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import os.path
import sys
from types import ModuleType
import pygame.image
import pygame.mixer
from . import ptext
# Root directory for loaders
# This is modified by calling set_root(), which is called by the game runner.
root = '.'
def set_root(path):
"""Configure all loaders to load from the given root.
path may be a file (such as a Python source file), in which case the root
is set to its containing directory.
"""
global root
path = os.path.abspath(path)
if os.path.isdir(path):
root = path
else:
root = os.path.dirname(path)
sys.path.insert(0, root)
class InvalidCase(Exception):
"""Indicate case errors early so they don't bite cross-platform users."""
try:
import win32api
except ImportError:
def real_path(path):
return path
else:
def real_path(path):
"""Get the real capitalisation of a path on Windows."""
if not os.path.exists(path):
return path
return win32api.GetLongPathNameW(win32api.GetShortPathName(path))
def validate_lowercase(relpath):
if relpath.lower() != relpath:
raise InvalidCase(
"%r is not lower case.\n"
"You must use lower case filenames. This is to avoid "
"portability problems when run on another operating system "
"(because filenames on some operating systems are case-"
"sensitive and others are not)." % relpath
)
def validate_compatible_path(path):
"""Validate that the given path can be loaded cross-platform."""
relpath = os.path.relpath(path, root)
validate_lowercase(relpath)
real = real_path(os.path.join(root, relpath))
real_rel = os.path.relpath(real, root)
if real_rel != relpath:
raise InvalidCase(
"%s is mis-capitalised on disk as %r.\nYou should rename it to be "
"correctly lowercase, for cross-platform portability." % (
relpath, real_rel
)
)
class ResourceLoader:
"""Abstract resource loader.
A resource loader is a singleton; resources are loaded from a named
subdirectory of the global 'root'. The `.load()` method actually loads
a resource.
Additionally, attribute access can be used to access and cache resources.
Dotted paths can be used to traverse directories.
"""
def __init__(self, subpath):
self.subpath = subpath
self.cache = {}
self.have_root = False
def validate_root(self, name):
r = self._root()
self.have_root = os.path.exists(r)
if self.have_root:
validate_compatible_path(r)
else:
raise KeyError(
"No '{subpath}' directory found to load {type} "
"'{name}'.".format(
subpath=self.subpath, type=self.TYPE, name=name
)
)
def _root(self):
return os.path.join(root, self.subpath)
@staticmethod
def cache_key(name, args, kwargs):
kwpairs = sorted(kwargs.items())
return (name, args, tuple(kwpairs))
def load(self, name, *args, **kwargs):
key = self.cache_key(name, args, kwargs)
if key in self.cache:
return self.cache[key]
if not self.have_root:
self.validate_root(name)
p = os.path.join(self._root(), name)
if not os.path.isfile(p):
for ext in self.EXTNS:
p = os.path.join(self._root(), name + '.' + ext)
if os.path.exists(p):
break
else:
raise KeyError(
"No {type} found like '{name}'. "
"Are you sure the {type} exists?".format(
type=self.TYPE,
name=name
)
)
validate_compatible_path(p)
res = self.cache[key] = self._load(p, *args, **kwargs)
return res
def __getattr__(self, name):
p = os.path.join(self._root(), name)
if os.path.isdir(p):
resource = self.__class__(os.path.join(self.subpath, name))
else:
try:
resource = self.load(name)
except KeyError as e:
raise AttributeError(*e.args) from None
setattr(self, name, resource)
return resource
class ImageLoader(ResourceLoader):
EXTNS = ['png', 'gif', 'jpg', 'jpeg', 'bmp']
TYPE = 'image'
def _load(self, path):
return pygame.image.load(path).convert_alpha()
class UnsupportedFormat(Exception):
"""The resource was not in a supported format."""
class SoundLoader(ResourceLoader):
EXTNS = ['wav', 'ogg', 'oga']
TYPE = 'sound'
def _load(self, path):
try:
return pygame.mixer.Sound(path)
except pygame.error:
from .soundfmt import identify
try:
fmt = identify(path)
except Exception:
pass
else:
raise UnsupportedFormat("""
'{0}' is not in a supported audio format.
It appears to be:
{1}
Pygame supports only uncompressed WAV files (PCM or ADPCM) and compressed
Ogg Vorbis files. Try re-encoding the sound file, for example using Audacity:
http://audacityteam.org/
""".format(path, fmt).strip()) from None
raise
class FontLoader(ResourceLoader):
EXTNS = ['ttf']
TYPE = 'font'
def _load(self, path, fontsize=None):
return pygame.font.Font(path, fontsize or ptext.DEFAULT_FONT_SIZE)
images = ImageLoader('images')
sounds = SoundLoader('sounds')
fonts = FontLoader('fonts')
def getfont(
fontname=None,
fontsize=None,
sysfontname=None,
bold=None,
italic=None,
underline=None):
"""Monkey-patch for ptext.getfont().
This will use our loader and therefore obey our case validation, caching
and so on.
"""
fontname = fontname or ptext.DEFAULT_FONT_NAME
fontsize = fontsize or ptext.DEFAULT_FONT_SIZE
key = (
fontname,
fontsize,
sysfontname,
bold,
italic,
underline
)
if key in ptext._font_cache:
return ptext._font_cache[key]
if fontname is None:
font = ptext._font_cache.get(key)
if font:
return font
font = pygame.font.Font(fontname, fontsize)
else:
font = fonts.load(fontname, fontsize)
if bold is not None:
font.set_bold(bold)
if italic is not None:
font.set_italic(italic)
if underline is not None:
font.set_underline(underline)
ptext._font_cache[key] = font
return font
ptext.getfont = getfont
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