本文整理汇总了Python中renderer.Renderer类的典型用法代码示例。如果您正苦于以下问题:Python Renderer类的具体用法?Python Renderer怎么用?Python Renderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了Renderer类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的Python代码示例。
示例1: render_led
def render_led(self, led, color):
# as a very basic quad for now!
glPushMatrix()
glTranslatef(led['x'], led['y'], self.config['size']['thickness']/2.0 + 0.1) # 0.1mm in front of front face
Renderer.quad(color, led['w'], led['h'])
glPopMatrix()
开发者ID:josephduchesne,项目名称:TinyPixelsSim,代码行数:7,代码来源:board.py
示例2: test_draw_action_method
def test_draw_action_method():
renderer = Renderer()
cmd = {"action": "draw", "magnitude": "100", "direction": "bd"}
x, y = 230, 230
renderer.draw_action(cmd, x, y)
assert renderer.position == QPoint(230, 330)
assert renderer.paths[-1].path_type == "line"
开发者ID:,项目名称:,代码行数:7,代码来源:
示例3: render
def render(template, context=None, **kwargs):
"""
Return the given template string rendered using the given context.
"""
renderer = Renderer()
return renderer.render(template, context, **kwargs)
开发者ID:cpina,项目名称:calibre-virtual-shelf,代码行数:7,代码来源:init.py
示例4: __init__
def __init__(self, pd):
"""Creates a new renderer based on a QPaintDevice pd
"""
self._defpose = Pose() # The pose in the bottom-left corner
self._zoom = 1 # The zooming factor
self._zoom_c = False # Whether the scaling is done from center
Renderer.__init__(self, (pd.width(), pd.height()), pd)
开发者ID:harrylippy,项目名称:pysimiam,代码行数:7,代码来源:qtrenderer.py
示例5: Game
class Game():
def __init__(self):
SDL_Init(SDL_INIT_VIDEO)
self.evtMngr = EventManager()
self.scene = Scene(self.evtMngr)
self.renderer = Renderer(self.evtMngr, 1000, 800)
self.evtMngr.attachHandler(E_SDL_EVENT, self.onSDLEvent)
def run(self):
self.running = True
while self.running:
self.queueSDLEvents()
self.evtMngr.handleEvents()
self.scene.update()
self.renderer.draw(self.scene)
return 0
def onSDLEvent(self, eType, e):
if eType == SDL_QUIT:
self.running = False
if eType == SDL_KEYDOWN and e.key.keysym.sym == SDLK_ESCAPE:
self.running = False
def queueSDLEvents(self):
events = sdl2ext.get_events()
newEvents = dict()
for event in events:
self.evtMngr.queueEvent(E_SDL_EVENT, event.type, event)
开发者ID:adomasven,项目名称:bike_2d,代码行数:33,代码来源:game.py
示例6: Argon
class Argon(object):
def __init__(self, width, height):
self.width = width
self.height = height
self.load = ImageCache([in_module('assets'), os.getcwd(), '.'])
self.default_font = self.load.font('AnonymousPro_17')
self.running = False
self.flags = HWSURFACE | OPENGL | DOUBLEBUF
self.listeners = {}
self.frame_latency = []
pygame.display.set_mode((self.width, self.height), self.flags)
glEnable(GL_TEXTURE_2D)
glEnable(GL_BLEND)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
self.render = Renderer(self, self.default_font)
def listen(self, fn):
self.listeners[fn.__name__] = fn
return fn
def run(self):
self.running = True
while self.running:
now = time.time()
self.listeners["on_frame"](now)
pygame.display.flip()
self.frame_latency.append(time.time() - now)
while len(self.frame_latency) > 100:
self.frame_latency.pop(0)
for event in pygame.event.get():
if event.type == QUIT:
self.running = False
event_dispatch(event, self.listeners)
def clear(self, color):
r, g, b, a = color
glClearColor(r/255.0, g/255.0, b/255.0, a/255.0)
glClear(GL_COLOR_BUFFER_BIT)
def bind(self):
glBindFramebuffer(GL_FRAMEBUFFER, 0)
def unbind(self):
pass
def show_performance_log(self):
latency = self.frame_latency
font = self.default_font
if len(latency) > 0:
avg = sum(latency) / len(latency)
high = max(latency)
text = "avg=%.2fms high=%.2fms" % (avg * 1000, high * 1000)
self.render.text((0, self.height - font.height + font.baseline), text)
开发者ID:cheery,项目名称:essence,代码行数:57,代码来源:argon.py
示例7: clear_screen
def clear_screen(self):
"""Erases the current screen with a white brush"""
self._painter.save()
self._painter.resetTransform()
self.set_pen(0xFFFFFF)
self.set_brush(0xFFFFFF)
self.draw_rectangle(0,0,self.size[0],self.size[1])
self._painter.restore()
Renderer.clear_screen(self)
开发者ID:altexdim,项目名称:pysimiam-original-fork,代码行数:9,代码来源:qt_renderer.py
示例8: PhysicsGame
class PhysicsGame(Widget):
def __init__(self, **kwargs):
super(PhysicsGame, self).__init__(**kwargs)
self.renderer = Renderer(self)
self.game_state = RUNNING
self.renderer.init_physics()
self.bind(size=self.renderer.update_bounds, pos=self.renderer.update_bounds)
self.tools = {}
for t in all_tools:
self.tools[t.name] = t(self)
self.current_tool = self.tools["Circle"]
self.help_scheduled = False
Clock.schedule_once(self.remove_help_text, HELP_MESSAGE_TIME)
Clock.schedule_interval(self.step, 1 / 30.0)
def step(self, dt):
if self.game_state == RUNNING:
self.renderer.space.step(1 / 30.0)
self.renderer.update_objects()
def on_touch_down(self, touch):
self.current_tool.on_touch_down(touch)
def on_touch_up(self, touch):
self.current_tool.on_touch_up(touch)
def on_touch_move(self, touch):
self.current_tool.on_touch_move(touch)
def set_tool(self, tool_name):
self.current_tool = self.tools[tool_name]
def toggle_game_state(self):
self.game_state = RUNNING if self.game_state == PAUSED else PAUSED
def game_paused(self):
return self.game_state
def get_space(self):
return self.renderer.space
def remove_help_text(self, dt, *args):
self.parent.ids.help_text_label.opacity = 0
self.help_scheduled = False
def show_help_text(self, text):
self.parent.ids.help_text_label.text = text
self.parent.ids.help_text_label.opacity = 1
if self.help_scheduled:
Clock.unschedule(self.remove_help_text)
self.help_scheduled = True
Clock.schedule_once(self.remove_help_text, HELP_MESSAGE_TIME)
开发者ID:vipulroxx,项目名称:physics,代码行数:57,代码来源:game.py
示例9: main
def main():
app = Application()
renderer = Renderer()
renderer.register_with_app(app)
#app.request_update_on_draw(Test(renderer).update)
mainWindow = ui.Window(renderer, 50, 50, 300, 400)
mainWindow.addWidget(ui.Button, x=20, y=20, width=50, height=60, color=(1, 0, 1, 1), text="Example Text")
app.run()
开发者ID:jason-rossmaier,项目名称:visualizer,代码行数:10,代码来源:main.py
示例10: render
def render(self):
logger = self.logger
if logger: logger.renderStart()
Renderer.begin(self)
for m in self.managers:
m.render()
Renderer.end(self)
if logger: logger.renderEnd()
开发者ID:sambler,项目名称:myblendercontrib,代码行数:10,代码来源:__init__.py
示例11: __init__
def __init__(self, name, id):
self.id = id
self.name = name
with file("boards/%s.yaml" % name) as config_file:
self.config = yaml.load(config_file)
# Load textures
self.front = Renderer.load_image("boards/"+self.config['front'])[0]
self.back = Renderer.load_image("boards/"+self.config['back'])[0]
开发者ID:josephduchesne,项目名称:TinyPixelsSim,代码行数:10,代码来源:board.py
示例12: main_menu
def main_menu():
img = libtcod.image_load('img/menu_background1.png')
while not libtcod.console_is_window_closed():
Renderer.render_main_screen(img)
choice = Renderer.menu('', ['Play a new game', 'Continue current game', 'Quit'], 24, 0)
if choice == 0:
Renderer.render_main_screen(img)
races = race_decoder.decode_all_races()
race = Renderer.menu('Pick a race', races, 15, 0)
if race is None:
continue
Renderer.render_main_screen(img)
jobs = job_decoder.decode_all_jobs()
job = Renderer.menu('Pick a job', jobs, 15, 0)
if job is None:
continue
Game.new_game(races[race].lower(), jobs[job].lower())
Game.run()
elif choice == 1:
try:
Game.run()
except:
Game.msgbox('\n No saved game to load.\n', 24)
continue
elif choice == 2:
break
开发者ID:drewtorg,项目名称:roguelike,代码行数:33,代码来源:game.py
示例13: get
def get(self):
"""Handle a GET request for the page."""
if IS_CACHING_ON and self.is_cached:
with open(self.cached_name) as cachefile:
page = cachefile.read()
else:
renderer = Renderer(view=self)
page = renderer.render()
if IS_CACHING_ON:
self.write_page_to_cache(page)
print "Content-type:text/html\n", page
开发者ID:kesterallen,项目名称:poresopropongomx,代码行数:12,代码来源:view.py
示例14: main
def main():
app = Application()
renderer = Renderer()
renderer.register_with_app(app)
app.request_update_on_draw(Test(renderer).update)
r = Renderer.Rectangle(1, 2, 20, 30, renderer=renderer)
try:
r = Renderer.Rectangle(40, 40, 20, 30)
except:
pass
app.run()
开发者ID:jacobgardner,项目名称:visualizer,代码行数:13,代码来源:main.py
示例15: next_level
def next_level():
Game.message('You take a moment to rest, and recover your strength.', libtcod.light_violet)
Game.player.fighter.heal(.5)
Game.player.job.regen_mana(.5)
Game.message('You descend deeper into the heart of the dungeon...', libtcod.red)
Game.dungeon_level += 1
Game.map = Map(Game.MAP_WIDTH, Game.MAP_HEIGHT)
Game.player.x = Game.map.origin[0]
Game.player.y = Game.map.origin[1]
Game.map.add_object(Game.player)
Renderer.clear_console()
Game.renderer.map = Game.map
开发者ID:drewtorg,项目名称:roguelike,代码行数:14,代码来源:game.py
示例16: main
def main():
win = Window(fullscreen=True, visible=False)
camera = Camera(win.width, win.height, (0, 0), 100)
renderer = Renderer()
maze = Maze()
maze.create(50, 30, 300)
keyboard = Keyboard()
keyboard.key_handlers[key.ESCAPE] = win.close
keyboard.key_handlers.update(camera.key_handlers)
clock.schedule(maze.update)
win.on_draw = lambda: renderer.on_draw(maze, camera, win.width, win.height)
win.on_key_press = keyboard.on_key_press
keyboard.print_handlers()
win.set_visible()
app.run()
开发者ID:msarch,项目名称:py,代码行数:15,代码来源:run.py
示例17: set_canvas
def set_canvas(self, DC):
# Reset cached brushes & pens
self._pens = {}
self._brushes = {}
# Set dc
self._dc = DC
self._gc = wx.GraphicsContext.Create(self._dc)
w, h = self._get_canvas_size(DC)
# Set correct x & y axes directions
self._gc.Scale(1,-1)
self._gc.Translate(0, -h)
self._grid_pen = self._gc.CreatePen(self._dc_grid_pen)
Renderer.set_canvas(self,DC)
开发者ID:jamesclyeh,项目名称:pysimiam,代码行数:15,代码来源:wxrenderer.py
示例18: run
def run(self, rhoNo=1, phiNo=1, tfNo=1):
dataset = Dataset(rhoNo, phiNo, tfNo)
self.numFiles = 0
renderer = Renderer(self.eye, self.screen)
numTextures = self.numTextures
rho = dataset.rho
phi = dataset.phi
tf = dataset.tf
phiPlane = SplinePlane(phi, self.splineInterval, 1e-5)
boundingBox = phiPlane.createBoundingBox()
refSplineModel = SplineModel(tf, phiPlane, rho, self.refTolerance)
voxelModels = np.empty(numTextures, dtype=object)
for i in range(numTextures):
texDimSize = self.texDimSizes[i]
if voxelio.exist(dataset, texDimSize, texDimSize):
samplingScalars = voxelio.read(dataset, texDimSize, texDimSize)
print "Read {}x{} texture data from file".format(texDimSize, texDimSize)
else:
samplingScalars = refSplineModel.generateScalarMatrix(boundingBox, texDimSize, texDimSize,
self.voxelizationTolerance)
voxelio.write(dataset, samplingScalars)
print "Wrote {}x{} texture data to file".format(texDimSize, texDimSize)
scalarTexture = Texture2D(samplingScalars)
voxelModels[i] = VoxelModel(tf, scalarTexture, boundingBox)
printflush("Rendering reference... ")
renderData = RenderData(ModelType.REFERENCE, self.viewRayDelta)
renderData.renderResult = renderer.render(refSplineModel, self.viewRayDelta)
self.save(dataset, renderData)
print "Done!"
for i, texSize in enumerate(self.texDimSizes):
delta = self.viewRayDelta
printflush("Rendering voxelized ({0}x{0})...".format(texSize))
renderData = RenderData(ModelType.VOXEL, delta=delta, texSize=texSize)
renderData.renderResult = renderer.render(voxelModels[i], delta)
self.save(dataset, renderData)
print "Done!"
开发者ID:sveinungf,项目名称:IsoGeo2D,代码行数:48,代码来源:main2constdelta.py
示例19: check_level_up
def check_level_up():
level_up_exp = Game.get_exp_to_level()
while Game.player.fighter.xp >= level_up_exp:
Game.player.level += 1
Game.player.fighter.xp -= level_up_exp
Game.message('Your battle skills grow stronger! You reached level ' + str(Game.player.level) + '!', libtcod.yellow)
choice = None
while choice is None:
choice = Renderer.menu('Level up! Choose a stat to raise:\n',
['+20 HP, from (' + str(Game.player.fighter.max_hp) + ')',
'+10 MP, from (' + str(Game.player.job.max_mp) + ')',
'+1 attack, from (' + str(Game.player.fighter.power) + ')',
'+1 dexterity, from (' + str(Game.player.fighter.dexterity) + ')'], Renderer.LEVEL_SCREEN_WIDTH)
if choice == 0:
Game.player.fighter.base_max_hp += 20
Game.player.fighter.hp += 20
elif choice == 1:
Game.player.job.base_max_mp += 10
Game.player.job.mp += 10
elif choice == 2:
Game.player.fighter.base_power += 1
elif choice == 3:
Game.player.fighter.base_dexterity += 1
Game.renderer.render_all()
开发者ID:drewtorg,项目名称:roguelike,代码行数:27,代码来源:game.py
示例20: ProcessHandler
class ProcessHandler(webapp.RequestHandler):
def __init__(self):
self.template_renderer = Renderer('process.html')
self.user_handler = UserHandler()
self.user_obj = None
def setUser(self):
self.user_obj = self.user_handler.handleUser()
def get(self, step):
self.setUser()
#self.response.out.write('in step %s' % step)
if step == PROCESS_STEP_1_START:
return self.ProcessStep1()
elif step == PROCESS_STEP_2_EXECUTE:
return self.ProcessStep2()
else:
pass
def ProcessStep1(self):
self.template_renderer.template_values['process_step'] = '1'
self.template_renderer.template_values['next_step'] = PROCESS_STEP_2_EXECUTE
self.render()
def ProcessStep2(self):
self.template_renderer.template_values['process_step'] = '2'
self.render()
def render(self):
self.template_renderer.template_values['token'] = self.user_obj.spreadsheet_session_token
self.response.out.write(self.template_renderer.render())
开发者ID:vinoaj,项目名称:vinnysappengine,代码行数:31,代码来源:url_handler.py
注:本文中的renderer.Renderer类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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