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pycdgAux.py
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pycdgAux.py
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#
# Copyright (C) 2010 Kelvin Lawson ([email protected])
#
# This library is free software; you can redistribute it and/or
# modify it under the terms of the GNU Lesser General Public
# License as published by the Free Software Foundation; either
# version 2.1 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
# Lesser General Public License for more details.
#
# You should have received a copy of the GNU Lesser General Public
# License along with this library; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
""" This module is the Python implementation of the auxiliary classes
and functions which have been moved into C for performance reasons.
On the off-chance a C compiler is not available or not reliable for
some reason, you can use this implementation instead. """
import pygame
try:
import Numeric as N
except ImportError:
import numpy.oldnumeric as N
# CDG Command Code
CDG_COMMAND = 0x09
# CDG Instruction Codes
CDG_INST_MEMORY_PRESET = 1
CDG_INST_BORDER_PRESET = 2
CDG_INST_TILE_BLOCK = 6
CDG_INST_SCROLL_PRESET = 20
CDG_INST_SCROLL_COPY = 24
CDG_INST_DEF_TRANSP_COL = 28
CDG_INST_LOAD_COL_TBL_0_7 = 30
CDG_INST_LOAD_COL_TBL_8_15 = 31
CDG_INST_TILE_BLOCK_XOR = 38
# Bitmask for all CDG fields
CDG_MASK = 0x3F
# This is the size of the display as defined by the CDG specification.
# The pixels in this region can be painted, and scrolling operations
# rotate through this number of pixels.
CDG_FULL_WIDTH = 300
CDG_FULL_HEIGHT = 216
# This is the size of the array that we operate on. We add an
# additional border on the right and bottom edge of 6 and 12 pixels,
# respectively, to allow for display shifting. (It's not clear from
# the spec which colour should be visible when the display is shifted
# to the right or down. We say it should be the border colour.)
# This is the size of the screen that is actually intended to be
# visible. It is the center area of CDG_FULL. The remaining border
# area surrounding it is not meant to be visible.
CDG_DISPLAY_WIDTH = 288
CDG_DISPLAY_HEIGHT = 192
# Screen tile positions
# The viewable area of the screen (288x192) is divided into
# 24 tiles (6x4 of 49x51 each). This is used to only update
# those tiles which have changed on every screen update,
# thus reducing the CPU load of screen updates. A bitmask of
# tiles requiring update is held in cdgPlayer.UpdatedTiles.
# This stores each of the 4 columns in separate bytes, with 6 bits used
# to represent the 6 rows.
TILES_PER_ROW = 6
TILES_PER_COL = 4
TILE_WIDTH = CDG_DISPLAY_WIDTH / TILES_PER_ROW
TILE_HEIGHT = CDG_DISPLAY_HEIGHT / TILES_PER_COL
COLOUR_TABLE_SIZE = 16
class CdgPacket:
""" This class just represents a single 24-byte packet read from
the CDG stream. It's not used outside this module. """
def __init__(self, packetData):
self.command = packetData[0]
self.instruction = packetData[1]
#self.parityQ = packetData[2:4]
self.data = packetData[4:20]
#self.parity = packetData[20:24]
class CdgPacketReader:
""" This class does the all work of reading packets from the CDG
file, and evaluating them to fill in pixels in a Numeric array.
Its public interface is in five methods. """
# In this class, we are aggressive with the use of the leading
# double underscore, Python's convention to indicate private
# members. We do this to clearly delineate the private data and
# methods from the public data and methods, since only the public
# members are of interest to the C port of this class. (Though,
# in practice, the C port follows this class structure quite
# closely, including duplicating the private members.)
def __init__(self, cdgData, mapperSurface):
self.__cdgData = cdgData
self.__cdgDataPos = 0
# This is just for the purpose of mapping colors.
self.__mapperSurface = mapperSurface
self.Rewind()
def Rewind(self):
""" Rewinds the stream to the beginning, and resets all
internal state in preparation for decoding the tiles
again. """
self.__cdgDataPos = 0
# Initialise the colour table. Set a default value for any
# CDG files that don't actually load the colour table
# before doing something with it.
defaultColour = 0
self.__cdgColourTable = [defaultColour] * COLOUR_TABLE_SIZE
self.__justClearedColourIndex = -1
self.__cdgPresetColourIndex = -1
self.__cdgBorderColourIndex = -1
# Support only one transparent colour
self.__cdgTransparentColour = -1
# These values are used to implement screen shifting. The CDG
# specification allows the entire screen to be shifted, up to
# 5 pixels right and 11 pixels down. This shift is persistent
# until it is reset to a different value. In practice, this
# is used in conjunction with scrolling (which always jumps in
# integer blocks of 6x12 pixels) to perform
# one-pixel-at-a-time scrolls.
self.__hOffset = 0
self.__vOffset = 0
# Build a 306x228 array for the pixel indeces, including border area
self.__cdgPixelColours = N.zeros((CDG_FULL_WIDTH, CDG_FULL_HEIGHT))
# Build a 306x228 array for the actual RGB values. This will
# be changed by the various commands, and blitted to the
# screen now and again. But the border area will not be
# blitted, only the central 288x192 area.
self.__cdgSurfarray = N.zeros((CDG_FULL_WIDTH, CDG_FULL_HEIGHT))
# Start with all tiles requiring update
self.__updatedTiles = 0xFFFFFFFFL
def MarkTilesDirty(self):
""" Marks all the tiles dirty, so that the next call to
GetDirtyTiles() will return the complete list of tiles. """
self.__updatedTiles = 0xFFFFFFFFL
def GetDirtyTiles(self):
""" Returns a list of (row, col) tuples, corresponding to all
of the currently-dirty tiles. Then resets the list of dirty
tiles to empty. """
tiles = []
if self.__updatedTiles != 0:
for col in range(TILES_PER_COL):
for row in range(TILES_PER_ROW):
if (self.__updatedTiles & ((1 << row) << (col * 8))):
tiles.append((row, col))
self.__updatedTiles = 0
return tiles
def GetBorderColour(self):
""" Returns the current border colour, as a mapped integer
ready to apply to the surface. Returns None if the border
colour has not yet been specified by the CDG stream. """
if self.__cdgBorderColourIndex == -1:
return None
return self.__cdgColourTable[self.__cdgBorderColourIndex]
def DoPackets(self, numPackets):
""" Reads numPackets 24-byte packets from the CDG stream, and
processes their instructions on the internal tables stored
within this object. Returns True on success, or False when
the end-of-file has been reached and no more packets can be
processed."""
for i in range(numPackets):
# Extract the nexxt packet
packd = self.__getNextPacket()
if not packd:
# No more packets. Return False, but only if we
# reached this condition on the first packet.
return (i != 0)
self.__cdgPacketProcess (packd)
return True
def FillTile(self, surface, row, col):
""" Fills in the pixels on the indicated one-tile surface
(which must be a TILE_WIDTH x TILE_HEIGHT sized surface) with
the pixels from the indicated tile. """
# Calculate the row & column starts/ends
row_start = 6 + self.__hOffset + (row * TILE_WIDTH)
row_end = 6 + self.__hOffset + ((row + 1) * TILE_WIDTH)
col_start = 12 + self.__vOffset + (col * TILE_HEIGHT)
col_end = 12 + self.__vOffset + ((col + 1) * TILE_HEIGHT)
pygame.surfarray.blit_array( \
surface, \
self.__cdgSurfarray[row_start:row_end, col_start:col_end])
# The remaining methods are all private; they are not part of the
# public interface.
# Read the next CDG command from the file (24 bytes each)
def __getNextPacket(self):
packetData = map(ord, self.__cdgData[self.__cdgDataPos : self.__cdgDataPos + 24])
self.__cdgDataPos += 24
if (len(packetData) == 24):
return CdgPacket(packetData)
else:
self.__cdgDataPos = len(self.__cdgData)
return None
# Decode and perform the CDG commands in the indicated packet.
def __cdgPacketProcess (self, packd):
if (packd.command & CDG_MASK) == CDG_COMMAND:
inst_code = (packd.instruction & CDG_MASK)
if inst_code == CDG_INST_MEMORY_PRESET:
self.__cdgMemoryPreset (packd)
elif inst_code == CDG_INST_BORDER_PRESET:
self.__cdgBorderPreset (packd)
elif inst_code == CDG_INST_TILE_BLOCK:
self.__cdgTileBlockCommon(packd, xor = 0)
elif inst_code == CDG_INST_SCROLL_PRESET:
self.__cdgScrollPreset (packd)
elif inst_code == CDG_INST_SCROLL_COPY:
self.__cdgScrollCopy (packd)
elif inst_code == CDG_INST_DEF_TRANSP_COL:
self.__cdgDefineTransparentColour (packd)
elif inst_code == CDG_INST_LOAD_COL_TBL_0_7:
self.__cdgLoadColourTableCommon (packd, 0)
elif inst_code == CDG_INST_LOAD_COL_TBL_8_15:
self.__cdgLoadColourTableCommon (packd, 1)
elif inst_code == CDG_INST_TILE_BLOCK_XOR:
self.__cdgTileBlockCommon(packd, xor = 1)
else:
# Don't use the error popup, ignore the unsupported command
ErrorString = "CDG file may be corrupt, cmd: " + str(inst_code)
print (ErrorString)
# Memory preset (clear the viewable area + border)
def __cdgMemoryPreset (self, packd):
colour = packd.data[0] & 0x0F
repeat = packd.data[1] & 0x0F
# The "repeat" flag is nonzero if this is a repeat of a
# previously-appearing preset command. (Often a CDG will
# issue several copies of this command in case one gets
# corrupted.)
# We could ignore the entire command if repeat is nonzero, but
# our data stream is not 100% reliable, since it might have
# come from a bad rip. So we should honor every preset
# command; but we shouldn't waste CPU time clearing the screen
# repeatedly, needlessly. So we store a flag indicating the
# last color that we just cleared to, and don't bother
# clearing again if it hasn't changed.
if colour == self.__justClearedColourIndex:
return
self.__justClearedColourIndex = colour
# Our new interpretation of CD+G Revealed is that memory preset
# commands should also change the border
self.__cdgPresetColourIndex = colour
self.__cdgBorderColourIndex = self.__cdgPresetColourIndex
# Note that this may be done before any load colour table
# commands by some CDGs. So the load colour table itself
# actual recalculates the RGB values for all pixels when
# the colour table changes.
# Set the border colour for every pixel. Must be stored in
# the pixel colour table indeces array, as well as
# the screen RGB surfarray.
# NOTE: The preset area--that is, the visible area--starts at
# (6, 12) and extends to pixel (294, 204). The border area is
# the two stripes of 6 pixels on the left and right of the
# screen, and the stripes of 12 pixels on the top and bottom
# of the screen.
# The most efficient way of setting the values in a Numeric
# array, is to create a zero array and do addition on the
# the border and preset slices.
self.__cdgPixelColours = N.zeros([CDG_FULL_WIDTH, CDG_FULL_HEIGHT])
self.__cdgPixelColours[:,:] = self.__cdgPixelColours[:,:] + colour
# Now set the border and preset colour in our local surfarray.
# This will be blitted next time there is a screen update.
self.__cdgSurfarray = N.zeros([CDG_FULL_WIDTH, CDG_FULL_HEIGHT])
self.__cdgSurfarray[:,:] = self.__cdgSurfarray[:,:] + self.__cdgColourTable[colour]
self.__updatedTiles = 0xFFFFFFFFL
# Border Preset (clear the border area only)
def __cdgBorderPreset (self, packd):
colour = packd.data[0] & 0x0F
if colour == self.__cdgBorderColourIndex:
return
self.__cdgBorderColourIndex = colour
# See cdgMemoryPreset() for a description of what's going on.
# In this case we are only clearing the border area.
# Set up the border area of the pixel colours array
self.__cdgPixelColours[:,:12] = N.zeros([CDG_FULL_WIDTH, 12])
self.__cdgPixelColours[:,:12] = self.__cdgPixelColours[:,:12] + self.__cdgBorderColourIndex
self.__cdgPixelColours[:,-12:] = N.zeros([CDG_FULL_WIDTH, 12])
self.__cdgPixelColours[:,-12:] = self.__cdgPixelColours[:,-12:] + self.__cdgBorderColourIndex
self.__cdgPixelColours[:6,12:-12] = N.zeros([6, CDG_FULL_HEIGHT - 24])
self.__cdgPixelColours[:6,12:-12] = self.__cdgPixelColours[:6,12:-12] + self.__cdgBorderColourIndex
self.__cdgPixelColours[-6:,12:-12] = N.zeros([6, CDG_FULL_HEIGHT - 24])
self.__cdgPixelColours[-6:,12:-12] = self.__cdgPixelColours[-6:,12:-12] + self.__cdgBorderColourIndex
# Now that we have set the PixelColours, apply them to
# the Surfarray.
lookupTable = N.array(self.__cdgColourTable)
self.__cdgSurfarray.flat[:] = N.take(lookupTable, N.ravel(self.__cdgPixelColours))
return
# CDG Scroll Command - Set the scrolled in area with a fresh colour
def __cdgScrollPreset (self, packd):
self.__cdgScrollCommon (packd, copy = False)
return
# CDG Scroll Command - Wrap the scrolled out area into the opposite side
def __cdgScrollCopy (self, packd):
self.__cdgScrollCommon (packd, copy = True)
return
# Common function to handle the actual pixel scroll for Copy and Preset
def __cdgScrollCommon (self, packd, copy):
# Decode the scroll command parameters
data_block = packd.data
colour = data_block[0] & 0x0F
hScroll = data_block[1] & 0x3F
vScroll = data_block[2] & 0x3F
hSCmd = (hScroll & 0x30) >> 4
hOffset = (hScroll & 0x07)
vSCmd = (vScroll & 0x30) >> 4
vOffset = (vScroll & 0x0F)
# Scroll Vertical - Calculate number of pixels
vScrollUpPixels = 0
vScrollDownPixels = 0
if vSCmd == 2:
vScrollUpPixels = 12
elif vSCmd == 1:
vScrollDownPixels = 12
# Scroll Horizontal- Calculate number of pixels
hScrollLeftPixels = 0
hScrollRightPixels = 0
if hSCmd == 2:
hScrollLeftPixels = 6
elif hSCmd == 1:
hScrollRightPixels = 6
if hOffset != self.__hOffset or vOffset != self.__vOffset:
# Changing the screen shift.
self.__hOffset = min(hOffset, 5)
self.__vOffset = min(vOffset, 11)
self.__updatedTiles = 0xFFFFFFFFL
if hScrollLeftPixels == 0 and \
hScrollRightPixels == 0 and \
vScrollUpPixels == 0 and \
vScrollDownPixels == 0:
# Never mind.
return
# Perform the actual scroll. Use surfarray and slicing to make
# this efficient. A copy scroll (where the data scrolls round)
# can be achieved by slicing and concatenating again.
# For non-copy, the new slice is filled in with a new colour.
if (copy == True):
if (vScrollUpPixels > 0):
self.__cdgPixelColours = N.concatenate((self.__cdgPixelColours[:,vScrollUpPixels:], self.__cdgPixelColours[:,:vScrollUpPixels]), 1)
elif (vScrollDownPixels > 0):
self.__cdgPixelColours = N.concatenate((self.__cdgPixelColours[:,-vScrollDownPixels:], self.__cdgPixelColours[:,:-vScrollDownPixels]), 1)
elif (hScrollLeftPixels > 0):
self.__cdgPixelColours = N.concatenate((self.__cdgPixelColours[hScrollLeftPixels:,:], self.__cdgPixelColours[:hScrollLeftPixels,:]), 0)
elif (hScrollRightPixels > 0):
self.__cdgPixelColours = N.concatenate((self.__cdgPixelColours[-hScrollRightPixels:,:], self.__cdgPixelColours[:-hScrollRightPixels,:]), 0)
elif (copy == False):
if (vScrollUpPixels > 0):
copyBlockActualColour = N.zeros([CDG_FULL_WIDTH,vScrollUpPixels]) + self.__cdgColourTable[colour]
copyBlockColourIndex = N.zeros([CDG_FULL_WIDTH,vScrollUpPixels]) + colour
self.__cdgPixelColours = N.concatenate((self.__cdgPixelColours[:,vScrollUpPixels:], copyBlockColourIndex), 1)
elif (vScrollDownPixels > 0):
copyBlockActualColour = N.zeros([CDG_FULL_WIDTH,vScrollDownPixels]) + self.__cdgColourTable[colour]
copyBlockColourIndex = N.zeros([CDG_FULL_WIDTH,vScrollDownPixels]) + colour
self.__cdgPixelColours = N.concatenate((copyBlockColourIndex, self.__cdgPixelColours[:,:-vScrollDownPixels]), 1)
elif (hScrollLeftPixels > 0):
copyBlockActualColour = N.zeros([hScrollLeftPixels, CDG_FULL_HEIGHT]) + self.__cdgColourTable[colour]
copyBlockColourIndex = N.zeros([hScrollLeftPixels, CDG_FULL_HEIGHT]) + colour
self.__cdgPixelColours = N.concatenate((self.__cdgPixelColours[hScrollLeftPixels:,:], copyBlockColourIndex), 0)
elif (hScrollRightPixels > 0):
copyBlockActualColour = N.zeros([hScrollRightPixels, CDG_FULL_HEIGHT]) + self.__cdgColourTable[colour]
copyBlockColourIndex = N.zeros([hScrollRightPixels, CDG_FULL_HEIGHT]) + colour
self.__cdgPixelColours = N.concatenate((copyBlockColourIndex, self.__cdgPixelColours[:-hScrollRightPixels,:]), 0)
# Now that we have scrolled the PixelColours, apply them to
# the Surfarray.
lookupTable = N.array(self.__cdgColourTable)
self.__cdgSurfarray.flat[:] = N.take(lookupTable, N.ravel(self.__cdgPixelColours))
# We have modified our local cdgSurfarray. This will be blitted to
# the screen by cdgDisplayUpdate()
self.__updatedTiles = 0xFFFFFFFFL
# Set one of the colour indeces as transparent. Don't actually do anything with this
# at the moment, as there is currently no mechanism for overlaying onto a movie file.
def __cdgDefineTransparentColour (self, packd):
data_block = packd.data
colour = data_block[0] & 0x0F
self.__cdgTransparentColour = colour
return
# Load the RGB value for colours 0..7 or 8..15 in the lookup table
def __cdgLoadColourTableCommon (self, packd, table):
if table == 0:
colourTableStart = 0
else:
colourTableStart = 8
for i in range(8):
colourEntry = ((packd.data[2 * i] & CDG_MASK) << 8)
colourEntry = colourEntry + (packd.data[(2 * i) + 1] & CDG_MASK)
colourEntry = ((colourEntry & 0x3F00) >> 2) | (colourEntry & 0x003F)
red = ((colourEntry & 0x0F00) >> 8) * 17
green = ((colourEntry & 0x00F0) >> 4) * 17
blue = ((colourEntry & 0x000F)) * 17
self.__cdgColourTable[i + colourTableStart] = self.__mapperSurface.map_rgb(red, green, blue)
# Redraw the entire screen using the new colour table. We still use the
# same colour indeces (0 to 15) at each pixel but these may translate to
# new RGB colours. This handles CDGs that preset the screen before actually
# loading the colour table. It is done in our local RGB surfarray.
# Do this with the Numeric module operation take() which can replace all
# values in an array by alternatives from a lookup table. This is ideal as
# we already have an array of colour indeces (0 to 15). We can create a
# new RGB surfarray from that by doing take() which translates the 0-15
# into an RGB colour and stores them in the RGB surfarray.
lookupTable = N.array(self.__cdgColourTable)
self.__cdgSurfarray.flat[:] = N.take(lookupTable, N.ravel(self.__cdgPixelColours))
# An alternative way of doing the above - was found to be very slightly slower.
#self.__cdgSurfarray.flat[:] = map(self.__cdgColourTable.__getitem__, self.__cdgPixelColours.flat)
# Update the screen for any colour changes
self.__updatedTiles = 0xFFFFFFFFL
return
# Set the colours for a 12x6 tile. The main CDG command for display data
def __cdgTileBlockCommon(self, packd, xor):
# Decode the command parameters
data_block = packd.data
if data_block[1] & 0x20:
# I don't know why, but some disks seem to stick an extra
# bit here to mean "ignore this command".
return
colour0 = data_block[0] & 0x0F
colour1 = data_block[1] & 0x0F
column_index = ((data_block[2] & 0x1F) * 12)
row_index = ((data_block[3] & 0x3F) * 6)
# Sanity check the x,y offset read from the CDG in case a
# corrupted CDG sends us outside of our array bounds
if (column_index > (CDG_FULL_HEIGHT - 12)):
column_index = (CDG_FULL_HEIGHT - 12)
if (row_index > (CDG_FULL_WIDTH - 6)):
row_index = (CDG_FULL_WIDTH - 6)
# Set the tile update bitmasks.
# Note that the screen update area only covers the non-border area
# excluding the left 6 columns, and top 12 rows. Therefore when
# calculating whether this block fits into a particular tile, we
# add 6 or 12 to the x,y positions. Note also that each tile is 6
# wide and 12 high, so if a block starts less than 6 columns to the
# left of a block, it will incorporate the adjacent block. Similarly
# any update starting less than 12 rows above a block, will also
# incorporate the block below.
firstRow = max((row_index - 6 - self.__hOffset) / TILE_WIDTH, 0)
lastRow = (row_index - 1 - self.__hOffset) / TILE_WIDTH
firstCol = max((column_index - 12 - self.__vOffset) / TILE_HEIGHT, 0)
lastCol = (column_index - 1 - self.__vOffset) / TILE_HEIGHT
for col in range(firstCol, lastCol + 1):
for row in range(firstRow, lastRow + 1):
self.__updatedTiles |= ((1 << row) << (col * 8))
# Set the pixel array for each of the pixels in the 12x6 tile.
# Normal = Set the colour to either colour0 or colour1 depending
# on whether the pixel value is 0 or 1.
# XOR = XOR the colour with the colour index currently there.
for i in range (12):
byte = (data_block[4 + i] & 0x3F)
for j in range (6):
pixel = (byte >> (5 - j)) & 0x01
if xor:
# Tile Block XOR
if (pixel == 0):
xor_col = colour0
else:
xor_col = colour1
# Get the colour index currently at this location, and xor with it
currentColourIndex = self.__cdgPixelColours[(row_index + j), (column_index + i)]
new_col = currentColourIndex ^ xor_col
else:
# Tile Block Normal
if (pixel == 0):
new_col = colour0
else:
new_col = colour1
# Set the pixel with the new colour. We set both the surfarray
# containing actual RGB values, as well as our array containing
# the colour indeces into our colour table.
self.__cdgSurfarray[(row_index + j), (column_index + i)] = self.__cdgColourTable[new_col]
self.__cdgPixelColours[(row_index + j), (column_index + i)] = new_col
# Now the screen has some data on it, so a subsequent clear
# should be respected.
self.__justClearedColourIndex = -1
# The changes to cdgSurfarray will be blitted on the next screen update
return