File: pygame.sats

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(*
** libatscc2py_pygame
*)

(* ****** ****** *)
//
// HX-2016-05:
// prefix for external names
//
(* ****** ****** *)
//
staload "./../../basics_py.sats"
//
(* ****** ****** *)

#define
ATS_EXTERN_PREFIX "ats2py_pygame_"

(* ****** ****** *)

typedef int2 = $tup(int, int)
typedef int3 = $tup(int, int, int)
typedef int4 = $tup(int, int, int, int)

(* ****** ****** *)

(*
abstype Key
*)

(* ****** ****** *)

abstype Rect
abstype Color

(* ****** ****** *)
//
abstype Event
//
typedef Eventlist = PYlist(Event)
//
abstype Event_type
//
(* ****** ****** *)

abstype Surface

(* ****** ****** *)
//
fun
pygame_init(): void = "mac#%"
//
fun
pygame_init_ret
(
// argumentless
) : $tup(int(*npass*), int(*nfail*)) = "mac#%"
//
(* ****** ****** *)

fun pygame_quit(): void = "mac#%"

(* ****** ****** *)
//
fun
rect_make_int4
(
  t:int, l:int, x:int, y:int
) : Rect = "mac#%" 
fun
rect_make_int2_int2
  (tl: int2, xy: int2) : Rect = "mac#%" 
//
overload Rect with rect_make_int4
overload Rect with rect_make_int2_int2
//
(* ****** ****** *)
//
fun
rect_top : Rect -> int = "mac#%"
fun
rect_left : Rect -> int = "mac#%"
fun
rect_bottom : Rect -> int = "mac#%"
fun
rect_right : Rect -> int = "mac#%"
//
overload .top with rect_top
overload .left with rect_left
overload .bottom with rect_bottom
overload .right with rect_right
//
(* ****** ****** *)
//
fun
rect_copy
  (r0: Rect): Rect = "mac#%"
//
overload .copy with rect_copy
//
(* ****** ****** *)
//
fun
rect_fit(Rect, Rect): Rect = "mac#%"
//
overload .fit with rect_fit
//
fun
rect_clip(Rect, Rect): Rect = "mac#%"
//
overload .clip with rect_clip
//
(* ****** ****** *)
//
fun
rect_contains(Rect, Rect): bool = "mac#%"
//
overload .contains with rect_contains
//
(* ****** ****** *)
//
fun
rect_move
  (Rect, x: int, y: int): Rect = "mac#%"
fun
rect_move_ip
  (Rect, x: int, y: int): void = "mac#%"
//
overload .move with rect_move
overload .move_ip with rect_move_ip
//
(* ****** ****** *)
//
fun
rect_inflate
  (Rect, x: int, y: int): Rect = "mac#%"
fun
rect_inflate_ip
  (Rect, x: int, y: int): void = "mac#%"
//
overload .inflate with rect_inflate
overload .inflate_ip with rect_inflate_ip
//
(* ****** ****** *)
//
fun
rect_clamp(Rect, Rect): Rect = "mac#%"
fun
rect_clamp_ip(Rect, Rect): void = "mac#%"
//
overload .clamp with rect_clamp
overload .clamp_ip with rect_clamp_ip
//
(* ****** ****** *)
//
fun
rect_union(Rect, Rect): Rect = "mac#%"
fun
rect_union_ip(Rect, Rect): void = "mac#%"
//
overload .union with rect_union
overload .union_ip with rect_union_ip
//
(* ****** ****** *)
//
fun
color_r : Color -> int
fun
color_g : Color -> int
fun
color_b : Color -> int
fun
color_a : Color -> int
//
overload .r with color_r
overload .g with color_g
overload .b with color_b
overload .a with color_a
//
(* ****** ****** *)
//
fun
color_make_rgb
  (r:int, g:int, b:int): Color = "mac#%"
fun
color_make_rgba
  (r:int, g:int, b:int, a:int): Color = "mac#%"
//
overload Color with color_make_rgb
overload Color with color_make_rgba
//
(* ****** ****** *)
//
fun
draw_rect_
  (Surface, Color, Rect): Rect = "mac#%"
fun
draw_rect_width
  (Surface, Color, Rect, width: int): Rect = "mac#%"
//
overload draw_rect with draw_rect_
overload draw_rect with draw_rect_width
//
(* ****** ****** *)
//
fun
draw_polygon_
  (Surface, Color, PYlist(int2)): Rect = "mac#%"
fun
draw_polygon_width
  (Surface, Color, PYlist(int2), width: int): Rect = "mac#%"
//
overload draw_polygon with draw_polygon_
overload draw_polygon with draw_polygon_width
//
(* ****** ****** *)
//
fun
draw_circle_
(
  Surface, Color, center: int2, radius: int
) : Rect = "mac#%"
fun
draw_circle_width
(
  Surface, Color, center: int2, radius: int, width: int
) : Rect = "mac#%"
//
overload draw_circle with draw_circle_
overload draw_circle with draw_circle_width
//
(* ****** ****** *)
//
fun
draw_line_
  (Surface, Color, p0: int2, p1: int2): Rect = "mac#%"
fun
draw_line_width
  (Surface, Color, p0: int2, p1: int2, width: int): Rect = "mac#%"
//
overload draw_line with draw_line_
overload draw_line with draw_line_width
//
(* ****** ****** *)

(*
QUIT             none
ACTIVEEVENT      gain, state
KEYDOWN          unicode, key, mod
KEYUP            key, mod
MOUSEMOTION      pos, rel, buttons
MOUSEBUTTONUP    pos, button
MOUSEBUTTONDOWN  pos, button
JOYAXISMOTION    joy, axis, value
JOYBALLMOTION    joy, ball, rel
JOYHATMOTION     joy, hat, value
JOYBUTTONUP      joy, button
JOYBUTTONDOWN    joy, button
VIDEORESIZE      size, w, h
VIDEOEXPOSE      none
USEREVENT        code
*)
//
macdef
QUIT = $extval(Event_type, "pygame.QUIT")
//
macdef
KEYUP = $extval(Event_type, "pygame.KEYUP")
macdef
KEYDOWN = $extval(Event_type, "pygame.KEYDOWN")
//
macdef
NOEVENT = $extval(Event_type, "pygame.NOEVENT")
//
macdef
USEREVENT = $extval(Event_type, "pygame.USEREVENT")
//
macdef
ACTIVEEVENT = $extval(Event_type, "pygame.ACTIVEEVENT")
//
macdef
MOUSEMOTION = $extval(Event_type, "pygame.MOUSEMOTION")
//
macdef
MOUSEBUTTONUP = $extval(Event_type, "pygame.MOUSEBUTTONUP")
macdef
MOUSEBUTTONDOWN = $extval(Event_type, "pygame.MOUSEBUTTONDOWN")
//
macdef
VIDEORESIZE = $extval(Event_type, "pygame.VIDEORESIZE")
macdef
VIDEOEXPOSE = $extval(Event_type, "pygame.VIDEOEXPOSE")
//
macdef
JOYBUTTONUP = $extval(Event_type, "pygame.JOYBUTTONUP")
macdef
JOYBUTTONDOWN = $extval(Event_type, "pygame.JOYBUTTONDOWN")
//
macdef
JOYHATMOTION = $extval(Event_type, "pygame.JOYHATMOTION")
macdef
JOYAXISMOTION = $extval(Event_type, "pygame.JOYAXISMOTION")
macdef
JOYBALLMOTION = $extval(Event_type, "pygame.JOYBALLMOTION")
//
(* ****** ****** *)
//
fun
event_type
  (Event): Event_type = "mac#%"
//
overload .type with event_type
//
fun
event_type_equal
  (x: Event_type, y: Event_type): bool = "mac#%"
fun
event_type_nequal
  (x: Event_type, y: Event_type): bool = "mac#%"
//
overload = with event_type_equal
overload != with event_type_nequal
//
(* ****** ****** *)
//
fun
event_keyup_key(x: Event): int = "mac#%"
fun
event_keyup_mod(x: Event): int = "mac#%"
//
overload .keyup_key with event_keyup_key
overload .keyup_mod with event_keyup_mod
//
fun
event_keydown_key(x: Event): int = "mac#%"
fun
event_keydown_mod(x: Event): int = "mac#%"
//
overload .keydown_key with event_keydown_key
overload .keydown_mod with event_keydown_mod
//
(* ****** ****** *)
//
fun event_pump(): void = "mac#%"
//
(* ****** ****** *)
//
fun event_get(): Eventlist = "mac#%"
fun event_get_type(Event_type): Eventlist = "mac#%"
//
(* ****** ****** *)
//
fun event_poll(): Event = "mac#%"
//
(* ****** ****** *)
//
fun event_wait(): Event = "mac#%"
//
(* ****** ****** *)
//
fun event_clear(): void = "mac#%"
fun event_clear_type(Event_type): void = "mac#%"
//
(* ****** ****** *)
//
fun event_post(Event): void = "mac#%"
//
(* ****** ****** *)
//
fun
event_event_name(Event_type): string = "mac#%"
//
(* ****** ****** *)
//
fun
event_set_blocked(): bool = "mac#%"
fun
event_set_blocked_type(Event_type): bool = "mac#%"
//
(* ****** ****** *)
//
fun
event_set_allowed(): bool = "mac#%"
fun
event_set_allowed_type(Event_type): bool = "mac#%"
//
(* ****** ****** *)
//
fun
event_get_blocked
  (type: Event_type): bool = "mac#%"
//
(* ****** ****** *)
//
macdef
SRCALPHA = $extval(int, "pygame.SRCALPHA")
//
fun surface_make_(wh: int2): Surface = "mac#%"
fun surface_make_flags_depth(wh: int2, int, int): Surface = "mac#%"
fun surface_make_flags_surface(wh: int2, int, Surface): Surface = "mac#%"
//
overload Surface with surface_make_
overload Surface with surface_make_flags_depth
overload Surface with surface_make_flags_surface
//
fun surface_get_size(Surface): int2 = "mac#%"
fun surface_get_width(Surface): int = "mac#%"
fun surface_get_height(Surface): int = "mac#%"
//
overload .get_size with surface_get_size
overload .get_width with surface_get_width
overload .get_height with surface_get_height
//
(* ****** ****** *)
//
fun
surface_fill_
  (Surface, Color): Rect = "mac#%"
fun
surface_fill_rect_flags
  (Surface, Color, Rect, int): Rect = "mac#%"
//
overload .fill with surface_fill_
overload .fill with surface_fill_rect_flags
//
(* ****** ****** *)

fun
surface_blit_xy(obj: Surface, src: Surface, dst: int2): Rect = "mac#%"
fun
surface_blit_xy_area_flags
  (obj: Surface, src: Surface, dst: int2, area: Rect, flags: int): Rect = "mac#%"
//
fun
surface_blit_rect(obj: Surface, src: Surface, dst: Rect): Rect = "mac#%"
fun
surface_blit_rect_area_flags
  (obj: Surface, src: Surface, dst: Rect, area: Rect, flags: int): Rect = "mac#%"
//
overload .blit with surface_blit_xy
overload .blit with surface_blit_xy_area_flags
overload .blit with surface_blit_rect
overload .blit with surface_blit_rect_area_flags
//
(* ****** ****** *)
//
fun
display_init(): void = "mac#%" // called by pygame_init
fun
display_quit(): void = "mac#%" // called by pygame_init
//
fun
display_get_init(): bool = "mac#%"
fun
display_get_active(): bool = "mac#%"
//
fun
display_set_mode_resolution
  (resolution: int2): Surface = "mac#%"
fun
display_set_mode_resolution_flags_depth
  (resolution: int2, flags: int, depth: int): Surface = "mac#%"
//
overload display_set_mode with display_set_mode_resolution
overload display_set_mode with display_set_mode_resolution_flags_depth
//
fun
display_get_surface(): Surface = "mac#%"
//
fun
display_flip(): void = "mac#%"
fun
display_update(xs: PYlist(Rect)): void = "mac#%"
//
fun
display_iconify(): bool = "mac#%"
//
(* ****** ****** *)
//
fun
time_get_ticks(): int(*time*) = "mac#%"
//
fun
time_wait(int(*millisec*)): int(*time*) = "mac#%"
fun
time_delay(int(*millisec*)): int(*time*) = "mac#%"
//
(* ****** ****** *)

(* end of [pygame.sats] *)