mirror of
https://github.com/Yonokid/PyTaiko.git
synced 2026-02-04 03:30:13 +01:00
disable all info logs from non game places
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@@ -104,6 +104,7 @@ def main():
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current_screen = Screens.LOADING
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audio.set_log_level(1)
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audio.init_audio_device()
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create_song_db()
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@@ -134,8 +135,8 @@ def main():
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Screens.LOADING: load_screen
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}
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target = ray.load_render_texture(screen_width, screen_height)
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ray.set_texture_filter(target.texture, ray.TextureFilter.TEXTURE_FILTER_TRILINEAR)
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ray.gen_texture_mipmaps(target.texture)
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ray.set_texture_filter(target.texture, ray.TextureFilter.TEXTURE_FILTER_TRILINEAR)
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ray.rl_set_blend_factors_separate(RL_SRC_ALPHA, RL_ONE_MINUS_SRC_ALPHA, RL_ONE, RL_ONE_MINUS_SRC_ALPHA, RL_FUNC_ADD, RL_FUNC_ADD)
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ray.set_exit_key(ord(global_data.config["keys_1p"]["exit_key"]))
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@@ -39,6 +39,8 @@ ffi.cdef("""
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void *ctxData;
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} music;
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void set_log_level(int level);
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// Device management
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void list_host_apis(void);
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void init_audio_device(PaHostApiIndex host_api, double sample_rate, unsigned long buffer_size);
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@@ -110,17 +112,17 @@ try:
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except OSError as e:
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print(f"Failed to load shared library: {e}")
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raise
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def get_short_path_name(long_path: str) -> str:
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"""Convert long path to Windows short path (8.3 format)"""
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if platform.system() != 'Windows':
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return long_path
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# Get short path name
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buffer = ctypes.create_unicode_buffer(512)
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get_short_path = ctypes.windll.kernel32.GetShortPathNameW
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ret = get_short_path(long_path, buffer, 512)
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if ret:
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return buffer.value
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return long_path
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@@ -141,6 +143,9 @@ class AudioEngine:
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self.sounds_path = Path("Sounds")
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def set_log_level(self, level: int):
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lib.set_log_level(level) # type: ignore
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def list_host_apis(self):
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"""Prints a list of available host APIs to the console"""
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lib.list_host_apis() # type: ignore
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@@ -24,13 +24,21 @@
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#define LOG_WARNING 1
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#define LOG_ERROR 2
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static int CURRENT_LOG_LEVEL = LOG_INFO;
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void set_log_level(int level) {
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CURRENT_LOG_LEVEL = level;
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}
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#define TRACELOG(level, ...) do { \
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const char* level_str = (level == LOG_INFO) ? "INFO" : \
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(level == LOG_WARNING) ? "WARNING" : "ERROR"; \
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printf("[%s] AUDIO: ", level_str); \
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printf(__VA_ARGS__); \
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printf("\n"); \
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fflush(stdout); \
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if (level >= CURRENT_LOG_LEVEL) { \
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const char* level_str = (level == LOG_INFO) ? "INFO" : \
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(level == LOG_WARNING) ? "WARNING" : "ERROR"; \
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printf("[%s] AUDIO: ", level_str); \
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printf(__VA_ARGS__); \
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printf("\n"); \
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fflush(stdout); \
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} \
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} while(0)
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#define FREE(ptr) do { if (ptr) { free(ptr); (ptr) = NULL; } } while(0)
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@@ -67,6 +67,8 @@ typedef struct music {
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void *ctxData; // Internal context data (file handle, decoder state, etc.)
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} music;
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void set_log_level(int level);
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// =============================================================================
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// DEVICE MANAGEMENT
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// =============================================================================
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@@ -13,7 +13,7 @@ class VideoPlayer:
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self.is_finished_list = [False, False]
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self.video = VideoFileClip(path)
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if self.video.audio is not None:
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self.video.audio.write_audiofile("cache/temp_audio.wav")
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self.video.audio.write_audiofile("cache/temp_audio.wav", logger=None)
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self.audio = audio.load_music_stream(Path("cache/temp_audio.wav"), 'video')
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self.buffer_size = 10 # Number of frames to keep in memory
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@@ -48,7 +48,7 @@ class GameScreen:
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self.end_ms = 0
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self.start_delay = 1000
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self.song_started = False
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self.mask_shader = ray.load_shader("", "shader/mask.fs")
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self.mask_shader = ray.load_shader("shader/outline.vs", "shader/mask.fs")
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def load_hitsounds(self):
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"""Load the hit sounds"""
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