Fix unused variables and loop variables
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parent
d47d1f6280
commit
f0438812fc
18 changed files with 26 additions and 28 deletions
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@ -475,7 +475,7 @@ class CollisionLord:
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def update(self):
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"Resolve overlaps between all relevant world objects."
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for i in range(self.iterations):
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for _ in range(self.iterations):
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# filter shape lists for anything out of room etc
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valid_dynamic_shapes = []
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for shape in self.dynamic_shapes:
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@ -15,7 +15,7 @@ class EditCommand:
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for frame in self.tile_commands.values():
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for layer in frame.values():
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for column in layer.values():
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for tile in column.values():
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for _tile in column.values():
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commands += 1
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return commands
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@ -1082,7 +1082,7 @@ class GameObject:
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steps = int(total_move_dist / step_dist)
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# start stepping from beginning of this frame's move distance
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self.x, self.y = self.last_x, self.last_y
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for i in range(steps):
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for _ in range(steps):
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self.x += dir_x * step_dist
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self.y += dir_y * step_dist
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collisions = self.get_collisions()
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@ -41,7 +41,7 @@ class CrawlTopDownView(GameObject):
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# make a copy of original layer to color for visibility, hide original
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self.art.duplicate_layer(0)
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self.art.layers_visibility[0] = False
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for frame, layer, x, y in TileIter(self.art):
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for _frame, layer, x, y in TileIter(self.art):
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if layer == 0:
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continue
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# set all tiles undiscovered
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@ -66,7 +66,7 @@ class Fireplace(GameObject):
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self.weighted_chars = sorted(chars, key=weights.__getitem__)
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# spawn initial particles
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self.particles = []
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for i in range(self.target_particles):
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for _ in range(self.target_particles):
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p = FireParticle(self)
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self.particles.append(p)
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# help screen
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@ -130,7 +130,7 @@ class Petal:
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tiles = []
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angle = 0
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resolution = 30
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for i in range(resolution):
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for _ in range(resolution):
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angle += math.radians(90.0 / resolution)
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x = round(math.cos(angle) * self.radius)
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y = round(math.sin(angle) * self.radius)
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@ -155,7 +155,7 @@ class ImageConverter:
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def update(self):
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if time.time() < self.start_time + self.start_delay:
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return
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for i in range(self.tiles_per_tick):
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for _ in range(self.tiles_per_tick):
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x_start, y_start = self.x * self.char_w, self.y * self.char_h
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x_end, y_end = x_start + self.char_w, y_start + self.char_h
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block = self.src_array[y_start:y_end, x_start:x_end]
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@ -198,8 +198,8 @@ class ImageConverter:
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color_counts += [(color, counts[i])]
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color_counts.sort(key=lambda item: item[1], reverse=True)
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combos = []
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for color1, count1 in color_counts:
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for color2, count2 in color_counts:
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for color1, _count1 in color_counts:
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for color2, _count2 in color_counts:
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if color1 == color2:
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continue
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# fg/bg color swap SHOULD be allowed
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@ -143,7 +143,6 @@ def export_still_image(app, art, out_filename, crt=True, scale=1, bg_color=None)
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if not src_img:
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return False
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src_img.save(out_filename, "PNG")
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output_format = "32-bit w/ alpha"
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else:
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# else convert to current palette.
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# as with aniGIF export, use arbitrary color for transparency
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@ -28,10 +28,8 @@ class PaletteLord:
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):
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return
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self.last_check = self.app.get_elapsed_time()
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changed = None
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for palette in self.app.palettes:
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if palette.has_updated():
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changed = palette.filename
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try:
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palette.load_image()
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self.app.log(
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@ -101,10 +101,12 @@ class TileRenderable:
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def __str__(self):
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"for debug purposes, return a concise unique name"
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i = 0
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for i, r in enumerate(self.art.renderables):
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for idx, r in enumerate(self.art.renderables):
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if r is self:
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i = idx
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break
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else:
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i = 0
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return "{} {} {}".format(self.art.get_simple_name(), self.__class__.__name__, i)
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def create_buffers(self):
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@ -546,7 +548,6 @@ class TileRenderable:
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if not self.app.show_hidden_layers and not self.art.layers_visibility[i]:
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continue
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layer_start = i * layer_size
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layer_end = layer_start + layer_size
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# for active art, dim all but active layer based on UI setting
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if (
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not self.app.game_mode
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@ -331,7 +331,6 @@ class DebugLineRenderable(WorldLineRenderable):
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def add_lines(self, new_verts, new_colors=None):
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"add lines to the current ones"
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line_items = len(self.vert_array)
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lines = int(line_items / self.vert_items)
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# if new_verts is a list of tuples, unpack into flat list
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if type(new_verts[0]) is tuple:
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new_verts_unpacked = []
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6
ui.py
6
ui.py
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@ -287,10 +287,12 @@ class UI:
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)
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def set_active_art_by_filename(self, art_filename):
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i = 0
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for i, art in enumerate(self.app.art_loaded_for_edit):
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for idx, art in enumerate(self.app.art_loaded_for_edit):
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if art_filename == art.filename:
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i = idx
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break
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else:
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i = 0
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new_active_art = self.app.art_loaded_for_edit.pop(i)
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self.app.art_loaded_for_edit.insert(0, new_active_art)
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new_active_renderable = self.app.edit_renderables.pop(i)
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@ -626,7 +626,7 @@ class AddLayerDialog(UIDialog):
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if not valid_name:
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return False, self.name_exists_error
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try:
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z = float(self.field_texts[1])
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float(self.field_texts[1])
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except Exception:
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return False, self.invalid_z_error
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return True, None
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@ -684,7 +684,7 @@ class SetLayerZDialog(UIDialog):
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def is_input_valid(self):
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try:
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z = float(self.field_texts[0])
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float(self.field_texts[0])
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except Exception:
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return False, self.invalid_z_error
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return True, None
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@ -745,7 +745,7 @@ class PaletteFromFileDialog(UIDialog):
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src_filename = self.field_texts[0]
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palette_filename = self.field_texts[1]
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colors = int(self.field_texts[2])
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new_pal = PaletteFromFile(self.ui.app, src_filename, palette_filename, colors)
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PaletteFromFile(self.ui.app, src_filename, palette_filename, colors)
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self.dismiss()
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@ -176,7 +176,7 @@ class ChooserDialog(UIDialog):
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# os.access(new_dir, os.R_OK) seems to always return True,
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# so try/catch listdir instead
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try:
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l = os.listdir(new_dir)
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os.listdir(new_dir)
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except PermissionError:
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line = "No permission to access {}!".format(os.path.abspath(new_dir))
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self.ui.message_line.post_line(line, error=True)
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@ -143,7 +143,7 @@ class ImportCommand(ConsoleCommand):
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)
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if not os.path.exists(filename):
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console.ui.app.log("Couldn't find file {}".format(filename))
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importer = importer_class(console.ui.app, filename)
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importer_class(console.ui.app, filename)
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class ExportCommand(ConsoleCommand):
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@ -162,7 +162,7 @@ class ExportCommand(ConsoleCommand):
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console.ui.app.log(
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"Couldn't find exporter class {}".format(exporter_classname)
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)
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exporter = exporter_class(console.ui.app, filename)
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exporter_class(console.ui.app, filename)
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class PaletteFromImageCommand(ConsoleCommand):
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@ -431,7 +431,7 @@ class ToolPopup(UIElement):
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# charset renderable location will be set in update()
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charset = self.ui.active_art.charset
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palette = self.ui.active_art.palette
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cqw, cqh = (
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_cqw, cqh = (
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self.charset_swatch.art.quad_width,
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self.charset_swatch.art.quad_height,
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)
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@ -294,7 +294,6 @@ class TextTool(UITool):
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self.input_active = False
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self.ui.tool_settings_changed = True
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if self.cursor:
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x, y = int(self.cursor.x) + 1, int(-self.cursor.y) + 1
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self.cursor.finish_paint()
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# self.ui.message_line.post_line('Finished text entry at %s, %s' % (x, y))
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self.ui.message_line.post_line("Finished text entry.")
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@ -216,9 +216,9 @@ def world_to_screen(app, world_x, world_y, world_z):
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# viewport tuple order should be same as glGetFloatv(GL_VIEWPORT)
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viewport = (0, 0, app.window_width, app.window_height)
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try:
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x, y, z = GLU.gluProject(world_x, world_y, world_z, vm, pjm, viewport)
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x, y, _z = GLU.gluProject(world_x, world_y, world_z, vm, pjm, viewport)
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except Exception:
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x, y, z = 0, 0, 0
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x, y = 0, 0
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app.log("GLU.gluProject failed!")
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# does Z mean anything here?
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return x, y
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