Remove old direction and spread parameters.
[tabakrolletjie.git] / tabakrolletjie / lights.py
1 """ May it be a light for you in dark places, when all other lights go out.
2 """
3
4 import pymunk
5 import pymunk.pygame_util
6 import pygame.display
7 import pygame.draw
8 import pygame.locals as pgl
9 import pygame.rect
10
11 from .constants import LIGHT_CATEGORY, FITTINGS_CATEGORY
12 from .rays import RayPolyManager
13 from .utils import DetailedTimer
14 from .loader import loader
15 from .transforms import Multiply
16
17 LIGHT_FILTER = pymunk.ShapeFilter(
18     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
19         LIGHT_CATEGORY | FITTINGS_CATEGORY),
20     categories=LIGHT_CATEGORY)
21
22 FITTINGS_FILTER = pymunk.ShapeFilter(
23     mask=pymunk.ShapeFilter.ALL_MASKS ^ (
24         LIGHT_CATEGORY | FITTINGS_CATEGORY),
25     categories=FITTINGS_CATEGORY)
26
27 # Just match lights, nothing else
28 LIT_BY_FILTER = pymunk.ShapeFilter(mask=LIGHT_CATEGORY)
29
30
31 class LightManager(object):
32     """ Manages a set of lights. """
33
34     def __init__(self, space, gamestate):
35         self._space = space
36         self._lights = [
37             BaseLight.load(cfg) for cfg in gamestate.station["lights"]]
38         for light in self._lights:
39             light.add(self._space)
40
41     def add_light(self, cfg):
42         light = BaseLight.load(cfg)
43         self._lights.append(light)
44         light.add(self._space)
45
46     def toggle_nearest(self, *args, **kw):
47         light = self.nearest(*args, **kw)
48         if light:
49             light.toggle()
50
51     def nearest(self, pos, surfpos=False, max_distance=1.0):
52         if surfpos:
53             surface = pygame.display.get_surface()
54             pos = pymunk.pygame_util.from_pygame(pos, surface)
55         point_info = self._space.point_query_nearest(
56             pos, max_distance, pymunk.ShapeFilter(mask=FITTINGS_CATEGORY))
57         if point_info is not None:
58             return point_info.shape.body.light
59         return None
60
61     def lit_by(self, pos, surfpos=False, max_distance=0.0):
62         if surfpos:
63             surface = pygame.display.get_surface()
64             pos = pymunk.pygame_util.from_pygame(pos, surface)
65         point_info_list = self._space.point_query(
66             pos, max_distance, pymunk.ShapeFilter(mask=LIGHT_CATEGORY))
67         lights = [p.shape.body.light for p in point_info_list]
68         return [
69             light for light in lights
70             if light.on and light.ray_manager.reaches(pos)
71         ]
72
73     def light_query(self, shape):
74         """Query the lights by shape"""
75         old_filter = shape.filter
76         # We need to restrict matches to only the lights
77         shape.filter = LIT_BY_FILTER
78         shape_info_list = self._space.shape_query(shape)
79         shape.filter = old_filter
80         lights = [p.shape.body.light for p in shape_info_list]
81         return [
82             light for light in lights
83             if light.on and light.ray_manager.reaches(shape.body.position)
84         ]
85
86     def render_light(self, surface):
87         for light in self._lights:
88             light.render_light(surface)
89
90     def render_fittings(self, surface):
91         for light in self._lights:
92             light.render_fitting(surface)
93
94     def tick(self):
95         for light in self._lights:
96             light.tick()
97
98
99 class BaseLight(object):
100     """ Common light functionality. """
101
102     COLOURS = {
103         "red": (255, 0, 0),
104         "green": (0, 255, 0),
105         "blue": (0, 0, 255),
106         "cyan": (0, 255, 255),
107         "yellow": (255, 255, 0),
108         "white": (255, 255, 255),
109     }
110
111     # defaults
112     RAY_MANAGER = RayPolyManager
113     FITTING_IMG = None
114     FITTING_RADIUS = 24.0
115
116     # cached surfaces
117     _surface_cache = {}
118
119     def __init__(
120             self, colour, position, intensity=1.0, radius_limits=None,
121             angle_limits=None):
122         self.colour = colour
123         self.on = True
124         self.intensity = intensity
125         self.body = pymunk.Body(0, 0, pymunk.body.Body.STATIC)
126         self.body.light = self
127         self.ray_manager = self.RAY_MANAGER(
128             self.body, position, ray_filter=LIGHT_FILTER,
129             radius_limits=radius_limits, angle_limits=angle_limits)
130         self.fitting = pymunk.Circle(
131             self.body, self.FITTING_RADIUS, self.ray_manager.position)
132         self.fitting.filter = FITTINGS_FILTER
133         self._image = None
134
135     @property
136     def position(self):
137         return self.ray_manager.position
138
139     @classmethod
140     def load(cls, config):
141         kw = config.copy()
142         light_type = kw.pop("type")
143         [light_class] = [
144             c for c in cls.__subclasses__()
145             if c.__name__.lower() == light_type]
146         return light_class(**kw)
147
148     def add(self, space):
149         if self.body.space is not None:
150             space.remove(self.body, *self.body.shapes)
151         space.add(self.body, self.fitting)
152         self.ray_manager.set_space(space)
153         self.ray_manager.update_shapes()
154
155     def toggle(self):
156         self.on = not self.on
157
158     def _cached_surface(self, name, surface):
159         surf = self._surface_cache.get(name)
160         if surf is None:
161             surf = self._surface_cache[name] = pygame.surface.Surface(
162                 surface.get_size(), pgl.SWSURFACE
163             ).convert_alpha()
164         return surf
165
166     def light_colour(self):
167         light_colour = self.COLOURS[self.colour]
168         intensity = int(255 * self.intensity)
169         return light_colour + (intensity,)
170
171     def render_light(self, surface):
172         if not self.on:
173             return
174
175         dt = DetailedTimer("render_light")
176         dt.start()
177
178         max_radius = self.ray_manager.max_radius
179         min_radius = self.ray_manager.min_radius
180         dest_rect = self.ray_manager.pygame_rect(surface)
181
182         white, black = (255, 255, 255, 255), (0, 0, 0, 0)
183         light_colour = self.light_colour()
184
185         radius_mask = self._cached_surface('radius_mask', surface)
186         radius_mask.set_clip(dest_rect)
187         ray_mask = self._cached_surface('ray_mask', surface)
188         ray_mask.set_clip(dest_rect)
189
190         ray_mask.fill(black)
191         for pygame_poly in self.ray_manager.pygame_polys(surface):
192             pygame.draw.polygon(ray_mask, white, pygame_poly, 0)
193             pygame.draw.polygon(ray_mask, white, pygame_poly, 1)
194         dt.lap("ray mask rendered")
195
196         radius_mask.fill(black)
197         centre = self.ray_manager.pygame_position(surface)
198         pygame.draw.circle(
199             radius_mask, light_colour, centre, int(max_radius), 0)
200         pygame.draw.circle(
201             radius_mask, black, centre, int(min_radius), 0)
202         dt.lap("radius mask rendered")
203
204         ray_mask.blit(radius_mask, dest_rect, dest_rect, pgl.BLEND_RGBA_MULT)
205         dt.lap("blitted radius mask to ray mask")
206
207         surface.blit(ray_mask, dest_rect, dest_rect)
208         dt.lap("blitted surface")
209         dt.end()
210
211     def get_image(self):
212         if self._image is None:
213             fitting_colour = self.COLOURS[self.colour]
214             self._image = loader.load_image(
215                 "48", self.FITTING_IMG,
216                 transform=Multiply(colour=fitting_colour))
217         return self._image
218
219     def render_fitting(self, surface):
220         rx, ry = self.ray_manager.pygame_position(surface)
221         surface.blit(self.get_image(), (rx - 24, ry - 24), None, 0)
222
223     def tick(self):
224         pass
225
226
227 class Lamp(BaseLight):
228     FITTING_IMG = "lamp.png"
229
230
231 class SpotLight(BaseLight):
232     FITTING_IMG = "spotlight.png"
233
234     def __init__(self, **kw):
235         self.angular_velocity = kw.pop("angular_velocity", None)
236         super(SpotLight, self).__init__(**kw)
237
238     def tick(self):
239         if self.angular_velocity:
240             self.ray_manager.rotate_degrees(self.angular_velocity)
241             self.ray_manager.update_shapes()