Avoid surface.copy for the cases where we blow away the contents
[tabakrolletjie.git] / tabakrolletjie / lights.py
index 2590e310bc3247680ce13eef5f2bea7b1fdc7964..e47fa149fe311793a8452107fec1ed40964c7cdc 100644 (file)
@@ -3,7 +3,9 @@
 
 import pymunk
 import pymunk.pygame_util
+import pygame.display
 import pygame.draw
+import pygame.locals as pgl
 
 from .constants import (
     SCREEN_SIZE, LIGHT_CATEGORY, FITTINGS_CATEGORY)
@@ -19,6 +21,9 @@ FITTINGS_FILTER = pymunk.ShapeFilter(
         LIGHT_CATEGORY | FITTINGS_CATEGORY),
     categories=FITTINGS_CATEGORY)
 
+# Just match lights, nothing else
+LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
+
 
 def screen_rays(pos):
     """ An iterable that returns ordered rays from pos to the edge of the
@@ -63,6 +68,59 @@ def calculate_ray_polys(space, body, position):
     return ray_polys
 
 
+class LightManager(object):
+    """ Manages a set of lights. """
+
+    def __init__(self, space, gamestate):
+        self._space = space
+        self._lights = [
+            BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
+        for light in self._lights:
+            light.add(self._space)
+
+    def toggle_nearest(self, *args, **kw):
+        light = self.nearest(*args, **kw)
+        if light:
+            light.toggle()
+
+    def nearest(self, pos, surfpos=False, max_distance=1.0):
+        if surfpos:
+            surface = pygame.display.get_surface()
+            pos = pymunk.pygame_util.from_pygame(pos, surface)
+        point_info = self._space.point_query_nearest(
+            pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
+        if point_info is not None:
+            return point_info.shape.body.light
+        return None
+
+    def lit_by(self, pos, surfpos=False, max_distance=0.0):
+        if surfpos:
+            surface = pygame.display.get_surface()
+            pos = pymunk.pygame_util.from_pygame(pos, surface)
+        point_info_list = self._space.point_query(
+            pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
+        lights = [p.shape.body.light for p in point_info_list]
+        return [light for light in lights if light.on]
+
+    def light_query(self, shape):
+        """Query the lights by shape"""
+        old_filter = shape.filter
+        # We need to restrict matches to only the lights
+        shape.filter = LIT_BY_FILTER
+        shape_info_list = self._space.shape_query(shape)
+        shape.filter = old_filter
+        lights = [p.shape.body.light for p in shape_info_list]
+        return [light for light in lights if light.on]
+
+    def render_light(self, surface):
+        for light in self._lights:
+            light.render_light(surface)
+
+    def render_fittings(self, surface):
+        for light in self._lights:
+            light.render_fitting(surface)
+
+
 class BaseLight(object):
     """ Common light functionality. """
 
@@ -74,10 +132,15 @@ class BaseLight(object):
         "white": (255, 255, 255),
     }
 
-    def __init__(self, colour, position):
+    def __init__(
+            self, colour, position, intensity=1.0,
+            radius_limits=(None, None), angle_limits=(None, None)):
         self.colour = colour
         self.position = pymunk.Vec2d(position)
         self.on = True
+        self.intensity = intensity
+        self.radius_limits = radius_limits
+        self.angle_limits = angle_limits
         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
         self.fitting = pymunk.Circle(self.body, 10.0, self.position)
         self.body.light = self
@@ -110,22 +173,55 @@ class BaseLight(object):
     def render_light(self, surface):
         if not self.on:
             return
-        subsurface = surface.copy()
-        light_colour = self.COLOURS[self.colour]
+
+        raypoly_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)
+        white, black = (255, 255, 255, 255), (0, 0, 0, 0)
+        raypoly_mask.fill(black)
         for shape in self.body.shapes:
             if shape is self.fitting:
                 continue
             pygame_poly = [
                 pymunk.pygame_util.to_pygame(v, surface) for v in
                 shape.get_vertices()]
-            pygame.draw.polygon(
-                subsurface, light_colour, pygame_poly, 0)
-            pygame.draw.aalines(
-                subsurface, light_colour, True, pygame_poly, 1)
-        subsurface.set_alpha(50)
-        surface.blit(subsurface, (0, 0), None)
+            pygame.draw.polygon(raypoly_mask, white, pygame_poly, 0)
+            pygame.draw.aalines(raypoly_mask, white, True, pygame_poly, 1)
+
+        limits_mask = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)
+        limits_mask.fill(black)
+        centre = pymunk.pygame_util.to_pygame(self.position, surface)
+        max_radius = self.radius_limits[1] or 50.0
+        box = (centre[0] - max_radius, centre[1] - max_radius,
+               max_radius * 2, max_radius * 2)
+        width = max_radius - (self.radius_limits[0] or 0)
+        box2 = (box[0] + 1,) + tuple(box[1:])
+        box3 = (box[0] + 2,) + tuple(box[1:])
+        import math
+        start_angle = (self.angle_limits[0] or 0.0) * (math.pi / 180.0)
+        end_angle = (self.angle_limits[1] or 360.0) * (math.pi / 180.0)
+        pygame.draw.arc(
+            limits_mask, white, box, start_angle, end_angle, int(width))
+        pygame.draw.arc(
+            limits_mask, white, box2, start_angle, end_angle, int(width))
+        pygame.draw.arc(
+            limits_mask, white, box3, start_angle, end_angle, int(width))
+
+        raypoly_mask.blit(limits_mask, (0, 0), None, pgl.BLEND_RGBA_MIN)
+        raypoly_mask.set_colorkey(black)
 
-    def render_fittings(self, surface):
+        light_colour = self.COLOURS[self.colour]
+        overlay = pygame.surface.Surface(surface.get_size(), pgl.SWSURFACE)
+        overlay.fill(light_colour)
+        raypoly_mask.blit(overlay, (0, 0), None, pgl.BLEND_RGBA_MULT)
+
+        mask2 = surface.copy()
+        mask2.set_alpha(255)
+        mask2.blit(raypoly_mask, (0, 0), None)
+
+        mask2.set_alpha(int(255 * self.intensity))
+
+        surface.blit(mask2, (0, 0), None)
+
+    def render_fitting(self, surface):
         pygame.draw.circle(
             surface, (255, 255, 0),
             pymunk.pygame_util.to_pygame(self.fitting.offset, surface),
@@ -133,15 +229,7 @@ class BaseLight(object):
 
 
 class SpotLight(BaseLight):
-    def __init__(
-            self, colour="white", position=None, direction=90.0, spread=45.0):
-        super(SpotLight, self).__init__(colour, position)
-        self.direction = direction
-        self.spread = spread
-        self.i = 0
-
-
-class Lamp(BaseLight):
-    def __init__(self, colour="white", position=None, radius=100.0):
-        super(Lamp, self).__init__(colour, position)
-        self.radius = radius
+    def __init__(self, **kw):
+        kw.pop("direction", None)
+        kw.pop("spread", None)
+        super(SpotLight, self).__init__(**kw)