, int, int, int, int, char *)
int subpixel32(object, object, float, float, int)
void PyErr_Clear()
@@ -93,7 +96,7 @@ PygameSurface = pygame.Surface
# Update this in 00library.rpy as well!
def version():
return 6007001
return 6009000
def save_png(surf, file, compress=-1):
@@ -102,7 +105,7 @@ def save_png(surf, file, compress=-1):
save_png_core(surf, RWopsFromPython(file), compress)
def pixellate(pysrc, pydst, avgwidth, avgheight, outwidth, outheight):
if not isinstance(pysrc, PygameSurface):
@@ -329,7 +332,7 @@ def check(surf):
def transform(pysrc, pydst,
corner_x, corner_y,
xdx, ydx, xdy, ydy):
xdx, ydx, xdy, ydy, a=1.0):
check(pysrc)
check(pydst)
@@ -340,7 +343,8 @@ def transform(pysrc, pydst,
transform32_core(pysrc, pydst,
corner_x, corner_y,
xdx, ydx,
xdy, ydy)
xdy, ydy,
pysrc.get_shifts()[3], a)
# pydst.unlock()
# pysrc.unlock()
@@ -405,6 +409,14 @@ def colormatrix(pysrc, pydst,
def staticgray(pysrc, pydst, rmul, gmul, bmul, amul, shift, vmap):
PyErr_Clear()
staticgray_core(pysrc, pydst, rmul, gmul, bmul, amul, shift, vmap)
def subpixel(pysrc, pydst, xoffset, yoffset, shift):
if subpixel32(pysrc, pydst, xoffset, yoffset, shift):
return
pydst.blit(pysrc, (int(xoffset), int(yoffset)))
# Be sure to update scale.py when adding something new here!
+299 -90
View File
@@ -1,6 +1,6 @@
#include "renpy.h"
#include <pygame/pygame.h>
#include "IMG_savepng.h"
#include <pygame/pygame.h>
#include <stdio.h>
#include <math.h>
@@ -30,7 +30,6 @@ void save_png_core(PyObject *pysurf, SDL_RWops *rw, int compress) {
IMG_SavePNG_RW(rw, surf, compress);
}
/* This pixellates a 32-bit RGBA pygame surface to a destination
* surface of a given size.
*
@@ -960,13 +959,16 @@ void scale24_core(PyObject *pysrc, PyObject *pydst,
Py_END_ALLOW_THREADS
}
#define I(a, b, mul) ((((((b - a) * mul)) >> 8) + a) & 0xff00ff)
/****************************************************************************/
/* A similar concept to rotozoom, but implemented differently, so we
can limit the target area. */
void transform32_core(PyObject *pysrc, PyObject *pydst,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy) {
void transform32_std(PyObject *pysrc, PyObject *pydst,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift, float a) {
SDL_Surface *src;
SDL_Surface *dst;
@@ -986,7 +988,7 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
dst = PySurface_AsSurface(pydst);
Py_BEGIN_ALLOW_THREADS
srcpixels = (unsigned char *) src->pixels;
dstpixels = (unsigned char *) dst->pixels;
srcpitch = src->pitch;
@@ -996,6 +998,8 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
srch = src->h;
dsth = dst->h;
unsigned int amul = (int) (a * 256);
lsx = corner_x * 256;
lsy = corner_y * 256;
@@ -1008,8 +1012,7 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
// Scaled subtracted srcw and srch.
float fsw = (srcw - 2) * 256;
float fsh = (srch - 2) * 256;
for (y = 0; y < dsth; y++, lsx += xdy, lsy += ydy) {
sx = lsx;
@@ -1028,7 +1031,6 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
// printf("ZZZ1 %f %f\n", d1, d2);
} else if ( lsx < 0 || lsx >= fsw) {
continue;
}
@@ -1039,7 +1041,6 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
// printf("ZZZ2 %f %f\n", d1, d2);
} else if ( lsy < 0 || lsy >= fsh) {
continue;
}
@@ -1048,108 +1049,316 @@ void transform32_core(PyObject *pysrc, PyObject *pydst,
continue;
}
// printf("CCC %f %f\n", minx, maxx);
minx = ceil(minx);
maxx = floor(maxx);
// printf("CCC2 %f %f\n", minx, maxx);
// printf("XXX %f %f %f %f\n", lsx / 256, xdx / 256, lsy / 256, ydx/256);
// printf("%f %f\n", minx, maxx);
// printf("Minx at: %f %f\n", (lsx + xdx * minx) / 256, (lsy + ydx * minx) / 256);
unsigned char *d = dstpixels + dstpitch * y;
unsigned char *dend = d + 4 * (int) maxx;
d += 4 * (int) minx;
sx += minx * xdx;
sy += minx * ydx;
sx = lsx + minx * xdx;
sy = lsy + minx * ydx;
while (d <= dend) {
int sxi = (int) sx;
int syi = (int) sy;
int xdxi = (int) xdx;
int ydxi = (int) ydx;
int px, py, sxi, syi;
sxi = ((int) sx);
syi = ((int) sy);
while (d <= dend) {
int px, py;
px = sxi >> 8;
py = syi >> 8;
unsigned char *sp = srcpixels + py * srcpitch + px * 4;
int yfrac = syi & 0xff; // ((short) sy) & 0xff;
int xfrac = sxi & 0xff; // ((short) sx) & 0xff;
/* These bounds are checked analytically, hence the if (1)
* { */
unsigned int pal = *(unsigned int *) sp;
unsigned int pbl = *(unsigned int *) (sp + 4);
sp += srcpitch;
unsigned int pcl = *(unsigned int *) sp;
unsigned int pdl = *(unsigned int *) (sp + 4);
unsigned int pah = (pal >> 8) & 0xff00ff;
unsigned int pbh = (pbl >> 8) & 0xff00ff;
unsigned int pch = (pcl >> 8) & 0xff00ff;
unsigned int pdh = (pdl >> 8) & 0xff00ff;
pal &= 0xff00ff;
pbl &= 0xff00ff;
pcl &= 0xff00ff;
pdl &= 0xff00ff;
unsigned int rh = I(I(pah, pch, yfrac), I(pbh, pdh, yfrac), xfrac);
unsigned int rl = I(I(pal, pcl, yfrac), I(pbl, pdl, yfrac), xfrac);
unsigned int alpha = (((rh << 8) | rl) >> ashift) & 0xff;
alpha = (alpha * amul) >> 8;
// if (0 <= px && px < srcw - 1 && 0 <= py && py < srch - 1) {
if (1) {
unsigned char *sp = srcpixels + py * srcpitch + px * 4;
unsigned int dl = * (unsigned int *) d;
unsigned int dh = (dl >> 8) & 0xff00ff;
dl &= 0xff00ff;
// unsigned char *s1p = s0p + srcpitch;
int s1frac = syi & 0xff; // ((short) sy) & 0xff;
int xfrac = sxi & 0xff; // ((short) sx) & 0xff;
#define I(a, b, mul) ((((((b - a) * mul)) >> 8) + a) & 0xff00ff)
unsigned int rl, rh;
unsigned int pal = *(unsigned int *) sp;
unsigned int pbl = *(unsigned int *) (sp + 4);
sp += srcpitch;
unsigned int pcl = *(unsigned int *) sp;
unsigned int pdl = *(unsigned int *) (sp + 4);
unsigned int pah = (pal >> 8) & 0xff00ff;
unsigned int pbh = (pbl >> 8) & 0xff00ff;
unsigned int pch = (pcl >> 8) & 0xff00ff;
unsigned int pdh = (pdl >> 8) & 0xff00ff;
pal &= 0xff00ff;
pbl &= 0xff00ff;
pcl &= 0xff00ff;
pdl &= 0xff00ff;
// if (y == 10)
// printf("%x %x %x %x\n", pah, pbh, pch, pdh);
rh = I(I(pah, pch, s1frac), I(pbh, pdh, s1frac), xfrac);
rl = I(I(pal, pcl, s1frac), I(pbl, pdl, s1frac), xfrac);
// rl = 0;
// if (y == 10)
// printf("%x\n", rh);
* (unsigned int *) d = (rh << 8) | rl;
d += 4;
} else {
// This code can't execute.
printf("Failed x %f (%d, %d)\n", minx, px, py);
*d++ = 0;
*d++ = 0;
*d++ = 0;
*d++ = 0;
}
dl = I(dl, rl, alpha);
dh = I(dh, rh, alpha);
sx += xdx;
sy += ydx;
// minx++;
* (unsigned int *) d = (dh << 8) | dl;
d += 4;
sxi += xdxi;
syi += ydxi;
}
}
Py_END_ALLOW_THREADS
}
#ifdef GCC_MMX
/****************************************************************************/
/* A similar concept to rotozoom, but implemented differently, so we
can limit the target area. */
int transform32_mmx(PyObject *pysrc, PyObject *pydst,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift,
float a) {
SDL_Surface *src;
SDL_Surface *dst;
int y;
int srcpitch, dstpitch;
int srcw, srch;
int dstw, dsth;
unsigned char *srcpixels;
unsigned char *dstpixels;
float lsx, lsy; // The position of the current line in the source.
float sx, sy; // The position of the current pixel in the source.
unsigned int px, py;
unsigned int sxi, syi;
unsigned int xdxi, ydxi;
src = PySurface_AsSurface(pysrc);
dst = PySurface_AsSurface(pydst);
Py_BEGIN_ALLOW_THREADS
srcpixels = (unsigned char *) src->pixels;
dstpixels = (unsigned char *) dst->pixels;
srcpitch = src->pitch;
dstpitch = dst->pitch;
srcw = src->w;
dstw = dst->w;
srch = src->h;
dsth = dst->h;
// Due to mmx.
ashift *= 2;
// Compute the coloring multiplier.
unsigned int amul = (unsigned int) (a * 256);
lsx = corner_x * 256;
lsy = corner_y * 256;
xdx *= 256;
ydx *= 256;
xdy *= 256;
ydy *= 256;
// Scaled subtracted srcw and srch.
float fsw = (srcw - 2) * 256;
float fsh = (srch - 2) * 256;
for (y = 0; y < dsth; y++, lsx += xdy, lsy += ydy) {
float minx = 0;
float maxx = dstw - 1;
if (xdx != 0) {
float d1 = -lsx / xdx;
float d2 = (fsw - lsx) / xdx;
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
} else if ( lsx < 0 || lsx >= fsw) {
continue;
}
if (ydx != 0) {
float d1 = -lsy / ydx;
float d2 = (fsh - lsy) / ydx;
minx = fmaxf(minx, fminf(d1, d2));
maxx = fminf(maxx, fmaxf(d1, d2));
} else if ( lsy < 0 || lsy >= fsh) {
continue;
}
if (minx > maxx) {
continue;
}
minx = ceil(minx);
maxx = floor(maxx);
unsigned char *d = dstpixels + dstpitch * y;
unsigned char *dend = d + 4 * (int) maxx;
d += 4 * (int) minx;
sx = (lsx + minx * xdx);
sy = (lsy + minx * ydx);
sxi = (unsigned int) sx;
syi = (unsigned int) sy;
xdxi = (int) xdx;
ydxi = (int) ydx;
// No floating point allowed between here and the end of the
// while loop.
// 0 -> mm7
pxor_r2r(mm7, mm7);
// ashift -> mm0
movd_m2r(ashift, mm0);
// amul -> mm4
movd_m2r(amul, mm4);
while (d <= dend) {
px = sxi >> 8;
py = syi >> 8;
unsigned char *sp = srcpixels + py * srcpitch + px * 4;
unsigned int yfrac = syi & 0xff; // ((short) sy) & 0xff;
unsigned int xfrac = sxi & 0xff; // ((short) sx) & 0xff;
// Put xfrac in mm5, yfrac in m6
pxor_r2r(mm5, mm5);
pxor_r2r(mm6, mm6);
movd_m2r(xfrac, mm5);
movd_m2r(yfrac, mm6);
punpcklwd_r2r(mm5, mm5);
punpcklwd_r2r(mm6, mm6);
punpckldq_r2r(mm5, mm5); /* 0X0X0X0X -> mm5 */
punpckldq_r2r(mm6, mm6); /* 0Y0Y0Y0Y -> mm6 */
// Load in the 4 bytes.
movd_m2r(*(unsigned int *) sp, mm1);
movd_m2r(*(unsigned int *) (sp + 4), mm2);
punpcklbw_r2r(mm7, mm1);
punpcklbw_r2r(mm7, mm2);
// Interpolate between a and b.
psubw_r2r(mm1, mm2);
pmullw_r2r(mm5, mm2);
psrlw_i2r(8, mm2);
paddb_r2r(mm2, mm1); /* mm1 contains I(a, b, xfrac); */
sp += srcpitch;
movd_m2r(*(unsigned int *) sp, mm3);
movd_m2r(*(unsigned int *) (sp + 4), mm2);
punpcklbw_r2r(mm7, mm3);
punpcklbw_r2r(mm7, mm2);
// Interpolate between c and d.
psubw_r2r(mm3, mm2);
pmullw_r2r(mm5, mm2);
psrlw_i2r(8, mm2);
paddb_r2r(mm2, mm3); /* mm3 contains I(c, d, xfrac); */
// Interpolate between ab and cd.
psubw_r2r(mm1, mm3);
pmullw_r2r(mm6, mm3);
psrlw_i2r(8, mm3);
paddb_r2r(mm3, mm1); /* mm1 contains I(ab, cd, yfrac) */
// Store the result.
// packuswb_r2r(mm7, mm1);
// movd_r2m(mm1, *(unsigned int *)d);
// Alpha blend with dest.
movq_r2r(mm1, mm3);
psrlq_r2r(mm0, mm3); /* 000000AA -> m3 */
pmullw_r2r(mm4, mm3); // Alpha adjustment.
psrlw_i2r(8, mm3);
punpcklwd_r2r(mm3, mm3); /* 0000AAAA -> m3 */
movd_m2r(*(unsigned int *)d, mm2);
punpcklwd_r2r(mm3, mm3); /* AAAAAAAA -> m3 */
punpcklbw_r2r(mm7, mm2); /* a -> m2 */
psubw_r2r(mm2, mm1); /* b - a -> m1 */
pmullw_r2r(mm3, mm1);
psrlw_i2r(8, mm1); /* alpha * (b-a) -> m1 */
paddb_r2r(mm2, mm1); /* a + alpha*(b-a) -> mm1 */
// Store the result.
packuswb_r2r(mm7, mm1);
movd_r2m(mm1, *(unsigned int *)d);
d += 4;
sxi += xdxi;
syi += ydxi;
}
emms();
}
Py_END_ALLOW_THREADS
// This is bogus, and only serves to ensure that the FPU
// computes these variables at the right times.
return sxi + syi + xdxi + ydxi;
}
#endif
void transform32_core(PyObject *pysrc, PyObject *pydst,
float corner_x, float corner_y,
float xdx, float ydx,
float xdy, float ydy,
int ashift,
float a) {
#ifdef GCC_MMX
static int checked_mmx = 0;
static int has_mmx = 0;
if (! checked_mmx) {
has_mmx = SDL_HasMMX();
checked_mmx = 1;
}
if (has_mmx) {
transform32_mmx(pysrc, pydst, corner_x, corner_y,
xdx, ydx, xdy, ydy, ashift, a);
return;
}
#endif
transform32_std(pysrc, pydst, corner_x, corner_y,
xdx, ydx, xdy, ydy, ashift, a);
}
void blend32_core_std(PyObject *pysrca, PyObject *pysrcb, PyObject *pydst,
int alpha) {
File diff suppressed because it is too large Load Diff
-6
View File
@@ -2,12 +2,6 @@ import sys
from sound import *
try:
import nativemidi
sys.modules['nativemidi'] = sys.modules['pysdlsound.nativemidi']
except:
pass
try:
import winmixer
sys.modules['winmixer'] = sys.modules['pysdlsound.winmixer']
-40
View File
@@ -1,40 +0,0 @@
/*
native_midi: Hardware Midi support for the SDL_mixer library
Copyright (C) 2000 Florian 'Proff' Schulze
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Florian 'Proff' Schulze
florian.proff.schulze@gmx.net
*/
#ifndef _NATIVE_MIDI_H_
#define _NATIVE_MIDI_H_
#include <SDL/SDL_rwops.h>
typedef struct _NativeMidiSong NativeMidiSong;
int native_midi_detect();
NativeMidiSong *native_midi_loadsong(char *midifile);
NativeMidiSong *native_midi_loadsong_RW(SDL_RWops *rw);
void native_midi_freesong(NativeMidiSong *song);
void native_midi_start(NativeMidiSong *song);
void native_midi_stop();
int native_midi_active();
void native_midi_setvolume(int volume);
char *native_midi_error();
#endif /* _NATIVE_MIDI_H_ */
-404
View File
@@ -1,404 +0,0 @@
/*
native_midi: Hardware Midi support for the SDL_mixer library
Copyright (C) 2000,2001 Florian 'Proff' Schulze
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Florian 'Proff' Schulze
florian.proff.schulze@gmx.net
*/
#include "native_midi_common.h"
#include <stdlib.h>
#include <string.h>
#include <limits.h>
/* The maximum number of midi tracks that we can handle
#define MIDI_TRACKS 32 */
/* A single midi track as read from the midi file */
typedef struct
{
Uint8 *data; /* MIDI message stream */
int len; /* length of the track data */
} MIDITrack;
/* A midi file, stripped down to the absolute minimum - divison & track data */
typedef struct
{
int division; /* number of pulses per quarter note (ppqn) */
int nTracks; /* number of tracks */
MIDITrack *track; /* tracks */
} MIDIFile;
/* Some macros that help us stay endianess-independant */
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define BE_SHORT(x) (x)
#define BE_LONG(x) (x)
#else
#define BE_SHORT(x) ((((x)&0xFF)<<8) | (((x)>>8)&0xFF))
#define BE_LONG(x) ((((x)&0x0000FF)<<24) | \
(((x)&0x00FF00)<<8) | \
(((x)&0xFF0000)>>8) | \
(((x)>>24)&0xFF))
#endif
/* Get Variable Length Quantity */
static int GetVLQ(MIDITrack *track, int *currentPos)
{
int l = 0;
Uint8 c;
while(1)
{
c = track->data[*currentPos];
(*currentPos)++;
l += (c & 0x7f);
if (!(c & 0x80))
return l;
l <<= 7;
}
}
/* Create a single MIDIEvent */
static MIDIEvent *CreateEvent(Uint32 time, Uint8 event, Uint8 a, Uint8 b)
{
MIDIEvent *newEvent;
newEvent = calloc(1, sizeof(MIDIEvent));
if (newEvent)
{
newEvent->time = time;
newEvent->status = event;
newEvent->data[0] = a;
newEvent->data[1] = b;
}
return newEvent;
}
/* Convert a single midi track to a list of MIDIEvents */
static MIDIEvent *MIDITracktoStream(MIDITrack *track)
{
Uint32 atime = 0;
Uint32 len = 0;
Uint8 event,type,a,b;
Uint8 laststatus = 0;
Uint8 lastchan = 0;
int currentPos = 0;
int end = 0;
MIDIEvent *head = CreateEvent(0,0,0,0); /* dummy event to make handling the list easier */
MIDIEvent *currentEvent = head;
while (!end)
{
if (currentPos >= track->len)
break; /* End of data stream reached */
atime += GetVLQ(track, &currentPos);
event = track->data[currentPos++];
/* Handle SysEx seperatly */
if (((event>>4) & 0x0F) == MIDI_STATUS_SYSEX)
{
if (event == 0xFF)
{
type = track->data[currentPos];
currentPos++;
switch(type)
{
case 0x2f: /* End of data marker */
end = 1;
case 0x51: /* Tempo change */
/*
a=track->data[currentPos];
b=track->data[currentPos+1];
c=track->data[currentPos+2];
AddEvent(song, atime, MEVT_TEMPO, c, b, a);
*/
break;
}
}
else
type = 0;
len = GetVLQ(track, &currentPos);
/* Create an event and attach the extra data, if any */
currentEvent->next = CreateEvent(atime, event, type, 0);
currentEvent = currentEvent->next;
if (NULL == currentEvent)
{
FreeMIDIEventList(head);
return NULL;
}
if (len)
{
currentEvent->extraLen = len;
currentEvent->extraData = malloc(len);
memcpy(currentEvent->extraData, &(track->data[currentPos]), len);
currentPos += len;
}
}
else
{
a = event;
if (a & 0x80) /* It's a status byte */
{
/* Extract channel and status information */
lastchan = a & 0x0F;
laststatus = (a>>4) & 0x0F;
/* Read the next byte which should always be a data byte */
a = track->data[currentPos++] & 0x7F;
}
switch(laststatus)
{
case MIDI_STATUS_NOTE_OFF:
case MIDI_STATUS_NOTE_ON: /* Note on */
case MIDI_STATUS_AFTERTOUCH: /* Key Pressure */
case MIDI_STATUS_CONTROLLER: /* Control change */
case MIDI_STATUS_PITCH_WHEEL: /* Pitch wheel */
b = track->data[currentPos++] & 0x7F;
currentEvent->next = CreateEvent(atime, (Uint8)((laststatus<<4)+lastchan), a, b);
currentEvent = currentEvent->next;
if (NULL == currentEvent)
{
FreeMIDIEventList(head);
return NULL;
}
break;
case MIDI_STATUS_PROG_CHANGE: /* Program change */
case MIDI_STATUS_PRESSURE: /* Channel pressure */
a &= 0x7f;
currentEvent->next = CreateEvent(atime, (Uint8)((laststatus<<4)+lastchan), a, 0);
currentEvent = currentEvent->next;
if (NULL == currentEvent)
{
FreeMIDIEventList(head);
return NULL;
}
break;
default: /* Sysex already handled above */
break;
}
}
}
currentEvent = head->next;
free(head); /* release the dummy head event */
return currentEvent;
}
/*
* Convert a midi song, consisting of up to 32 tracks, to a list of MIDIEvents.
* To do so, first convert the tracks seperatly, then interweave the resulting
* MIDIEvent-Lists to one big list.
*/
static MIDIEvent *MIDItoStream(MIDIFile *mididata)
{
MIDIEvent **track;
MIDIEvent *head = CreateEvent(0,0,0,0); /* dummy event to make handling the list easier */
MIDIEvent *currentEvent = head;
int trackID;
if (NULL == head)
return NULL;
track = (MIDIEvent**) calloc(1, sizeof(MIDIEvent*) * mididata->nTracks);
if (NULL == head)
return NULL;
/* First, convert all tracks to MIDIEvent lists */
for (trackID = 0; trackID < mididata->nTracks; trackID++)
track[trackID] = MIDITracktoStream(&mididata->track[trackID]);
/* Now, merge the lists. */
/* TODO */
while(1)
{
Uint32 lowestTime = INT_MAX;
int currentTrackID = -1;
/* Find the next event */
for (trackID = 0; trackID < mididata->nTracks; trackID++)
{
if (track[trackID] && (track[trackID]->time < lowestTime))
{
currentTrackID = trackID;
lowestTime = track[currentTrackID]->time;
}
}
/* Check if we processes all events */
if (currentTrackID == -1)
break;
currentEvent->next = track[currentTrackID];
track[currentTrackID] = track[currentTrackID]->next;
currentEvent = currentEvent->next;
lowestTime = 0;
}
/* Make sure the list is properly terminated */
currentEvent->next = 0;
currentEvent = head->next;
free(track);
free(head); /* release the dummy head event */
return currentEvent;
}
static int ReadMIDIFile(MIDIFile *mididata, SDL_RWops *rw)
{
int i = 0;
Uint32 ID;
Uint32 size;
Uint16 format;
Uint16 tracks;
Uint16 division;
if (!mididata)
return 0;
if (!rw)
return 0;
/* Make sure this is really a MIDI file */
SDL_RWread(rw, &ID, 1, 4);
if (BE_LONG(ID) != 'MThd')
return 0;
/* Header size must be 6 */
SDL_RWread(rw, &size, 1, 4);
size = BE_LONG(size);
if (size != 6)
return 0;
/* We only support format 0 and 1, but not 2 */
SDL_RWread(rw, &format, 1, 2);
format = BE_SHORT(format);
if (format != 0 && format != 1)
return 0;
SDL_RWread(rw, &tracks, 1, 2);
tracks = BE_SHORT(tracks);
mididata->nTracks = tracks;
/* Allocate tracks */
mididata->track = (MIDITrack*) calloc(1, sizeof(MIDITrack) * mididata->nTracks);
if (NULL == mididata->track)
{
goto bail;
}
/* Retrieve the PPQN value, needed for playback */
SDL_RWread(rw, &division, 1, 2);
mididata->division = BE_SHORT(division);
for (i=0; i<tracks; i++)
{
SDL_RWread(rw, &ID, 1, 4); /* We might want to verify this is MTrk... */
SDL_RWread(rw, &size, 1, 4);
size = BE_LONG(size);
mididata->track[i].len = size;
mididata->track[i].data = malloc(size);
if (NULL == mididata->track[i].data)
{
goto bail;
}
SDL_RWread(rw, mididata->track[i].data, 1, size);
}
return 1;
bail:
for(;i >= 0; i--)
{
if (mididata->track[i].data)
free(mididata->track[i].data);
}
return 0;
}
MIDIEvent *CreateMIDIEventList(SDL_RWops *rw, Uint16 *division)
{
MIDIFile *mididata = NULL;
MIDIEvent *eventList;
int trackID;
mididata = calloc(1, sizeof(MIDIFile));
if (!mididata)
return NULL;
/* Open the file */
if ( rw != NULL )
{
/* Read in the data */
if ( ! ReadMIDIFile(mididata, rw))
{
free(mididata);
return NULL;
}
}
else
{
free(mididata);
return NULL;
}
if (division)
*division = mididata->division;
eventList = MIDItoStream(mididata);
for(trackID = 0; trackID < mididata->nTracks; trackID++)
{
if (mididata->track[trackID].data)
free(mididata->track[trackID].data);
}
free(mididata->track);
free(mididata);
return eventList;
}
void FreeMIDIEventList(MIDIEvent *head)
{
MIDIEvent *cur, *next;
cur = head;
while (cur)
{
next = cur->next;
if (cur->extraData)
free (cur->extraData);
free (cur);
cur = next;
}
}
-67
View File
@@ -1,67 +0,0 @@
/*
native_midi: Hardware Midi support for the SDL_mixer library
Copyright (C) 2000,2001 Florian 'Proff' Schulze & Max Horn
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Florian 'Proff' Schulze
florian.proff.schulze@gmx.net
Max Horn
max@quendi.de
*/
#ifndef _NATIVE_MIDI_COMMON_H_
#define _NATIVE_MIDI_COMMON_H_
#include <SDL/SDL.h>
/* Midi Status Bytes */
#define MIDI_STATUS_NOTE_OFF 0x8
#define MIDI_STATUS_NOTE_ON 0x9
#define MIDI_STATUS_AFTERTOUCH 0xA
#define MIDI_STATUS_CONTROLLER 0xB
#define MIDI_STATUS_PROG_CHANGE 0xC
#define MIDI_STATUS_PRESSURE 0xD
#define MIDI_STATUS_PITCH_WHEEL 0xE
#define MIDI_STATUS_SYSEX 0xF
/* We store the midi events in a linked list; this way it is
easy to shuffle the tracks together later on; and we are
flexible in the size of each elemnt.
*/
typedef struct MIDIEvent
{
Uint32 time; /* Time at which this midi events occurs */
Uint8 status; /* Status byte */
Uint8 data[2]; /* 1 or 2 bytes additional data for most events */
Uint32 extraLen; /* For some SysEx events, we need additional storage */
Uint8 *extraData;
struct MIDIEvent *next;
} MIDIEvent;
/* Load a midifile to memory, converting it to a list of MIDIEvents.
This function returns a linked lists of MIDIEvents, 0 if an error occured.
*/
MIDIEvent *CreateMIDIEventList(SDL_RWops *rw, Uint16 *division);
/* Release a MIDIEvent list after usage. */
void FreeMIDIEventList(MIDIEvent *head);
#endif /* _NATIVE_MIDI_COMMON_H_ */
-707
View File
@@ -1,707 +0,0 @@
/*
native_midi_mac: Native Midi support on MacOS for the SDL_mixer library
Copyright (C) 2001 Max Horn
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Max Horn
max@quendi.de
*/
#ifndef MACOSX
#define MACOSX
#endif
#if defined(macintosh) || defined(MACOSX)
#include "native_midi.h"
#include "native_midi_common.h"
#ifdef MACOSX
#include <QuickTime/QuickTimeMusic.h>
#else
#include <QuickTimeMusic.h>
#endif
#include <assert.h>
#include <stdlib.h>
#include <string.h>
/* Native Midi song */
struct _NativeMidiSong
{
Uint32 *tuneSequence;
Uint32 *tuneHeader;
};
enum
{
/* number of (32-bit) long words in a note request event */
kNoteRequestEventLength = ((sizeof(NoteRequest)/sizeof(long)) + 2),
/* number of (32-bit) long words in a marker event */
kMarkerEventLength = 1,
/* number of (32-bit) long words in a general event, minus its data */
kGeneralEventLength = 2
};
#define ERROR_BUF_SIZE 256
#define BUFFER_INCREMENT 5000
#define REST_IF_NECESSARY() do {\
int timeDiff = eventPos->time - lastEventTime; \
if(timeDiff) \
{ \
timeDiff = (int)(timeDiff*tick); \
qtma_StuffRestEvent(*tunePos, timeDiff); \
tunePos++; \
lastEventTime = eventPos->time; \
} \
} while(0)
static Uint32 *BuildTuneSequence(MIDIEvent *evntlist, int ppqn, int part_poly_max[32], int part_to_inst[32], int *numParts);
static Uint32 *BuildTuneHeader(int part_poly_max[32], int part_to_inst[32], int numParts);
/* The global TunePlayer instance */
static TunePlayer gTunePlayer = NULL;
static int gInstaceCount = 0;
static Uint32 *gCurrentTuneSequence = NULL;
static char gErrorBuffer[ERROR_BUF_SIZE] = "";
/* Check whether QuickTime is available */
int native_midi_detect()
{
/* TODO */
return 1;
}
NativeMidiSong *native_midi_loadsong(char *midifile)
{
NativeMidiSong *song = NULL;
MIDIEvent *evntlist = NULL;
int part_to_inst[32];
int part_poly_max[32];
int numParts = 0;
Uint16 ppqn;
SDL_RWops *rw;
/* Init the arrays */
memset(part_poly_max,0,sizeof(part_poly_max));
memset(part_to_inst,-1,sizeof(part_to_inst));
/* Attempt to load the midi file */
rw = SDL_RWFromFile(midifile, "rb");
if (rw) {
evntlist = CreateMIDIEventList(rw, &ppqn);
SDL_RWclose(rw);
if (!evntlist)
goto bail;
}
/* Allocate memory for the song struct */
song = malloc(sizeof(NativeMidiSong));
if (!song)
goto bail;
/* Build a tune sequence from the event list */
song->tuneSequence = BuildTuneSequence(evntlist, ppqn, part_poly_max, part_to_inst, &numParts);
if(!song->tuneSequence)
goto bail;
/* Now build a tune header from the data we collect above, create
all parts as needed and assign them the correct instrument.
*/
song->tuneHeader = BuildTuneHeader(part_poly_max, part_to_inst, numParts);
if(!song->tuneHeader)
goto bail;
/* Increment the instance count */
gInstaceCount++;
if (gTunePlayer == NULL)
gTunePlayer = OpenDefaultComponent(kTunePlayerComponentType, 0);
/* Finally, free the event list */
FreeMIDIEventList(evntlist);
return song;
bail:
if (evntlist)
FreeMIDIEventList(evntlist);
if (song)
{
if(song->tuneSequence)
free(song->tuneSequence);
if(song->tuneHeader)
DisposePtr((Ptr)song->tuneHeader);
free(song);
}
return NULL;
}
NativeMidiSong *native_midi_loadsong_RW(SDL_RWops *rw)
{
NativeMidiSong *song = NULL;
MIDIEvent *evntlist = NULL;
int part_to_inst[32];
int part_poly_max[32];
int numParts = 0;
Uint16 ppqn;
/* Init the arrays */
memset(part_poly_max,0,sizeof(part_poly_max));
memset(part_to_inst,-1,sizeof(part_to_inst));
/* Attempt to load the midi file */
evntlist = CreateMIDIEventList(rw, &ppqn);
if (!evntlist)
goto bail;
/* Allocate memory for the song struct */
song = malloc(sizeof(NativeMidiSong));
if (!song)
goto bail;
/* Build a tune sequence from the event list */
song->tuneSequence = BuildTuneSequence(evntlist, ppqn, part_poly_max, part_to_inst, &numParts);
if(!song->tuneSequence)
goto bail;
/* Now build a tune header from the data we collect above, create
all parts as needed and assign them the correct instrument.
*/
song->tuneHeader = BuildTuneHeader(part_poly_max, part_to_inst, numParts);
if(!song->tuneHeader)
goto bail;
/* Increment the instance count */
gInstaceCount++;
if (gTunePlayer == NULL)
gTunePlayer = OpenDefaultComponent(kTunePlayerComponentType, 0);
/* Finally, free the event list */
FreeMIDIEventList(evntlist);
return song;
bail:
if (evntlist)
FreeMIDIEventList(evntlist);
if (song)
{
if(song->tuneSequence)
free(song->tuneSequence);
if(song->tuneHeader)
DisposePtr((Ptr)song->tuneHeader);
free(song);
}
return NULL;
}
void native_midi_freesong(NativeMidiSong *song)
{
if(!song || !song->tuneSequence)
return;
/* If this is the currently playing song, stop it now */
if (song->tuneSequence == gCurrentTuneSequence)
native_midi_stop();
/* Finally, free the data storage */
free(song->tuneSequence);
DisposePtr((Ptr)song->tuneHeader);
free(song);
/* Increment the instance count */
gInstaceCount--;
if ((gTunePlayer != NULL) && (gInstaceCount == 0))
{
CloseComponent(gTunePlayer);
gTunePlayer = NULL;
}
}
void native_midi_start(NativeMidiSong *song)
{
UInt32 queueFlags = 0;
ComponentResult tpError;
assert (gTunePlayer != NULL);
SDL_PauseAudio(1);
// SDL_UnlockAudio();
/* First, stop the currently playing music */
native_midi_stop();
/* Set up the queue flags */
queueFlags = kTuneStartNow;
/* Set the time scale (units per second), we want milliseconds */
tpError = TuneSetTimeScale(gTunePlayer, 1000);
if (tpError != noErr)
{
strncpy (gErrorBuffer, "MIDI error during TuneSetTimeScale", ERROR_BUF_SIZE);
goto done;
}
/* Set the header, to tell what instruments are used */
tpError = TuneSetHeader(gTunePlayer, (UInt32 *)song->tuneHeader);
if (tpError != noErr)
{
strncpy (gErrorBuffer, "MIDI error during TuneSetHeader", ERROR_BUF_SIZE);
goto done;
}
/* Have it allocate whatever resources are needed */
tpError = TunePreroll(gTunePlayer);
if (tpError != noErr)
{
strncpy (gErrorBuffer, "MIDI error during TunePreroll", ERROR_BUF_SIZE);
goto done;
}
/* We want to play at normal volume */
tpError = TuneSetVolume(gTunePlayer, 0x00010000);
if (tpError != noErr)
{
strncpy (gErrorBuffer, "MIDI error during TuneSetVolume", ERROR_BUF_SIZE);
goto done;
}
/* Finally, start playing the full song */
gCurrentTuneSequence = song->tuneSequence;
tpError = TuneQueue(gTunePlayer, (UInt32 *)song->tuneSequence, 0x00010000, 0, 0xFFFFFFFF, queueFlags, NULL, 0);
if (tpError != noErr)
{
strncpy (gErrorBuffer, "MIDI error during TuneQueue", ERROR_BUF_SIZE);
goto done;
}
done:
1;
// SDL_LockAudio();
SDL_PauseAudio(0);
}
void native_midi_stop()
{
if (gTunePlayer == NULL)
return;
/* Stop music */
TuneStop(gTunePlayer, 0);
/* Deallocate all instruments */
TuneUnroll(gTunePlayer);
}
int native_midi_active()
{
if (gTunePlayer != NULL)
{
TuneStatus ts;
TuneGetStatus(gTunePlayer,&ts);
return ts.queueTime != 0;
}
else
return 0;
}
void native_midi_setvolume(int volume)
{
if (gTunePlayer == NULL)
return;
/* QTMA olume may range from 0.0 to 1.0 (in 16.16 fixed point encoding) */
TuneSetVolume(gTunePlayer, (0x00010000 * volume)/SDL_MIX_MAXVOLUME);
}
char *native_midi_error()
{
return gErrorBuffer;
}
Uint32 *BuildTuneSequence(MIDIEvent *evntlist, int ppqn, int part_poly_max[32], int part_to_inst[32], int *numParts)
{
int part_poly[32];
int channel_to_part[16];
int channel_pan[16];
int channel_vol[16];
int channel_pitch_bend[16];
int lastEventTime = 0;
int tempo = 500000;
double Ippqn = 1.0 / (1000*ppqn);
double tick = tempo * Ippqn;
MIDIEvent *eventPos = evntlist;
MIDIEvent *noteOffPos;
Uint32 *tunePos, *endPos;
Uint32 *tuneSequence;
size_t tuneSize;
/* allocate space for the tune header */
tuneSize = 5000;
tuneSequence = (Uint32 *)malloc(tuneSize * sizeof(Uint32));
if (tuneSequence == NULL)
return NULL;
/* Set starting position in our tune memory */
tunePos = tuneSequence;
endPos = tuneSequence + tuneSize;
/* Initialise the arrays */
memset(part_poly,0,sizeof(part_poly));
memset(channel_to_part,-1,sizeof(channel_to_part));
memset(channel_pan,-1,sizeof(channel_pan));
memset(channel_vol,-1,sizeof(channel_vol));
memset(channel_pitch_bend,-1,sizeof(channel_pitch_bend));
*numParts = 0;
/*
* Now the major work - iterate over all GM events,
* and turn them into QuickTime Music format.
* At the same time, calculate the max. polyphony for each part,
* and also the part->instrument mapping.
*/
while(eventPos)
{
int status = (eventPos->status&0xF0)>>4;
int channel = eventPos->status&0x0F;
int part = channel_to_part[channel];
int velocity, pitch;
int value, controller;
int bend;
int newInst;
/* Check if we are running low on space... */
if((tunePos+16) > endPos)
{
/* Resize our data storage. */
Uint32 *oldTuneSequence = tuneSequence;
tuneSize += BUFFER_INCREMENT;
tuneSequence = (Uint32 *)realloc(tuneSequence, tuneSize * sizeof(Uint32));
if(oldTuneSequence != tuneSequence)
tunePos += tuneSequence - oldTuneSequence;
endPos = tuneSequence + tuneSize;
}
switch (status)
{
case MIDI_STATUS_NOTE_OFF:
assert(part>=0 && part<=31);
/* Keep track of the polyphony of the current part */
part_poly[part]--;
break;
case MIDI_STATUS_NOTE_ON:
if (part < 0)
{
/* If no part is specified yet, we default to the first instrument, which
is piano (or the first drum kit if we are on the drum channel)
*/
int newInst;
if (channel == 9)
newInst = kFirstDrumkit + 1; /* the first drum kit is the "no drum" kit! */
else
newInst = kFirstGMInstrument;
part = channel_to_part[channel] = *numParts;
part_to_inst[(*numParts)++] = newInst;
}
/* TODO - add support for more than 32 parts using eXtended QTMA events */
assert(part<=31);
/* Decode pitch & velocity */
pitch = eventPos->data[0];
velocity = eventPos->data[1];
if (velocity == 0)
{
/* was a NOTE OFF in disguise, so we decrement the polyphony */
part_poly[part]--;
}
else
{
/* Keep track of the polyphony of the current part */
int foo = ++part_poly[part];
if (part_poly_max[part] < foo)
part_poly_max[part] = foo;
/* Now scan forward to find the matching NOTE OFF event */
for(noteOffPos = eventPos; noteOffPos; noteOffPos = noteOffPos->next)
{
if ((noteOffPos->status&0xF0)>>4 == MIDI_STATUS_NOTE_OFF
&& channel == (eventPos->status&0x0F)
&& pitch == noteOffPos->data[0])
break;
/* NOTE ON with velocity == 0 is the same as a NOTE OFF */
if ((noteOffPos->status&0xF0)>>4 == MIDI_STATUS_NOTE_ON
&& channel == (eventPos->status&0x0F)
&& pitch == noteOffPos->data[0]
&& 0 == noteOffPos->data[1])
break;
}
/* Did we find a note off? Should always be the case, but who knows... */
if (noteOffPos)
{
/* We found a NOTE OFF, now calculate the note duration */
int duration = (int)((noteOffPos->time - eventPos->time)*tick);
REST_IF_NECESSARY();
/* Now we need to check if we get along with a normal Note Event, or if we need an extended one... */
if (duration < 2048 && pitch>=32 && pitch<=95 && velocity>=0 && velocity<=127)
{
qtma_StuffNoteEvent(*tunePos, part, pitch, velocity, duration);
tunePos++;
}
else
{
qtma_StuffXNoteEvent(*tunePos, *(tunePos+1), part, pitch, velocity, duration);
tunePos+=2;
}
}
}
break;
case MIDI_STATUS_AFTERTOUCH:
/* NYI - use kControllerAfterTouch. But how are the parameters to be mapped? */
break;
case MIDI_STATUS_CONTROLLER:
controller = eventPos->data[0];
value = eventPos->data[1];
switch(controller)
{
case 0: /* bank change - igore for now */
break;
case kControllerVolume:
if(channel_vol[channel] != value<<8)
{
channel_vol[channel] = value<<8;
if(part>=0 && part<=31)
{
REST_IF_NECESSARY();
qtma_StuffControlEvent(*tunePos, part, kControllerVolume, channel_vol[channel]);
tunePos++;
}
}
break;
case kControllerPan:
if(channel_pan[channel] != (value << 1) + 256)
{
channel_pan[channel] = (value << 1) + 256;
if(part>=0 && part<=31)
{
REST_IF_NECESSARY();
qtma_StuffControlEvent(*tunePos, part, kControllerPan, channel_pan[channel]);
tunePos++;
}
}
break;
default:
/* No other controllers implemented yet */;
break;
}
break;
case MIDI_STATUS_PROG_CHANGE:
/* Instrument changed */
newInst = eventPos->data[0];
/* Channel 9 (the 10th channel) is different, it indicates a drum kit */
if (channel == 9)
newInst += kFirstDrumkit;
else
newInst += kFirstGMInstrument;
/* Only if the instrument for this channel *really* changed, add a new part. */
if(newInst != part_to_inst[part])
{
/* TODO maybe make use of kGeneralEventPartChange here,
to help QT reuse note channels?
*/
part = channel_to_part[channel] = *numParts;
part_to_inst[(*numParts)++] = newInst;
if(channel_vol[channel] >= 0)
{
REST_IF_NECESSARY();
qtma_StuffControlEvent(*tunePos, part, kControllerVolume, channel_vol[channel]);
tunePos++;
}
if(channel_pan[channel] >= 0)
{
REST_IF_NECESSARY();
qtma_StuffControlEvent(*tunePos, part, kControllerPan, channel_pan[channel]);
tunePos++;
}
if(channel_pitch_bend[channel] >= 0)
{
REST_IF_NECESSARY();
qtma_StuffControlEvent(*tunePos, part, kControllerPitchBend, channel_pitch_bend[channel]);
tunePos++;
}
}
break;
case MIDI_STATUS_PRESSURE:
/* NYI */
break;
case MIDI_STATUS_PITCH_WHEEL:
/* In the midi spec, 0x2000 = center, 0x0000 = - 2 semitones, 0x3FFF = +2 semitones
but for QTMA, we specify it as a 8.8 fixed point of semitones
TODO: detect "pitch bend range changes" & honor them!
*/
bend = (eventPos->data[0] & 0x7f) | ((eventPos->data[1] & 0x7f) << 7);
/* "Center" the bend */
bend -= 0x2000;
/* Move it to our format: */
bend <<= 4;
/* If it turns out the pitch bend didn't change, stop here */
if(channel_pitch_bend[channel] == bend)
break;
channel_pitch_bend[channel] = bend;
if(part>=0 && part<=31)
{
/* Stuff a control event */
REST_IF_NECESSARY();
qtma_StuffControlEvent(*tunePos, part, kControllerPitchBend, bend);
tunePos++;
}
break;
case MIDI_STATUS_SYSEX:
if (eventPos->status == 0xFF && eventPos->data[0] == 0x51) /* Tempo change */
{
tempo = (eventPos->extraData[0] << 16) +
(eventPos->extraData[1] << 8) +
eventPos->extraData[2];
tick = tempo * Ippqn;
}
break;
}
/* on to the next event */
eventPos = eventPos->next;
}
/* Finally, place an end marker */
*tunePos = kEndMarkerValue;
return tuneSequence;
}
Uint32 *BuildTuneHeader(int part_poly_max[32], int part_to_inst[32], int numParts)
{
Uint32 *myHeader;
Uint32 *myPos1, *myPos2; /* pointers to the head and tail long words of a music event */
NoteRequest *myNoteRequest;
NoteAllocator myNoteAllocator; /* for the NAStuffToneDescription call */
ComponentResult myErr = noErr;
int part;
myHeader = NULL;
myNoteAllocator = NULL;
/*
* Open up the Note Allocator
*/
myNoteAllocator = OpenDefaultComponent(kNoteAllocatorComponentType,0);
if (myNoteAllocator == NULL)
goto bail;
/*
* Allocate space for the tune header
*/
myHeader = (Uint32 *)
NewPtrClear((numParts * kNoteRequestEventLength + kMarkerEventLength) * sizeof(Uint32));
if (myHeader == NULL)
goto bail;
myPos1 = myHeader;
/*
* Loop over all parts
*/
for(part = 0; part < numParts; ++part)
{
/*
* Stuff request for the instrument with the given polyphony
*/
myPos2 = myPos1 + (kNoteRequestEventLength - 1); /* last longword of general event */
qtma_StuffGeneralEvent(*myPos1, *myPos2, part, kGeneralEventNoteRequest, kNoteRequestEventLength);
myNoteRequest = (NoteRequest *)(myPos1 + 1);
myNoteRequest->info.flags = 0;
/* I'm told by the Apple people that the Quicktime types were poorly designed and it was
* too late to change them. On little endian, the BigEndian(Short|Fixed) types are structs
* while on big endian they are primitive types. Furthermore, Quicktime failed to
* provide setter and getter functions. To get this to work, we need to case the
* code for the two possible situations.
* My assumption is that the right-side value was always expected to be BigEndian
* as it was written way before the Universal Binary transition. So in the little endian
* case, OSSwap is used.
*/
#if __LITTLE_ENDIAN__
myNoteRequest->info.polyphony.bigEndianValue = OSSwapHostToBigInt16(part_poly_max[part]);
myNoteRequest->info.typicalPolyphony.bigEndianValue = OSSwapHostToBigInt32(0x00010000);
#else
myNoteRequest->info.polyphony = part_poly_max[part];
myNoteRequest->info.typicalPolyphony = 0x00010000;
#endif
myErr = NAStuffToneDescription(myNoteAllocator,part_to_inst[part],&myNoteRequest->tone);
if (myErr != noErr)
goto bail;
/* move pointer to beginning of next event */
myPos1 += kNoteRequestEventLength;
}
*myPos1 = kEndMarkerValue; /* end of sequence marker */
bail:
if(myNoteAllocator)
CloseComponent(myNoteAllocator);
/* if we encountered an error, dispose of the storage we allocated and return NULL */
if (myErr != noErr) {
DisposePtr((Ptr)myHeader);
myHeader = NULL;
}
return myHeader;
}
#endif /* MacOS native MIDI support */
-321
View File
@@ -1,321 +0,0 @@
/*
native_midi: Hardware Midi support for the SDL_mixer library
Copyright (C) 2000,2001 Florian 'Proff' Schulze
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library 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
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Florian 'Proff' Schulze
florian.proff.schulze@gmx.net
*/
/* everything below is currently one very big bad hack ;) Proff */
#ifdef WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#include <windowsx.h>
#include <mmsystem.h>
#include <stdio.h>
#include <stdlib.h>
#include <limits.h>
#include "native_midi.h"
#include "native_midi_common.h"
struct _NativeMidiSong {
int MusicLoaded;
int MusicPlaying;
MIDIHDR MidiStreamHdr;
MIDIEVENT *NewEvents;
Uint16 ppqn;
int Size;
int NewPos;
};
static UINT MidiDevice=MIDI_MAPPER;
static HMIDISTRM hMidiStream;
static NativeMidiSong *currentsong;
static int BlockOut(NativeMidiSong *song)
{
MMRESULT err;
int BlockSize;
if ((song->MusicLoaded) && (song->NewEvents))
{
// proff 12/8/98: Added for savety
midiOutUnprepareHeader((HMIDIOUT)hMidiStream,&song->MidiStreamHdr,sizeof(MIDIHDR));
if (song->NewPos>=song->Size)
return 0;
BlockSize=(song->Size-song->NewPos);
if (BlockSize<=0)
return 0;
if (BlockSize>36000)
BlockSize=36000;
song->MidiStreamHdr.lpData=(void *)((unsigned char *)song->NewEvents+song->NewPos);
song->NewPos+=BlockSize;
song->MidiStreamHdr.dwBufferLength=BlockSize;
song->MidiStreamHdr.dwBytesRecorded=BlockSize;
song->MidiStreamHdr.dwFlags=0;
err=midiOutPrepareHeader((HMIDIOUT)hMidiStream,&song->MidiStreamHdr,sizeof(MIDIHDR));
if (err!=MMSYSERR_NOERROR)
return 0;
err=midiStreamOut(hMidiStream,&song->MidiStreamHdr,sizeof(MIDIHDR));
return 0;
}
return 1;
}
static void MIDItoStream(NativeMidiSong *song, MIDIEvent *evntlist)
{
int eventcount;
MIDIEvent *event;
MIDIEVENT *newevent;
eventcount=0;
event=evntlist;
while (event)
{
eventcount++;
event=event->next;
}
song->NewEvents=malloc(eventcount*3*sizeof(DWORD));
if (!song->NewEvents)
return;
memset(song->NewEvents,0,(eventcount*3*sizeof(DWORD)));
eventcount=0;
event=evntlist;
newevent=song->NewEvents;
while (event)
{
int status = (event->status&0xF0)>>4;
switch (status)
{
case MIDI_STATUS_NOTE_OFF:
case MIDI_STATUS_NOTE_ON:
case MIDI_STATUS_AFTERTOUCH:
case MIDI_STATUS_CONTROLLER:
case MIDI_STATUS_PROG_CHANGE:
case MIDI_STATUS_PRESSURE:
case MIDI_STATUS_PITCH_WHEEL:
newevent->dwDeltaTime=event->time;
newevent->dwEvent=(event->status|0x80)|(event->data[0]<<8)|(event->data[1]<<16)|(MEVT_SHORTMSG<<24);
newevent=(MIDIEVENT*)((char*)newevent+(3*sizeof(DWORD)));
eventcount++;
break;
case MIDI_STATUS_SYSEX:
if (event->status == 0xFF && event->data[0] == 0x51) /* Tempo change */
{
int tempo = (event->extraData[0] << 16) |
(event->extraData[1] << 8) |
event->extraData[2];
newevent->dwDeltaTime=event->time;
newevent->dwEvent=(MEVT_TEMPO<<24) | tempo;
newevent=(MIDIEVENT*)((char*)newevent+(3*sizeof(DWORD)));
eventcount++;
}
break;
}
event=event->next;
}
song->Size=eventcount*3*sizeof(DWORD);
{
int time;
int temptime;
song->NewPos=0;
time=0;
newevent=song->NewEvents;
while (song->NewPos<song->Size)
{
temptime=newevent->dwDeltaTime;
newevent->dwDeltaTime-=time;
time=temptime;
if ((song->NewPos+12)>=song->Size)
newevent->dwEvent |= MEVT_F_CALLBACK;
newevent=(MIDIEVENT*)((char*)newevent+(3*sizeof(DWORD)));
song->NewPos+=12;
}
}
song->NewPos=0;
song->MusicLoaded=1;
}
void CALLBACK MidiProc( HMIDIIN hMidi, UINT uMsg, DWORD dwInstance,
DWORD dwParam1, DWORD dwParam2 )
{
switch( uMsg )
{
case MOM_DONE:
if ((currentsong->MusicLoaded) && ((DWORD)dwParam1 == (DWORD)&currentsong->MidiStreamHdr))
BlockOut(currentsong);
break;
case MOM_POSITIONCB:
if ((currentsong->MusicLoaded) && ((DWORD)dwParam1 == (DWORD)&currentsong->MidiStreamHdr))
currentsong->MusicPlaying=0;
break;
default:
break;
}
}
int native_midi_detect()
{
MMRESULT merr;
HMIDISTRM MidiStream;
merr=midiStreamOpen(&MidiStream,&MidiDevice,1,(DWORD)&MidiProc,0,CALLBACK_FUNCTION);
if (merr!=MMSYSERR_NOERROR)
MidiStream=0;
midiStreamClose(MidiStream);
if (!MidiStream)
return 0;
else
return 1;
}
NativeMidiSong *native_midi_loadsong(char *midifile)
{
NativeMidiSong *newsong;
MIDIEvent *evntlist = NULL;
SDL_RWops *rw;
newsong=malloc(sizeof(NativeMidiSong));
if (!newsong)
return NULL;
memset(newsong,0,sizeof(NativeMidiSong));
/* Attempt to load the midi file */
rw = SDL_RWFromFile(midifile, "rb");
if (rw) {
evntlist = CreateMIDIEventList(rw, &newsong->ppqn);
SDL_RWclose(rw);
if (!evntlist)
{
free(newsong);
return NULL;
}
}
MIDItoStream(newsong, evntlist);
FreeMIDIEventList(evntlist);
return newsong;
}
NativeMidiSong *native_midi_loadsong_RW(SDL_RWops *rw)
{
NativeMidiSong *newsong;
MIDIEvent *evntlist = NULL;
newsong=malloc(sizeof(NativeMidiSong));
if (!newsong)
return NULL;
memset(newsong,0,sizeof(NativeMidiSong));
/* Attempt to load the midi file */
evntlist = CreateMIDIEventList(rw, &newsong->ppqn);
if (!evntlist)
{
free(newsong);
return NULL;
}
MIDItoStream(newsong, evntlist);
FreeMIDIEventList(evntlist);
return newsong;
}
void native_midi_freesong(NativeMidiSong *song)
{
if (hMidiStream)
{
midiStreamStop(hMidiStream);
midiStreamClose(hMidiStream);
}
if (song)
{
if (song->NewEvents)
free(song->NewEvents);
free(song);
}
}
void native_midi_start(NativeMidiSong *song)
{
MMRESULT merr;
MIDIPROPTIMEDIV mptd;
native_midi_stop();
if (!hMidiStream)
{
merr=midiStreamOpen(&hMidiStream,&MidiDevice,1,(DWORD)&MidiProc,0,CALLBACK_FUNCTION);
if (merr!=MMSYSERR_NOERROR)
{
hMidiStream=0;
return;
}
//midiStreamStop(hMidiStream);
currentsong=song;
currentsong->NewPos=0;
currentsong->MusicPlaying=1;
mptd.cbStruct=sizeof(MIDIPROPTIMEDIV);
mptd.dwTimeDiv=currentsong->ppqn;
merr=midiStreamProperty(hMidiStream,(LPBYTE)&mptd,MIDIPROP_SET | MIDIPROP_TIMEDIV);
BlockOut(song);
merr=midiStreamRestart(hMidiStream);
}
}
void native_midi_stop()
{
if (!hMidiStream)
return;
midiStreamStop(hMidiStream);
midiStreamClose(hMidiStream);
currentsong=NULL;
hMidiStream = 0;
}
int native_midi_active()
{
return currentsong->MusicPlaying;
}
void native_midi_setvolume(int volume)
{
int calcVolume;
if (volume > 128)
volume = 128;
if (volume < 0)
volume = 0;
calcVolume = (65535 * volume / 128);
midiOutSetVolume((HMIDIOUT)hMidiStream, MAKELONG(calcVolume , calcVolume));
}
char *native_midi_error()
{
return "";
}
#endif /* Windows native MIDI support */
-104
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@@ -1,104 +0,0 @@
# Copyright 2005 PyTom <pytom@bishoujo.us>
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
cdef extern from "pss.h":
cdef struct SDL_RWops:
int (* close)(SDL_RWops *)
SDL_RWops* RWopsFromPython(object obj)
cdef int SDL_GetTicks()
cdef extern from "native_midi.h":
cdef struct _NativeMidiSong:
pass
ctypedef _NativeMidiSong NativeMidiSong
int native_midi_detect()
NativeMidiSong *native_midi_loadsong(char *midifile)
NativeMidiSong *native_midi_loadsong_RW(SDL_RWops *rw)
void native_midi_freesong(NativeMidiSong *song)
void native_midi_start(NativeMidiSong *song)
void native_midi_stop()
int native_midi_active()
void native_midi_setvolume(int volume)
char *native_midi_error()
cdef NativeMidiSong *current
cdef int start
current = NULL
def init():
if not native_midi_detect():
raise Exception("Could not initialize native midi support.")
def play(file):
cdef SDL_RWops *rw
if current:
stop()
rw = RWopsFromPython(file)
if rw == NULL:
raise Exception, "Could not create RWops."
global current
current = native_midi_loadsong_RW(rw)
rw.close(rw)
if current == NULL:
raise Exception, "Could not load midi file."
global start
start = SDL_GetTicks()
native_midi_start(current)
def stop():
global current
if not current:
return
native_midi_stop()
native_midi_freesong(current)
current = NULL
def busy():
return native_midi_active()
def get_pos():
if not busy():
return -1
return SDL_GetTicks() - start
def set_volume(volume):
native_midi_setvolume(int(volume * 128))
+314 -114
View File
@@ -1,5 +1,5 @@
/*
Copyright 2005 PyTom <pytom@bishoujo.us>
Copyright 2005-2009 PyTom <pytom@bishoujo.us>
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation files
@@ -24,9 +24,19 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
#include "pss.h"
#include <Python.h>
#include <SDL/SDL.h>
#include <SDL/SDL_sound.h>
#include <stdio.h>
/* Declarations of ffdecode functions. */
struct VideoState;
struct VideoState *ffpy_stream_open(SDL_RWops *, const char *);
void ffpy_stream_close(struct VideoState *is);
void ffpy_alloc_event(struct VideoState *vs, PyObject *surface);
void ffpy_refresh_event(struct VideoState *vs);
void ffpy_init(int rate, int status);
int ffpy_audio_decode(struct VideoState *is, Uint8 *stream, int len);
/* The current Python. */
PyInterpreterState* interp;
PyThreadState* thread = NULL;
@@ -52,6 +62,10 @@ static void decref(PyObject *ref) {
}
/* Locking on entry from python... */
// #define BEGIN() PyThreadState *_save;
// #define ENTER() { printf("Locking by %s.\n", __FUNCTION__); _save = PyEval_SaveThread(); SDL_LockAudio(); printf("Lock by %s\n", __FUNCTION__); }
// #define EXIT() { SDL_UnlockAudio(); PyEval_RestoreThread(_save); printf("Release by %s\n", __FUNCTION__); }
#define BEGIN() PyThreadState *_save;
#define ENTER() { _save = PyEval_SaveThread(); SDL_LockAudio(); }
#define EXIT() { SDL_UnlockAudio(); PyEval_RestoreThread(_save); }
@@ -60,9 +74,6 @@ static void decref(PyObject *ref) {
#define min(a, b) (((a) < (b)) ? (a) : (b))
#define max(a, b) (((a) > (b)) ? (a) : (b))
/* The number of channels we support. */
#define NUM_CHANNELS 8
/* Various error codes. */
#define SUCCESS 0
#define SDL_ERROR -1
@@ -86,7 +97,7 @@ struct Channel {
/* The currently playing sample, NULL if this sample isn't playing
anything. */
Sound_Sample *playing;
struct VideoState *playing;
/* The name of the playing music. */
PyObject *playing_name;
@@ -98,8 +109,11 @@ struct Channel {
int playing_tight;
/* The queued up sample. */
Sound_Sample *queued;
struct VideoState *queued;
/* A sample that's dying, and needs to be deallocated. */
struct VideoState *dying;
/* The name of the queued up sample. */
PyObject *queued_name;
@@ -115,12 +129,6 @@ struct Channel {
/* The volume of the channel. */
int volume;
/* The number of decoded bytes in the buffer. */
int decoded;
/* The offset into the buffer that we last stopped at. */
int last;
/* The position (in bytes) that this channel has queued to. */
int pos;
@@ -145,12 +153,34 @@ struct Channel {
/* The event posted to the queue when we finish a track. */
int event;
/* The pan being applied to the current channel. */
float pan_start;
float pan_end;
/* The length of the current pan, in samples. */
unsigned int pan_length;
/* The number of samples we've finished in the current pan. */
unsigned int pan_done;
/* These are used like in pan, above. Unlike the volume parameter,
the voulme set here is persisted between sessions. */
float vol2_start;
float vol2_end;
unsigned int vol2_length;
unsigned int vol2_done;
};
/*
* The number of channels the system knows about.
*/
int num_channels = 0;
/*
* All of the channels that the system knows about.
*/
struct Channel channels[NUM_CHANNELS];
struct Channel *channels = NULL;
/*
* The spec of the audio that is playing.
@@ -158,6 +188,39 @@ struct Channel channels[NUM_CHANNELS];
SDL_AudioSpec audio_spec;
static float interpolate_pan(struct Channel *c) {
float done;
if (c->pan_done > c->pan_length) {
c->pan_length = 0;
}
if (c->pan_length == 0) {
return c->pan_end;
}
done = 1.0 * c->pan_done / c->pan_length;
return c->pan_start + done * (c->pan_end - c->pan_start);
}
static float interpolate_vol2(struct Channel *c) {
float done;
if (c->vol2_done > c->vol2_length) {
c->vol2_length = 0;
}
if (c->vol2_length == 0) {
return c->vol2_end;
}
done = 1.0 * c->vol2_done / c->vol2_length;
return c->vol2_start + done * (c->vol2_end - c->vol2_start);
}
static int ms_to_bytes(int ms) {
return ((long long) ms) * audio_spec.freq * audio_spec.channels * 2 / 1000;
}
@@ -171,8 +234,6 @@ static void start_sample(struct Channel* c, int reset_fade) {
if (!c) return;
c->decoded = 0;
c->last = 0;
c->pos = 0;
if (reset_fade) {
@@ -185,62 +246,52 @@ static void start_sample(struct Channel* c, int reset_fade) {
c->fade_off = 0;
c->fade_vol = 0;
c->fade_step_len = ms_to_bytes(c->playing_fadein) / fade_steps;
c->fade_step_len &= ~0x7; // Even sample.
if (fade_steps) {
c->fade_step_len = ms_to_bytes(c->playing_fadein) / fade_steps;
c->fade_step_len &= ~0x7; // Even sample.
} else {
c->fade_step_len = 0;
}
}
c->stop_bytes = -1;
}
}
/* static void update_pause(void) { */
/* int i; */
/* int pause = 1; */
/* for (i = 0; i < NUM_CHANNELS; i++) { */
/* if (channels[i].playing) { */
/* pause = 0; */
/* break; */
/* } */
/* } */
/* SDL_PauseAudio(pause); */
/* } */
static void free_sample(Sound_Sample *ss) {
Sound_FreeSample(ss);
static void free_sample(struct VideoState *ss) {
ffpy_stream_close(ss);
}
#define MAX_SHORT (32767)
#define MIN_SHORT (-32768)
// Actually mixes the audio.
static void mixaudio(Uint8 *dst, Uint8 *src, int length, int volume) {
// SDL_MixAudio may not work when length % 16 != 0.
if ((length & 0x0f) == 0) {
SDL_MixAudio(dst, src, length, volume);
} else {
int i;
short *sdst = (short *) dst;
short *ssrc = (short *) src;
int newlength = length + 16 - (length & 0xf);
Uint8 newsrc[newlength];
Uint8 newdst[newlength];
memcpy(newsrc, src, length);
memcpy(newdst, dst, length);
for (i = 0; i < length / 2; i++) {
int sound = *sdst + (volume * *ssrc) / SDL_MIX_MAXVOLUME;
if (sound > MAX_SHORT) {
sound = MAX_SHORT;
}
if (sound < MIN_SHORT) {
sound = MIN_SHORT;
}
// Mix the audio once.
SDL_MixAudio(newdst, newsrc, newlength, volume);
memcpy(dst, newdst, length);
}
*sdst++ = (short) sound;
ssrc++;
}
}
// Mixes the audio, while performing fading.
static void fade_mixaudio(struct Channel *c,
Uint8 *dst, Uint8 *src, int length) {
while (length) {
// No fade case.
if (c->fade_step_len == 0) {
mixaudio(dst, src, length, c->volume);
@@ -250,8 +301,9 @@ static void fade_mixaudio(struct Channel *c,
// Fading, but we have some space left in the current step.
if (c->fade_off < c->fade_step_len) {
int l = min(c->fade_step_len - c->fade_off, length);
mixaudio(dst, src, l, c->fade_vol);
mixaudio(dst, src, l, c->fade_vol);
length -= l;
dst += l;
src += l;
@@ -275,7 +327,7 @@ static void fade_mixaudio(struct Channel *c,
c->fade_step_len = 0;
}
}
return;
}
@@ -290,11 +342,62 @@ static void post_event(struct Channel *c) {
SDL_PushEvent(&e);
}
/* This handels panning and vol2 manipulations. */
static void pan_audio(struct Channel *c, Uint8 *stream, int length) {
int i;
short *sample = (short *) stream;
length /= 4;
float pan;
float vol2;
int left = 256;
int right = 256;
for (i = 0; i < length; i++) {
if ((i & 0x1f) == 0) {
pan = interpolate_pan(c);
vol2 = interpolate_vol2(c);
// If nothing to do, skip 32 samples.
if (pan == 0.0 && vol2 == 1.0) {
i += 31;
c->pan_done += 32;
c->vol2_done += 32;
sample += 32 * 2;
continue;
}
vol2 *= 256.0;
if (pan < 0) {
left = (int) vol2;
right = (int) (vol2 * (1.0 + pan));
} else {
left = (int) (vol2 * (1.0 - pan));
right = (int) vol2;
}
}
*sample = (short) ((*sample * left) >> 8);
sample++;
*sample = (short) ((*sample * right) >> 8);
sample++;
c->pan_done += 1;
c->vol2_done += 1;
}
}
static void callback(void *userdata, Uint8 *stream, int length) {
int channel = 0;
for (channel = 0; channel < NUM_CHANNELS; channel++) {
for (channel = 0; channel < num_channels; channel++) {
int mixed = 0;
struct Channel *c = &channels[channel];
@@ -308,21 +411,22 @@ static void callback(void *userdata, Uint8 *stream, int length) {
while (mixed < length && c->playing) {
int mixleft = length - mixed;
int bufleft = c->decoded - c->last;
Uint8 buffer[mixleft];
// Decode some amount of data.
int bytes = ffpy_audio_decode(c->playing, buffer, mixleft);
// We have some data in the buffer.
if (c->stop_bytes && bufleft) {
int bytes = min(bufleft, mixleft);
if (c->stop_bytes && bytes) {
if (c->stop_bytes != -1)
bytes = min(c->stop_bytes, bytes);
fade_mixaudio(c, &stream[mixed],
&( ((Uint8*) c->playing->buffer) [c->last]),
bytes);
pan_audio(c, buffer, bytes);
fade_mixaudio(c, &stream[mixed], buffer, bytes);
mixed += bytes;
c->last += bytes;
if (c->stop_bytes != -1)
c->stop_bytes -= bytes;
@@ -335,13 +439,14 @@ static void callback(void *userdata, Uint8 *stream, int length) {
// Otherwise, no data is left in the buffer. Check why,
// and act accordingly.
// EOF or ERROR -- Skip to the next sample.
if (c->stop_bytes == 0 || c->playing->flags & (SOUND_SAMPLEFLAG_ERROR | SOUND_SAMPLEFLAG_EOF)) {
// Skip to the next sample.
if (c->stop_bytes == 0 || bytes == 0) {
int old_tight = c->playing_tight;
post_event(c);
free_sample(c->playing);
c->dying = c->playing;
decref(c->playing_name);
c->playing = c->queued;
@@ -355,31 +460,54 @@ static void callback(void *userdata, Uint8 *stream, int length) {
c->queued_tight = 0;
start_sample(c, ! old_tight);
/* update_pause(); */
continue;
}
// If we're here, we're simply out of data in the
// buffer. Decode some.
c->decoded = Sound_Decode(c->playing);
c->last = 0;
}
}
}
/*
* Checks that the given channel is in range. Returns 0 if it is,
* sets an error and returns -1 if it is not.
* sets an error and returns -1 if it is not. Allocates channels
* that don't already exist.
*/
static int check_channel(int c) {
if (c < 0 || c >= NUM_CHANNELS) {
int i;
if (c < 0) {
error(PSS_ERROR);
error_msg = "Channel number out of range.";
return -1;
}
if (c >= num_channels) {
channels = realloc(channels, sizeof(struct Channel) * (c + 1));
for (i = num_channels; i <= c; i++) {
channels[i].playing = NULL;
channels[i].queued = NULL;
channels[i].playing_name = NULL;
channels[i].queued_name = NULL;
channels[i].dying = NULL;
channels[i].volume = SDL_MIX_MAXVOLUME;
channels[i].paused = 1;
channels[i].event = 0;
channels[i].pan_start = 0.0;
channels[i].pan_end = 0.0;
channels[i].pan_length = 0;
channels[i].pan_done = 0;
channels[i].vol2_start = 1.0;
channels[i].vol2_end = 1.0;
channels[i].vol2_length = 0;
channels[i].vol2_done = 0;
}
num_channels = c + 1;
}
return 0;
}
@@ -388,15 +516,9 @@ static int check_channel(int c) {
* Loads the provided sample. Returns the sample on success, NULL on
* failure.
*/
static Sound_Sample *load_sample(SDL_RWops *rw, const char *ext) {
Sound_AudioInfo ai;
Sound_Sample *rv;
ai.format = audio_spec.format;
ai.channels = audio_spec.channels;
ai.rate = audio_spec.freq;
rv = Sound_NewSample(rw, ext, &ai, audio_spec.samples * audio_spec.channels * 2);
struct VideoState *load_sample(SDL_RWops *rw, const char *ext) {
struct VideoState *rv;
rv = ffpy_stream_open(rw, ext);
return rv;
}
@@ -667,14 +789,20 @@ void PSS_fadeout(int channel, int ms) {
return;
}
fade_steps = c->volume;
c->fade_delta = -1;
c->fade_off = 0;
c->fade_vol = c->volume;
c->fade_step_len = ms_to_bytes(ms) / fade_steps;
c->fade_step_len &= ~0x7; // Even sample.
if (fade_steps) {
c->fade_step_len = ms_to_bytes(ms) / fade_steps;
c->fade_step_len &= ~0x7; // Even sample.
} else {
c->fade_step_len = 0;
}
c->stop_bytes = ms_to_bytes(ms);
c->queued_tight = 0;
@@ -719,7 +847,7 @@ void PSS_unpause_all(void) {
ENTER();
for (i = 0; i < NUM_CHANNELS; i++) {
for (i = 0; i < num_channels; i++) {
channels[i].paused = 0;
}
@@ -805,6 +933,7 @@ void PSS_set_volume(int channel, float volume) {
}
float PSS_get_volume(int channel) {
float rv;
@@ -828,13 +957,63 @@ float PSS_get_volume(int channel) {
return rv;
}
/*
* This sets the pan of the channel... independent volumes for the
* left and right channels.
*/
void PSS_set_pan(int channel, float pan, float delay) {
struct Channel *c;
BEGIN();
if (check_channel(channel)) {
return;
}
c = &channels[channel];
ENTER();
c->pan_start = interpolate_pan(c);
c->pan_end = pan;
c->pan_length = (int) (audio_spec.freq * delay);
c->pan_done = 0;
EXIT();
error(SUCCESS);
}
/*
* This sets the secondary volume of the channel.
*/
void PSS_set_secondary_volume(int channel, float vol2, float delay) {
struct Channel *c;
BEGIN();
if (check_channel(channel)) {
return;
}
c = &channels[channel];
ENTER();
c->vol2_start = interpolate_vol2(c);
c->vol2_end = vol2;
c->vol2_length = (int) (audio_spec.freq * delay);
c->vol2_done = 0;
EXIT();
error(SUCCESS);
}
/*
* Initializes the sound to the given frequencies, channels, and
* sample buffer size.
*/
void PSS_init(int freq, int stereo, int samples) {
int i;
void PSS_init(int freq, int stereo, int samples, int status) {
if (initialized) {
return;
@@ -865,31 +1044,15 @@ void PSS_init(int freq, int stereo, int samples) {
audio_spec.callback = callback;
audio_spec.userdata = NULL;
if (SDL_OpenAudio(&audio_spec, NULL)) {
if (SDL_OpenAudio(&audio_spec, &audio_spec)) {
error(SDL_ERROR);
return;
}
if (! Sound_Init()) {
SDL_CloseAudio();
error(SOUND_ERROR);
return;
}
/*
* Initialize the channels.
*/
for (i = 0; i < NUM_CHANNELS; i++) {
channels[i].playing = NULL;
channels[i].queued = NULL;
channels[i].volume = SDL_MIX_MAXVOLUME;
channels[i].paused = 1;
channels[i].event = 0;
}
SDL_PauseAudio(0);
ffpy_init(audio_spec.freq, status);
initialized = 1;
error(SUCCESS);
@@ -908,17 +1071,54 @@ void PSS_quit() {
SDL_PauseAudio(1);
EXIT();
for (i = 0; i < NUM_CHANNELS; i++) {
for (i = 0; i < num_channels; i++) {
PSS_stop(i);
}
Sound_Quit();
SDL_CloseAudio();
num_channels = 0;
initialized = 0;
error(SUCCESS);
}
/* This must be called frequently, to take care of deallocating dead
* streams. */
void PSS_periodic() {
BEGIN();
int i;
for (i = 0; i < num_channels; i++) {
if (channels[i].dying) {
ENTER();
ffpy_stream_close(channels[i].dying);
channels[i].dying = NULL;
EXIT();
}
}
}
/* This should be called in response to an FF_ALLOC_EVENT, with a pygame
* surface to display the movie on. */
void PSS_alloc_event(PyObject *surface) {
int i;
for (i = 0; i < num_channels; i++) {
if (channels[i].playing) {
ffpy_alloc_event(channels[i].playing, surface);
}
}
}
/* This should be called in response to a FF_REFRESH_EVENT */
void PSS_refresh_event(void) {
int i;
for (i = 0; i < num_channels; i++) {
if (channels[i].playing) {
ffpy_refresh_event(channels[i].playing);
}
}
}
/*
* Returns the error message string if an error has occured, or
@@ -931,7 +1131,7 @@ const char *PSS_get_error() {
case SDL_ERROR:
return SDL_GetError();
case SOUND_ERROR:
return Sound_GetError();
return "Some sort of ffmpeg error.";
case PSS_ERROR:
return error_msg;
default:
+8 -2
View File
@@ -29,7 +29,6 @@ WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
SDL_RWops* RWopsFromPythonThreaded(PyObject* obj);
void PSS_play(int channel, SDL_RWops *rw, const char *ext, PyObject *name, int fadeout, int tight, int paused);
void PSS_queue(int channel, SDL_RWops *rw, const char *ext, PyObject *name, int fadeout, int tight);
void PSS_stop(int channel);
@@ -43,8 +42,15 @@ void PSS_set_endevent(int channel, int event);
int PSS_get_pos(int channel);
void PSS_set_volume(int channel, float volume);
float PSS_get_volume(int channel);
void PSS_init(int freq, int stereo, int samples);
void PSS_set_pan(int channel, float pan, float delay);
void PSS_set_secondary_volume(int channel, float vol2, float delay);
void PSS_init(int freq, int stereo, int samples, int status);
void PSS_quit(void);
void PSS_periodic(void);
void PSS_alloc_event(PyObject *surface);
void PSS_refresh_event(void);
const char *PSS_get_error(void);
#endif
+7 -1
View File
@@ -86,7 +86,8 @@ void transform32_core(PyObject *pysrc,
PyObject *pydst,
float, float,
float, float,
float, float);
float, float,
int, float);
void blend32_core(PyObject *pysrca,
PyObject *pysrcb,
@@ -109,4 +110,9 @@ void staticgray_core(
int rmul, int gmul, int bmul, int amul, int shift,
char *vmap);
int subpixel32(
PyObject *pysrc, PyObject *pydst,
float xoffset, float yoffset, int ashift);
#endif
-45
View File
@@ -1,45 +0,0 @@
# -*- python -*-
# Copyright 2005 PyTom <pytom@bishoujo.us>
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
cdef extern void ffplay_init()
cdef extern int ffplay_open(char *filename)
cdef extern void ffplay_close()
cdef extern int ffplay_event_handler(int)
def version():
return 1
def init():
ffplay_init()
def play(fn):
if ffplay_open(fn):
raise Exception("ffplay could not open: " + fn)
def stop():
ffplay_close()
def event_handler(type):
return ffplay_event_handler(type)
+1 -1
View File
@@ -27,7 +27,7 @@
#include <Python.h>
#include <stdio.h>
#include <string.h>
#include "pygame.h"
#include <pygame/pygame.h>
#include "structmember.h"
#include "renpy_ttf.h"
+4 -3
View File
@@ -310,9 +310,10 @@ static int rw_seek_th(SDL_RWops* context, int offset, int whence)
{
result = PyObject_CallFunction(helper->seek, "ii", offset, whence);
if(!result) {
PyThreadState_Swap(oldstate);
PyEval_ReleaseLock();
return -1;
PyErr_Clear();
PyThreadState_Swap(oldstate);
PyEval_ReleaseLock();
return -1;
}
Py_DECREF(result);
Regular → Executable
+115 -54
View File
@@ -1,6 +1,4 @@
#!/usr/bin/env python
import distutils.core
import os
import os.path
@@ -12,47 +10,134 @@ try:
except:
pass
# These control the level of optimization versus debugging.
extra_compile_args = [ "-O3", "-funroll-loops" ]
# extra_compile_args = [ "-O0", "-ggdb" ]
# This environment variable should have the full path to the installed
# Ren'Py dependencies.
install = os.environ.get("RENPY_DEPS_INSTALL", "/home/tom/ab/deps/install")
install = os.environ.get("RENPY_DEPS_INSTALL", None)
# Check to see if that's the case.
if not os.path.isdir(install):
print "The Ren'Py dependencies install directory:"
print
print install
print
print "does not exist. Please set RENPY_DEPS_INSTALL to the correct"
print "location of the Ren'Py dependencies install directory, and "
print "re-run this script."
if install is None:
print """
The RENPY_DEPS_INSTALL environment variable has not been set. This
should be set to a double-colon-delimited list of places where the
Ren'Py dependencies can be found. (To use system libraries, this can
be set to a system directory, like /usr.)
"""
sys.exit(-1)
# Default compile arguements for everybody.
include_dirs = [ install + "/include", install + "/include/SDL", install + "/include/freetype2", install + "/include/pygame"]
library_dirs = [ install + "/lib" ]
extra_compile_args = [ "-O3", "-funroll-loops", "-ffast-math" ]
install = install.split("::")
include_dirs = [ ]
library_dirs = [ ]
def add_include(prefix, file):
"""
Search for prefix/file underneath <i> and <i>/include, for each of the
directories <i> in install. When found, puts the directory it was found
in into include_dirs.
"""
checked = [ ]
for i in install:
dir = os.path.join(i, prefix)
fn = os.path.join(dir, file)
fn = os.path.normpath(fn)
checked.append(fn)
if os.path.exists(fn):
break
dir = os.path.join(i, "include", prefix)
fn = os.path.join(dir, file)
fn = os.path.normpath(fn)
checked.append(fn)
if os.path.exists(fn):
break
else:
print "Could not find include %s." % file
print "The paths searched were:"
for i in checked:
print "-", i
sys.exit(-1)
dir = os.path.normpath(dir)
print "Found %s in %s." % (file, dir)
if dir not in include_dirs:
include_dirs.append(dir)
def add_library(name):
"""
This looks for a library named name in the <i> and <i>/lib, for all
<i> in install. When found, it adds it to library_dirs.
"""
checked = [ ]
for i in install:
for d in ('', 'lib'):
for suffix in (".so", ".dylib", ".a"):
dir = os.path.join(i, d)
fn = os.path.join(dir, name + suffix)
checked.append(fn)
if os.path.exists(fn):
print "Found %s." % fn
if dir not in library_dirs:
library_dirs.append(dir)
return
print "Couldn't find library %s." % name
print "The paths searched were:"
for i in checked:
print "-", i
sys.exit(-1)
add_include("", "zlib.h")
add_include("", "png.h")
add_include("SDL", "SDL.h")
add_include("", "ft2build.h")
add_include("freetype2", "freetype/freetype.h")
add_include("", "libavutil/avstring.h")
add_include("", "libavformat/avformat.h")
add_include("", "libavcodec/avcodec.h")
add_include("", "libswscale/swscale.h")
add_library("libSDL")
add_library("libz")
add_library("libpng")
add_library("libavformat")
add_library("libavcodec")
add_library("libavutil")
add_library("libfreetype")
extra_link_args = [ ]
png_libraries = [ 'png', "z" ]
sdl_libraries = [ 'SDL' ]
sound_libraries = [ 'SDL_sound', 'smpeg', 'vorbisfile', 'vorbis', 'ogg', 'modplug', 'speex', 'stdc++', ]
sound_libraries = [ "avformat", "avcodec", "avutil", "z" ]
png_libraries = [ 'png', "z" ]
# The following turn on optional modules.
nativemidi = None
winmixer = None
linmixer = None
# Detect win32.
if platform.win32_ver()[0]:
nativemidi = [ 'nativemidi.c', 'native_midi_win32.c', 'native_midi_common.c', 'rwobject.c' ]
nativemidi_libs = [ 'winmm', 'SDL' ]
extra_compile_args.append("-fno-strict-aliasing")
winmixer = True
# Detect mac.
if platform.mac_ver()[0]:
nativemidi = [ 'nativemidi.c', 'native_midi_mac.c', 'native_midi_common.c', 'rwobject.c' ]
nativemidi_libs = [ 'SDL' ]
# Detect OSS.
try:
import ossaudiodev
@@ -65,7 +150,7 @@ py_modules = [ 'pysdlsound.__init__' ]
rpe = distutils.core.Extension(
"_renpy",
[ "IMG_savepng.c", "core.c", "rwobject.c", "_renpy.c" ],
[ "IMG_savepng.c", "core.c", "rwobject.c", "_renpy.c", "subpixel.c" ],
include_dirs=include_dirs,
library_dirs=library_dirs,
extra_compile_args=extra_compile_args,
@@ -82,14 +167,14 @@ renpy_font = distutils.core.Extension(
library_dirs=library_dirs,
extra_compile_args=extra_compile_args,
extra_link_args=extra_link_args,
libraries=sdl_libraries + ['freetype'],
libraries=sdl_libraries + [ 'freetype' ],
)
extensions.append(renpy_font)
psse = distutils.core.Extension(
"pysdlsound.sound",
[ "pss.c", "rwobject.c", "sound.c" ],
[ "pss.c", "rwobject.c", "sound.c", "ffdecode.c" ],
include_dirs=include_dirs,
library_dirs=library_dirs,
extra_compile_args=extra_compile_args,
@@ -99,19 +184,6 @@ psse = distutils.core.Extension(
extensions.append(psse)
if nativemidi:
nme = distutils.core.Extension(
"pysdlsound.nativemidi",
nativemidi,
include_dirs=include_dirs,
library_dirs=library_dirs,
extra_compile_args=extra_compile_args,
libraries=nativemidi_libs,
extra_link_args=extra_link_args,
)
extensions.append(nme)
if winmixer:
wme = distutils.core.Extension(
"pysdlsound.winmixer",
@@ -124,20 +196,9 @@ if winmixer:
if linmixer:
py_modules.append('pysdlsound.linmixer')
# ffplay = distutils.core.Extension(
# "renpy_ffplay",
# ["renpy_ffplay.c", "ffplay_module.c"],
# include_dirs = [ install + '/include/SDL', install + '/include/ffmpeg', install + '/include' ],
# library_dirs = [ install + '/lib' ],
# libraries = [ 'avcodec', 'avformat', 'avcodec', 'avutil', 'vorbis', 'vorbisenc', 'ogg', 'SDL', 'z', 'm', ],
# )
# extensions.append(ffplay)
distutils.core.setup(
name = "renpy_module",
version = "5.5.0",
version = "6.9.1",
ext_modules = extensions,
py_modules = py_modules,
package_dir = { '' : 'lib' },
+40 -17
View File
@@ -39,16 +39,17 @@ cdef extern from "pss.h":
void PSS_set_endevent(int channel, int event)
void PSS_set_volume(int channel, float volume)
float PSS_get_volume(int channel)
void PSS_init(int freq, int stereo, int samples)
void PSS_set_pan(int channel, float pan, float delay)
void PSS_set_secondary_volume(int channel, float vol2, float delay)
void PSS_init(int freq, int stereo, int samples, int status)
void PSS_quit()
void PSS_periodic()
void PSS_alloc_event(object)
void PSS_refresh_event()
char *PSS_get_error()
def _extension(s):
i = s.rfind('.')
if i == -1:
return s
return s[i+1:]
def check_error():
e = PSS_get_error();
if e:
@@ -72,9 +73,7 @@ def play(channel, file, name, paused=False, fadein=0, tight=False):
else:
tight = 0
ext = _extension(name)
PSS_play(channel, rw, ext, name, fadein, tight, pause)
PSS_play(channel, rw, name, name, fadein, tight, pause)
check_error()
def queue(channel, file, name, fadein=0, tight=False):
@@ -87,9 +86,7 @@ def queue(channel, file, name, fadein=0, tight=False):
else:
tight = 0
ext = _extension(name)
PSS_queue(channel, rw, ext, name, fadein, tight)
PSS_queue(channel, rw, name, name, fadein, tight)
check_error()
def stop(channel):
@@ -127,7 +124,19 @@ def get_pos(channel):
return PSS_get_pos(channel)
def set_volume(channel, volume):
PSS_set_volume(channel, 10 ** volume / 10 )
if volume == 0:
PSS_set_volume(channel, 0)
else:
PSS_set_volume(channel, 10 ** volume / 10 )
check_error()
def set_pan(channel, pan, delay):
PSS_set_pan(channel, pan, delay)
check_error()
def set_secondary_volume(channel, volume, delay):
PSS_set_secondary_volume(channel, volume, delay)
check_error()
def set_end_event(channel, event):
@@ -137,13 +146,27 @@ def set_end_event(channel, event):
def get_volume(channel):
return PSS_get_volume(channel)
def init(freq, stereo, samples):
PSS_init(freq, stereo, samples)
def init(freq, stereo, samples, status=False):
if status:
status = 1
else:
status = 0
PSS_init(freq, stereo, samples, status)
check_error()
def quit():
PSS_quit()
def periodic():
PSS_periodic()
def alloc_event(surf):
PSS_alloc_event(surf)
def refresh_event():
PSS_refresh_event()
def check_version(version):
if version < 2 or version > 3:
if version < 2 or version > 4:
raise Exception("pysdlsound version mismatch.")
+420
View File
@@ -0,0 +1,420 @@
/* subpixel.c - Ren'Py subpixel blitter code.
* Copyright 2009 Tom Rothamel <pytom@bishoujo.us>
*
* This allows one to blit an image at a fractional pixel position. It
* requires MMX to operate. On non-mmx platforms, a traditional blit
* is used instead.
*/
#include "renpy.h"
#include <pygame/pygame.h>
#include <stdio.h>
#include <math.h>
#if defined(__GNUC__) && (defined(__i386__) || defined(__x86_64__))
#define GCC_MMX 1
#include "mmx.h"
#endif
/* MMX Register assignments (between applications of the blitter core).
*
* mm0 - new row 0
* mm1 - new row 1
* mm2 - destination
* mm3 - alpha shift.
* mm4 - old row 0
* mm5 - old row 1
* mm6 - (256 - xfrac)
* mm7 - (256 - yfrac) (or alpha-multiply)
*/
/*************************************************************************
* This is the basic algorithm that does the subpixel blit
* interpolation.
*************************************************************************/
/* mm2 = destination; */
/* unpack mm0; */
/* unpack mm1; */
/* unpack mm2; */
/* // Horizontal */
/* mm4 -= mm0; */
/* mm5 -= mm1; */
/* mm4 *= xfrac; */
/* mm5 *= xfrac; */
/* mm4 >>= 8; */
/* mm5 >>= 8; */
/* mm4 += mm0; */
/* mm5 += mm1; */
/* // Vertical */
/* mm4 -= mm5; */
/* mm4 *= yfrac; */
/* mm4 >>= 8; */
/* mm4 += mm5; */
/* // Alpha blend, */
/* mm5 = mm4; */
/* mm5 >>= mm3; */
/* unpack mm5; */
/* mm4 -= mm2; */
/* unpack mm5; */
/* mm4 *= mm5; */
/* mm4 >>= 8; */
/* mm4 += mm2; */
/* // Store and repeat */
/* pack mm4 */
/* destination = mm4; */
/* mm4 = mm0; */
/* mm5 = mm1; */
#ifdef GCC_MMX
#define dp(s, r) \
movq_r2m(r, scratch); \
printf(s, scratch);
// This expands registers 4 and 5, which are initialized below.
#define MMX_EXPAND() \
pxor_r2r(mm2, mm2); \
punpcklbw_r2r(mm2, mm4); \
punpcklbw_r2r(mm2, mm5);
// This expects the two old pixels to be arranged like:
// mm4 mm0
// mm5 mm1
// alpha shift in mm3
// (256 - xfrac) in mm6
// (256 - yfrac) in mm7
// It does the bilinear interpolation, and leaves the result
// in mm4.
#define MMX_INTERP(dest) \
pxor_r2r(mm2, mm2); \
punpcklbw_r2r(mm2, mm0); \
punpcklbw_r2r(mm2, mm1); \
\
psubw_r2r(mm0, mm4); \
psubw_r2r(mm1, mm5); \
pmullw_r2r(mm6, mm4); \
pmullw_r2r(mm6, mm5); \
psrlw_i2r(8, mm4); \
psrlw_i2r(8, mm5); \
paddb_r2r(mm0, mm4); \
paddb_r2r(mm1, mm5); \
/* p0 in mm4, p1 in mm5 */ \
\
psubw_r2r(mm5, mm4); \
pmullw_r2r(mm7, mm4); \
psrlw_i2r(8, mm4); \
paddb_r2r(mm5, mm4); \
/* p in mm4 */ \
\
pxor_r2r(mm5, mm5); \
movd_m2r((dest), mm2); \
punpcklbw_r2r(mm5, mm2); \
\
movq_r2r(mm4, mm5); \
psrlq_r2r(mm3, mm5); \
punpcklwd_r2r(mm5, mm5); \
punpcklwd_r2r(mm5, mm5); \
psubw_r2r(mm2, mm4); \
pmullw_r2r(mm5, mm4); \
psrlw_i2r(8, mm4); \
paddb_r2r(mm2, mm4); \
packuswb_r2r(mm4, mm4); \
movd_r2m(mm4, (dest)); \
movq_r2r(mm0, mm4); \
movq_r2r(mm1, mm5);
#define min(x, y) ( ((x) < (y)) ? (x) : (y) )
/* This blits pysrc into pydst such that the upper-right corner of
pysrc is at xo, yo relative to pydst. */
int subpixel32(PyObject *pysrc, PyObject *pydst,
float xoffset, float yoffset, int ashift) {
SDL_Surface *src;
SDL_Surface *dst;
int srcpitch, dstpitch;
int srcw, srch;
int dstw, dsth;
unsigned char *srcpixels;
unsigned char *dstpixels;
int xfrac, yfrac;
int xo, yo;
int sx, sy;
int draw_finalx;
int normal_pixels;
int inverted_alpha_mask;
unsigned int pixel;
unsigned int blankpixel;
unsigned char *s0;
unsigned char *s1;
unsigned char *d;
unsigned char *dend;
long long scratch;
if (!SDL_HasMMX()) {
return 0;
}
src = PySurface_AsSurface(pysrc);
dst = PySurface_AsSurface(pydst);
Py_BEGIN_ALLOW_THREADS
srcpixels = (unsigned char *) src->pixels;
dstpixels = (unsigned char *) dst->pixels;
srcpitch = src->pitch;
dstpitch = dst->pitch;
srcw = src->w;
dstw = dst->w;
srch = src->h;
dsth = dst->h;
inverted_alpha_mask = ~(0xff << ashift);
// Due to mmx.
ashift *= 2;
xo = (int) floor(xoffset);
yo = (int) floor(yoffset);
xfrac = (int) ((xoffset - xo) * 255);
yfrac = (int) ((yoffset - yo) * 255);
// Due to the way the interpolator works.
// xfrac = 256 - xfrac;
// yfrac = 256 - yfrac;
if (xo < 0) {
sx = -xo - 1;
xo = 0;
} else {
sx = -1;
}
if (yo < 0) {
sy = -yo - 1;
yo = 0;
} else {
sy = -1;
}
if (sx >= srcw - 1 || sy >= srch - 1) {
goto done;
}
// Figure out how many pixels we need to draw on each line.
normal_pixels = min(srcw - sx - 1, dstw - xo);
if (normal_pixels < dstw - xo) {
draw_finalx = 1;
} else {
draw_finalx = 0;
}
// Load up the mmx registers.
movd_m2r(xfrac, mm6);
punpcklwd_r2r(mm6, mm6);
punpckldq_r2r(mm6, mm6);
movd_m2r(yfrac, mm7);
punpcklwd_r2r(mm7, mm7);
punpckldq_r2r(mm7, mm7);
movd_m2r(ashift, mm3);
if (xo >= dstw) {
goto done;
}
// Draw the first line, when sy == -1.
if (sy == -1) {
if (yo >= dsth) {
goto done;
}
s1 = srcpixels + sx * 4;
if (sx < 0) {
pixel = (* (unsigned int *) (s1 + 4)) & inverted_alpha_mask;
} else {
pixel = * (unsigned int *) s1;
}
blankpixel = pixel & inverted_alpha_mask;
movd_m2r(blankpixel, mm4);
movd_m2r(pixel, mm5);
MMX_EXPAND();
s1 += 4;
d = dstpixels + xo * 4 + yo * dstpitch;
dend = d + normal_pixels * 4;
while (d != dend) {
pixel = * (unsigned int *) s1;
blankpixel = pixel & inverted_alpha_mask;
movd_m2r(blankpixel, mm0);
movd_m2r(pixel, mm1);
MMX_INTERP(* (unsigned int *) d);
d += 4;
s1 += 4;
}
if (draw_finalx) {
s1 -= 4;
movd_m2r(blankpixel, mm0);
movd_m2r(blankpixel, mm1);
MMX_INTERP(* (unsigned int *) d);
}
sy += 1;
yo += 1;
}
// Draw the second and later lines..
while (sy < srch - 1) {
if (yo >= dsth) {
goto done;
}
s0 = srcpixels + sx * 4 + (srcpitch * sy);
s1 = srcpixels + sx * 4 + (srcpitch * (sy + 1));
if (sx < 0) {
blankpixel = (* (unsigned int *) (s0 + 4)) & inverted_alpha_mask;
movd_m2r(blankpixel, mm4);
blankpixel = (* (unsigned int *) (s1 + 4)) & inverted_alpha_mask;
movd_m2r(blankpixel, mm5);
} else {
movd_m2r(* (unsigned int *) s0, mm4);
movd_m2r(* (unsigned int *) s1, mm5);
}
MMX_EXPAND();
s0 += 4;
s1 += 4;
d = dstpixels + xo * 4 + yo * dstpitch;
dend = d + normal_pixels * 4;
unsigned char *dp = d;
while (d != dend) {
movd_m2r(* (unsigned int *) s0, mm0);
movd_m2r(* (unsigned int *) s1, mm1);
MMX_INTERP(* (unsigned int *) d);
d += 4;
s0 += 4;
s1 += 4;
}
if (draw_finalx) {
s0 -= 4;
s1 -= 4;
blankpixel = (* (unsigned int *) s0) & inverted_alpha_mask;
movd_m2r(blankpixel, mm0);
blankpixel = (* (unsigned int *) s1) & inverted_alpha_mask;
movd_m2r(blankpixel, mm1);
MMX_INTERP(* (unsigned int *) d);
}
yo += 1;
sy += 1;
}
// The final part, where we handle the bottom line of the source surface.
if (yo >= dsth) {
goto done;
}
s0 = srcpixels + sx * 4 + (srcpitch * sy);
if (sx < 0) {
pixel = * (unsigned int *) (s0 + 4);
blankpixel = pixel & inverted_alpha_mask;
movd_m2r(blankpixel, mm4);
movd_m2r(blankpixel, mm5);
} else {
pixel = * (unsigned int *) s0;
blankpixel = pixel & inverted_alpha_mask;
movd_m2r(pixel, mm4);
movd_m2r(blankpixel, mm5);
}
MMX_EXPAND();
s0 += 4;
d = dstpixels + xo * 4 + yo * dstpitch;
dend = d + normal_pixels * 4;
while (d != dend) {
pixel = * (unsigned int *) s0;
blankpixel = pixel & inverted_alpha_mask;
movd_m2r(pixel, mm0);
movd_m2r(blankpixel, mm1);
MMX_INTERP(* (unsigned int *) d);
d += 4;
s0 += 4;
}
if (draw_finalx) {
movd_m2r(blankpixel, mm0);
movd_m2r(blankpixel, mm1);
MMX_INTERP(* (unsigned int *) d);
}
done:
// Reset the MMX unit and call it a night.
emms();
Py_END_ALLOW_THREADS
return 1;
}
#else
/* On a non-mmx platform, return 0 to let the pyrex code handle it. */
int subpixel32(PyObject *pysrc, PyObject *pydst,
float xoffset, float yoffset, int ashift) {
return 0;
}
#endif
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-219
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@@ -1,219 +0,0 @@
# This is an implementation of Kana mode, a mode in which Ren'Py
# emulates the NVL-style games. Multiple lines of dialogue are shown
# on the screen at once, whenever a line of dialogue is said by a
# KanaCharacter. Calling the clear function clears the screen,
# ensuring that the the next line will appear at the top of the
# screen.
##############################################################################
# This is some sample code, demonstrating how to use Kana mode.
init:
python:
# First, we want to declare a character to be a
# KanaCharacter. This character will always speak in
# Kana mode.
ke = KanaCharacter("Eileen", color="#cfc")
# We re-declare the narrator as a Kana character, so narration
# will be spoken in Kana mode.
narrator = KanaCharacter(" ", who_suffix="")
# style.kana_window:
# The window containing the Kana mode.
style.kana_window.background = "#0008"
style.kana_window.yfill = True
style.kana_window.xfill = True
style.kana_window.xpadding = 20
style.kana_window.ypadding = 20
# style.kana_vbox:
# The vbox containing all of the entries.
style.kana_vbox.box_spacing = 10
# style.kana_entry:
# The windows containing each entry, individually.
# style.kana_label
# The label giving who is speaking.
style.kana_label.minwidth = 150
style.kana_label.text_align = 1.0
# style.kana_dialogue
# Dialogue being spoken by a KanaCharacter.
# We can also display menus in Kana mode. When this is done,
# the menu will be displayed at the bottom of the current
# screen of text.
# Redefine the menu display function.
menu = kana_menu
# NOTE: These styles will not be used until 5.6.3 comes out.
# Use style.menu_choice, style.menu_choice_button, etc. until then.
# style.kana_menu_window:
# style.kana_menu_choice:
style.kana_menu_choice.idle_color = "#0ff"
style.kana_menu_choice.hover_color = "#ff0"
# style.kana_menu_choice_chosen:
# style.kana_menu_choice_button:
style.kana_menu_choice_button.left_margin = 160
style.kana_menu_choice_button.right_margin = 20
style.kana_menu_choice_button.xfill = True
style.kana_menu_choice_button.hover_background = "#F0F2"
# style.kana_menu_choice_button_chosen:
label kana_mode:
show bg whitehouse
$ kana_clear()
ke "Kana mode is a mode in which we display more then one line
of dialogue on the screen at once."
"We can also display lines of narration."
ke "This mode attempts to emulate the NVL style games."
ke "It's named after the game {i}Kana: Little Sister{/i}, which was
the first game that we played using the style."
$ kana_clear()
ke "To use this mode, you need to declare KanaCharacters rather then Characters."
ke "You can also use the kana_clear function to clear the screen."
menu:
ke "Kana mode also supports menus. Do you understand?"
"I understand.":
return
"Tell me again.":
jump splashscreen
##############################################################################
# The implementation of Kana mode lives below this line.
init -100:
python:
# Styles that are used by kana mode.
style.create('kana_window', 'default')
style.create('kana_vbox', 'vbox')
style.create('kana_label', 'say_label')
style.create('kana_dialogue', 'say_dialogue')
style.create('kana_entry', 'default')
style.create('kana_menu_window', 'default')
style.create('kana_menu_choice', 'default')
style.create('kana_menu_choice_chosen', 'kana_menu_choice')
style.create('kana_menu_choice_button', 'default')
style.create('kana_menu_choice_chosen_button', 'kana_menu_choice_button')
# A list of arguments that have been passed to kana_record_show.
kana_list = None
def kana_show(*args, **kwargs):
kana_list[-1] = (args, kwargs)
ui.window(style='kana_window')
ui.vbox(style='kana_vbox')
for i in kana_list:
if not i:
continue
a, kw = i
rv = renpy.show_display_say(*a, **kw)
ui.close()
return rv
class KanaCharacter(Character):
def __init__(self, who,
show_say_vbox_properties={ 'box_layout' : 'horizontal' },
who_style='kana_label',
what_style='kana_dialogue',
window_style='kana_entry',
**kwargs):
Character.__init__(self, who,
show_say_vbox_properties=show_say_vbox_properties,
who_style=who_style,
what_style=what_style,
window_style=window_style,
show_function=kana_show,
**kwargs)
def __call__(self, *args, **kwargs):
if kana_list is None:
store.kana_list = [ ]
kana_list.append(None)
rv = Character.__call__(self, *args, **kwargs)
# Prevent this from being slow on later displays.
if kana_list[-1]:
kana_list[-1][1]["what_args"]["slow"] = False
def kana_clear():
global kana_list
kana_list = [ ]
def kana_menu(items):
# Clear out the previous scene list, as we will need to redraw
# it.
renpy.with(None)
if kana_list is None:
store.kana_list = [ ]
ui.window(style='kana_window')
ui.vbox(style='kana_vbox')
for i in kana_list:
if not i:
continue
a, kw = i
rv = renpy.show_display_say(*a, **kw)
renpy.display_menu(items, interact=False,
window_style='kana_menu_window',
choice_style='kana_menu_choice',
choice_chosen_style='kana_menu_choice_chosen',
choice_button_style='kana_menu_choice_button',
choice_chosen_button_style='kana_menu_choice_chosen_button',
)
ui.close()
rv = ui.interact()
renpy.checkpoint()
return rv
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-2
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@@ -1,2 +0,0 @@
description="A game that demonstrates many of the features of Ren'Py."
ro=True
-13
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@@ -1,13 +0,0 @@
all:: reference.html example.html
reference.html: reference.xml paragraph.py preprocess.py stylesheet.xslt style.css styles.xml
python paragraph.py < reference.xml > reference.par.xml
python preprocess.py reference.par.xml > reference.hi.xml
xsltproc stylesheet.xslt reference.hi.xml > reference.html
cp reference.html style.css ~/ab/website/renpy/devel/doc
example.html: example.xml preprocess.py stylesheet.xslt style.css styles.xml ../demo2/script.rpy
python preprocess.py example.xml > example.hi.xml
xsltproc stylesheet.xslt example.hi.xml > example.html
cp example.html style.css ~/ab/website/renpy/devel/doc
-44
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@@ -1,44 +0,0 @@
import xml.dom.minidom
import sys
def escape(s):
return s.replace("&", "&amp;").replace("<", "&lt;").replace('"', "&quot;")
def transform_children(node):
rv = [ ]
for n in node.childNodes:
rv.append(transform(n))
return ''.join(rv)
def transformElement(node):
attributes = ' '.join(['%s="%s"' % (k, escape(v)) for k,v in node.attributes.items()])
tag = node.tagName
# Otherwise, the default.
return "<%s %s>%s</%s>" % (node.tagName, attributes,
transform_children(node), node.tagName)
def transform(node):
if node.nodeType == node.ELEMENT_NODE:
return transformElement(node)
else:
return escape(str(node))
def main():
dom = xml.dom.minidom.parse(sys.argv[1])
print transform(dom.documentElement)
if __name__ == "__main__":
main()
-13
View File
@@ -1,13 +0,0 @@
<?xml version="1.0" encoding="UTF-8" ?>
<doc>
<title>Demo Script Example</title>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
<example>
<!-- include ../demo2/script.rpy -->
</example>
<p><a href="tutorial.html">Return to the tutorial.</a></p>
</doc>
-163
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@@ -1,163 +0,0 @@
<?xml version="1.0" encoding="utf-8" ?>
<renpydoc>
<!-- (define-key xml-mode-map '(control return) 'tompy-xml-ctrlret) -->
<section title="Say Statement">
<rule name="statement">
<alt>string</alt>
<alt>string string</alt>
<alt>identifier string</alt>
</rule>
<formal>
These three productions are the various forms of the say
statement. In order, they are the 1-string form, the 2-string
form, and the name-string form. We'll discuss individually
what each one does.
</formal><formal>
The 1-string form calls the <f>say</f> function (found in the
execution context) with the string.
</formal><formal>
The 2-string form also calls the <f>say</f> function, but this
time it passes it the two strings. The strings are passed in the
order in which they appear.
</formal><formal>
When a identifierstring say statement is executed, the first thing
that happens is that the identifier is looked up in the execution
context. It's an error if the name is not defined. If the name
is bound to a string, both strings are passed to the <f>say</f>
function, as if the 2-string form was used. Otherwise, the
<f>say</f> method is called on the object that the identifier was
bound to, with the string as the only argument.
</formal>
<user>
While the various say statements are very flexible, there are
some conventions that we suspect users will use when writing
games.
</user><user>
The 1-string form of the say statment is rendered to the user in
a text box without any name associated with it. It's used to
indicate the thoughts of the POV character, or to narrate
actions that occur in the game.
</user><user>
The 2-string form is displayed with the first string as a name,
and the second string as the line of dialogue said by the
character with that name. It's used to indicate spoken dialogue,
usually from characters that are minor enough to not have a
character object associated with them. The 2-string form is
rarely used directly, as normally the name-string or 1-string
forms are preferred for dialogue from main characters.
</user><user>
Generally, when the name-string form is used, the first name
refers to a character object. The name field of that character
object is looked up, and used to display dialogue as if the
2-string form was used. So the name-string form is what is used
when we want a main character to say something. This form allows
the direct use of the character's name before the dialogue,
without requiring the quoting needed by the 2-string form.
</user>
<example>
"I was walking down the street one day, when I came across the postman."
me "Hey, any mail for me today?"
"Postman" "Yeah, a package came for you. But there's no return address."
</example>
</section>
<subsection title="Image Display">
<formal>
In Ren'Py, image display is controlled by a pair of image
lists. The two image lists are the are called the master image
list and the temporary image list. These lists contain python
objects that are capable of drawing themselves to the
screen. When the time comes to show something to the user, we
iterate through the temporary image list, drawing things on
the screen in the order in which they appear in the list. So
the first thing in the list will be the background, and the
thing that's drawn closest to the user will be the last thing
in the list.
</formal><formal>
We can divide the execution of a Ren'Py program into periods
where we are showing a screen to the user (for example, during
the execution of a say statement) and periods where we are
not. After a period of showing the screen to the user, the master image
list is copied over the temporary image list.
</formal>
<user>
We have two image lists for two reasons. The first is the idea
that only the temporary image list will include transitions,
and once we're done performing the transition, we want it to
be remove from the list. The second reason is an idea that
(behind the scenes) the temporary list will also include
interface elements (like boxes containing character
dialog). We, in general, want these boxes to be shown to the
user once and then removed from the screen.
</user>
<rule name="image_name">
<alt>identifier+</alt>
</rule>
<formal>
An image name consists of one or more identifiers. The first
identifier is called the primary identifier of this image
name, while the second and later identifier are called
secondary identifers. An image name may not include a Ren'Py
keyword.
</formal><formal>
Ren'Py maintains an image dictionary, which maps between image
names and objects implementing images that can be show to the
user.
</formal>
<user>
The idea behind primary identifiers is that we will normally
want to display only one image of a character at a time. So we
use an image's primary identifier to find other images in the
master display list that have the same primary identifier.
</user>
<rule name="statement">
<alt>"image" image_name "=" python_expression</alt>
</rule>
<formal>
This adds a new entry to the image dictionary. Specifically, the
python_expression is evaluated to get something that's drawable,
and then that object is stored in a tuple in the image
dictionary.
</formal>
<user>
In general, the python expression will be a call to the image
constructor, which loads in a new image from disk (or
somewhere... read the documentation for the image constructor.)
It's also possible to use another constructor, like the one for
animation, but that will probably be more rare.
</user><user>
It's important to note that this doesn't actually load the image
into ram, until close to the time when the image is actually
needed.
</user><user>
In general, it makes sense to ensure that all image statements
execure during game startup, before the call to
startup_complete().
</user>
<example>
image woods = image("backgrounds/woods.jpg")
image eileen red upset = image("eileen/red_upset.png")
image eileen red happy = image("eileen/red_happy.png")
</example>
</subsection>
</renpydoc>
-116
View File
@@ -1,116 +0,0 @@
#!/usr/bin/python
import sys
import re
nopar = [
"<pre",
"<ul",
"<li",
"<example",
"<ol",
"<h",
"<var",
"</var",
"<label",
"<!--",
"<func",
"</func",
"<label",
"</label",
]
noclose = [
"</pre",
"</ul",
"</li",
"</example",
"</ol",
"</h",
"</var",
"<var",
"<!--",
"</func",
"<func",
"</label",
"<label",
]
while True:
# Read until # START NOPAR or EOF.
for l in sys.stdin:
if l.startswith("# START NOPAR"):
break
sys.stdout.write(l)
else:
break
# Read until # END NOPAR.
data = ""
for l in sys.stdin:
if l.startswith("# END NOPAR"):
break
data += l
# Tokenize.
tokens = list(re.split(r'(?s)(<[^>]+>)', data))
moretokens = [ ]
for i in tokens:
moretokens.extend([j for j in re.split(r'(?s)(\s*\n\s*\n\s*)', i) if j])
nt = [ moretokens[0] ]
# Insert paragraphs as appropriate.
i = 1
while i < len(moretokens) - 1:
prev = moretokens[i - 1]
cur = moretokens[i]
next = moretokens[i + 1]
if cur == "<example>":
nt.append(cur)
while True:
i += 1
cur = moretokens[i]
nt.append(cur)
if cur == "</example>":
break
i += 1
continue
if not re.search(r'\n\s*\n', cur):
nt.append(cur)
i += 1
continue
nt.append("\n")
for j in noclose:
if prev.startswith(j):
break
else:
nt.append("</p>")
for j in nopar:
if next.startswith(j):
break
else:
nt.append("<p>")
nt.append("\n")
i += 1
nt.append(moretokens[-1])
nt.append("\n</p>\n")
print ''.join(nt)

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