Merge branch 'master' into py-package
Conflicts: overviewerConfig.js overviewer_core/data/overviewerConfig.js setup.py web_assets/overviewerConfig.js
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@@ -26,11 +26,14 @@ from PIL import Image, ImageEnhance, ImageOps, ImageDraw
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import util
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import composite
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_find_file_local_path = None
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def _find_file(filename, mode="rb"):
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"""Searches for the given file and returns an open handle to it.
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This searches the following locations in this order:
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* the textures_path given in the config file (if present)
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* The program dir (same dir as this file)
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* The program dir / textures
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* On Darwin, in /Applications/Minecraft
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* Inside minecraft.jar, which is looked for at these locations
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@@ -38,14 +41,21 @@ def _find_file(filename, mode="rb"):
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* On Darwin, at $HOME/Library/Application Support/minecraft/bin/minecraft.jar
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* at $HOME/.minecraft/bin/minecraft.jar
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* The current working directory
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* The program dir / textures
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"""
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if _find_file_local_path:
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path = os.path.join(_find_file_local_path, filename)
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if os.path.exists(path):
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return open(path, mode)
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programdir = util.get_program_path()
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path = os.path.join(programdir, filename)
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if os.path.exists(path):
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return open(path, mode)
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path = os.path.join(programdir, "textures", filename)
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if os.path.exists(path):
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return open(path, mode)
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if sys.platform == "darwin":
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path = os.path.join("/Applications/Minecraft", filename)
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@@ -73,14 +83,6 @@ def _find_file(filename, mode="rb"):
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except (KeyError, IOError):
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pass
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path = filename
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if os.path.exists(path):
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return open(path, mode)
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path = os.path.join(programdir, "textures", filename)
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if os.path.exists(path):
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return open(path, mode)
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raise IOError("Could not find the file {0}. Is Minecraft installed? If so, I couldn't find the minecraft.jar file.".format(filename))
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def _load_image(filename):
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@@ -112,9 +114,6 @@ def _split_terrain(terrain):
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return textures
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# This maps terainids to 16x16 images
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terrain_images = _split_terrain(_get_terrain_image())
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def transform_image(img, blockID=None):
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"""Takes a PIL image and rotates it left 45 degrees and shrinks the y axis
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by a factor of 2. Returns the resulting image, which will be 24x12 pixels
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@@ -460,7 +459,6 @@ def _build_blockimages():
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while len(allimages) < 256:
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allimages.append(None)
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return allimages
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blockmap = _build_blockimages()
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def load_water():
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"""Evidentially, the water and lava textures are not loaded from any files
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@@ -482,8 +480,6 @@ def load_water():
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lavablock = _build_block(lavatexture, lavatexture)
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blockmap[10] = lavablock.convert("RGB"), lavablock
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blockmap[11] = blockmap[10]
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load_water()
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def generate_special_texture(blockID, data):
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"""Generates a special texture, such as a correctly facing minecraft track"""
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@@ -1541,11 +1537,6 @@ def tintTexture(im, c):
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i.putalpha(im.split()[3]); # copy the alpha band back in. assuming RGBA
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return i
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# generate biome (still grayscale) leaf, grass textures
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biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
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biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
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currentBiomeFile = None
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currentBiomeData = None
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grasscolor = None
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@@ -1665,9 +1656,34 @@ special_map[2] = range(11) + [0x10,] # grass, grass has not ancildata but is
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# and is harmless for normal maps
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special_map[18] = range(16) # leaves, birch, normal or pine leaves (not implemented)
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# placeholders that are generated in generate()
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terrain_images = None
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blockmap = None
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biome_grass_texture = None
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biome_leaf_texture = None
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specialblockmap = None
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specialblockmap = {}
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for blockID in special_blocks:
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for data in special_map[blockID]:
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specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)
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def generate(path=None):
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global _find_file_local_path
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_find_file_local_path = path
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# This maps terainids to 16x16 images
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global terrain_images
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terrain_images = _split_terrain(_get_terrain_image())
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# generate the normal blocks
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global blockmap
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blockmap = _build_blockimages()
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load_water()
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# generate biome (still grayscale) leaf, grass textures
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global biome_grass_texture, biome_leaf_texture
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biome_grass_texture = _build_block(terrain_images[0], terrain_images[38], 2)
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biome_leaf_texture = _build_block(terrain_images[52], terrain_images[52], 18)
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# generate the special blocks
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global specialblockmap, special_blocks
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specialblockmap = {}
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for blockID in special_blocks:
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for data in special_map[blockID]:
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specialblockmap[(blockID, data)] = generate_special_texture(blockID, data)
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