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from cpython cimport PyObject
from . import error
from . import error as errorfnc
from libc.stdlib cimport free, malloc
WINDOWPOS_UNDEFINED = _SDL_WINDOWPOS_UNDEFINED
WINDOWPOS_CENTERED = _SDL_WINDOWPOS_CENTERED
MESSAGEBOX_ERROR = _SDL_MESSAGEBOX_ERROR
MESSAGEBOX_WARNING = _SDL_MESSAGEBOX_WARNING
MESSAGEBOX_INFORMATION = _SDL_MESSAGEBOX_INFORMATION
cdef extern from "../pygame.h" nogil:
int pgSurface_Check(object surf)
SDL_Surface* pgSurface_AsSurface(object surf)
void import_pygame_surface()
SDL_Rect *pgRect_FromObject(object obj, SDL_Rect *temp)
object pgRect_New(SDL_Rect *r)
void import_pygame_rect()
import_pygame_surface()
import_pygame_rect()
class RendererDriverInfo:
def __repr__(self):
return "<%s(name: %s, flags: 0x%02x, num_texture_formats: %d, max_texture_width: %d, max_texture_height: %d)>" % (
self.__class__.__name__,
self.name,
self.flags,
self.num_texture_formats,
self.max_texture_width,
self.max_texture_height,
)
def get_drivers():
cdef int num = SDL_GetNumRenderDrivers()
cdef SDL_RendererInfo info
cdef int ind
for ind from 0 <= ind < num:
SDL_GetRenderDriverInfo(ind, &info)
ret = RendererDriverInfo()
ret.name = info.name
ret.flags = info.flags
ret.num_texture_formats = info.num_texture_formats
ret.max_texture_width = info.max_texture_width
ret.max_texture_height = info.max_texture_height
yield ret
def get_grabbed_window():
"""return the Window with input grab enabled,
or None if input isn't grabbed."""
cdef SDL_Window *win = SDL_GetGrabbedWindow()
cdef void *ptr
if win:
ptr = SDL_GetWindowData(win, "pg_window")
if not ptr:
return None
return <object>ptr
return None
def messagebox(title, message,
Window window=None,
bint info=False,
bint warn=False,
bint error=False,
buttons=('OK', ),
return_button=0,
escape_button=0):
""" Display a message box.
:param str title: A title string or None.
:param str message: A message string.
:param bool info: If ``True``, display an info message.
:param bool warn: If ``True``, display a warning message.
:param bool error: If ``True``, display an error message.
:param tuple buttons: An optional sequence of buttons to show to the user (strings).
:param int return_button: Button index to use if the return key is hit (-1 for none).
:param int escape_button: Button index to use if the escape key is hit (-1 for none).
:return: The index of the button that was pushed.
"""
# TODO: type check
# TODO: color scheme
cdef SDL_MessageBoxButtonData* c_buttons = NULL
cdef SDL_MessageBoxData data
data.flags = 0
if warn:
data.flags |= _SDL_MESSAGEBOX_WARNING
if error:
data.flags |= _SDL_MESSAGEBOX_ERROR
if info:
data.flags |= _SDL_MESSAGEBOX_INFORMATION
if not window:
data.window = NULL
else:
data.window = window._win
if title is not None:
title = title.encode('utf8')
data.title = title
else:
data.title = NULL
message = message.encode('utf8')
data.message = message
data.colorScheme = NULL
cdef SDL_MessageBoxButtonData button
if not buttons:
button.flags |= _SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT |\
_SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT
button.buttonid = 0
button.text = "OK"
data.buttons = &button
data.numbuttons = 1
else:
buttons_utf8 = [s.encode('utf8') for s in buttons]
data.numbuttons = len(buttons)
c_buttons =\
<SDL_MessageBoxButtonData*>malloc(data.numbuttons * sizeof(SDL_MessageBoxButtonData))
if not c_buttons:
raise MemoryError()
for i, but in enumerate(reversed(buttons_utf8)):
c_buttons[i].flags = 0
c_buttons[i].buttonid = data.numbuttons - i - 1
if c_buttons[i].buttonid == return_button:
c_buttons[i].flags |= _SDL_MESSAGEBOX_BUTTON_RETURNKEY_DEFAULT
if c_buttons[i].buttonid == escape_button:
c_buttons[i].flags |= _SDL_MESSAGEBOX_BUTTON_ESCAPEKEY_DEFAULT
c_buttons[i].text = but
data.buttons = c_buttons
cdef int buttonid
if SDL_ShowMessageBox(&data, &buttonid):
free(c_buttons)
raise errorfnc()
free(c_buttons)
return buttonid
cdef class Window:
DEFAULT_SIZE = 640, 480
_kwarg_to_flag = {
'opengl': _SDL_WINDOW_OPENGL,
'vulkan': _SDL_WINDOW_VULKAN,
'hidden': _SDL_WINDOW_HIDDEN,
'borderless': _SDL_WINDOW_BORDERLESS,
'resizable': _SDL_WINDOW_RESIZABLE,
'minimized': _SDL_WINDOW_MINIMIZED,
'maximized': _SDL_WINDOW_MAXIMIZED,
'input_grabbed': _SDL_WINDOW_INPUT_GRABBED,
'input_focus': _SDL_WINDOW_INPUT_FOCUS,
'mouse_focus': _SDL_WINDOW_MOUSE_FOCUS,
'allow_highdpi': _SDL_WINDOW_ALLOW_HIGHDPI,
'foreign': _SDL_WINDOW_FOREIGN,
'mouse_capture': _SDL_WINDOW_MOUSE_CAPTURE,
'always_on_top': _SDL_WINDOW_ALWAYS_ON_TOP,
'skip_taskbar': _SDL_WINDOW_SKIP_TASKBAR,
'utility': _SDL_WINDOW_UTILITY,
'tooltip': _SDL_WINDOW_TOOLTIP,
'popup_menu': _SDL_WINDOW_POPUP_MENU,
}
def __init__(self, title='pygame',
size=DEFAULT_SIZE,
position=WINDOWPOS_UNDEFINED,
bint fullscreen=False,
bint fullscreen_desktop=False, **kwargs):
""" Create a window with the specified position, dimensions, and flags.
:param str title: the title of the window, in UTF-8 encoding
:param tuple size: the size of the window, in screen coordinates (width, height)
:param position: a tuple specifying the window position, WINDOWPOS_CENTERED, or WINDOWPOS_UNDEFINED.
:param bool fullscreen: fullscreen window using the window size as the resolution (videomode change)
:param bool fullscreen_desktop: fullscreen window using the current desktop resolution
:param bool opengl: Usable with OpenGL context. You will still need to create an OpenGL context.
:param bool vulkan: usable with a Vulkan instance
:param bool hidden: window is not visible
:param bool borderless: no window decoration
:param bool resizable: window can be resized
:param bool minimized: window is minimized
:param bool maximized: window is maximized
:param bool input_grabbed: window has grabbed input focus
:param bool input_focus: window has input focus
:param bool mouse_focus: window has mouse focus
:param bool foreign: window not created by SDL
:param bool allow_highdpi: window should be created in high-DPI mode if supported (>= SDL 2.0.1)
:param bool mouse_capture: window has mouse captured (unrelated to INPUT_GRABBED, >= SDL 2.0.4)
:param bool always_on_top: window should always be above others (X11 only, >= SDL 2.0.5)
:param bool skip_taskbar: window should not be added to the taskbar (X11 only, >= SDL 2.0.5)
:param bool utility: window should be treated as a utility window (X11 only, >= SDL 2.0.5)
:param bool tooltip: window should be treated as a tooltip (X11 only, >= SDL 2.0.5)
:param bool popup_menu: window should be treated as a popup menu (X11 only, >= SDL 2.0.5)
"""
# https://wiki.libsdl.org/SDL_CreateWindow
# https://wiki.libsdl.org/SDL_WindowFlags
if position == WINDOWPOS_UNDEFINED:
x, y = WINDOWPOS_UNDEFINED, WINDOWPOS_UNDEFINED
elif position == WINDOWPOS_CENTERED:
x, y = WINDOWPOS_CENTERED, WINDOWPOS_CENTERED
else:
x, y = position
flags = 0
if fullscreen and fullscreen_desktop:
raise error("fullscreen and fullscreen_desktop cannot be used at the same time.")
if fullscreen:
flags |= _SDL_WINDOW_FULLSCREEN
elif fullscreen_desktop:
flags |= _SDL_WINDOW_FULLSCREEN_DESKTOP
_kwarg_to_flag = self._kwarg_to_flag
for k, v in kwargs.items():
try:
flag = _kwarg_to_flag[k]
if v:
flags |= flag
except KeyError:
raise error("unknown parameter: %s" % k)
self._win = SDL_CreateWindow(title.encode('utf8'), x, y,
size[0], size[1], flags)
if not self._win:
raise error()
SDL_SetWindowData(self._win, "pg_window", <PyObject*>self)
import pygame.pkgdata
surf = pygame.image.load(pygame.pkgdata.getResource(
'pygame_icon.bmp'))
surf.set_colorkey(0)
self.set_icon(surf)
@property
def grab(self):
""" Window's input grab state (``True`` or ``False``).
Set it to ``True`` to grab, ``False`` to release.
When input is grabbed the mouse is confined to the window.
If the caller enables a grab while another window is currently grabbed,
the other window loses its grab in favor of the caller's window.
:rtype: bool
"""
return SDL_GetWindowGrab(self._win) != 0
@grab.setter
def grab(self, bint grabbed):
# https://wiki.libsdl.org/SDL_SetWindowGrab
SDL_SetWindowGrab(self._win, 1 if grabbed else 0)
def set_windowed(self):
""" Enable windowed mode
.. seealso:: :func:`set_fullscreen`
"""
# https://wiki.libsdl.org/SDL_SetWindowFullscreen
if SDL_SetWindowFullscreen(self._win, 0):
raise error()
#TODO: not sure about this...
# Perhaps this is more readable:
# window.fullscreen = True
# window.fullscreen_desktop = True
# window.windowed = True
def set_fullscreen(self, bint desktop=False):
""" Enable fullscreen for the window
:param bool desktop: If ``True``: use the current desktop resolution.
If ``False``: change the fullscreen resolution to the window size.
.. seealso:: :func:`set_windowed`
"""
cdef int flags = 0
if desktop:
flags = _SDL_WINDOW_FULLSCREEN_DESKTOP
else:
flags = _SDL_WINDOW_FULLSCREEN
if SDL_SetWindowFullscreen(self._win, flags):
raise error()
@property
def title(self):
""" The title of the window or u"" if there is none.
"""
# https://wiki.libsdl.org/SDL_GetWindowTitle
return SDL_GetWindowTitle(self._win).decode('utf8')
@title.setter
def title(self, title):
""" Set the window title.
:param str title: the desired window title in UTF-8.
"""
# https://wiki.libsdl.org/SDL_SetWindowTitle
SDL_SetWindowTitle(self._win, title.encode('utf8'))
def destroy(self):
""" Destroys the window.
"""
# https://wiki.libsdl.org/SDL_DestroyWindow
if self._win:
SDL_DestroyWindow(self._win)
self._win = NULL
def hide(self):
""" Hide the window.
"""
# https://wiki.libsdl.org/SDL_HideWindow
SDL_HideWindow(self._win)
def show(self):
""" Show the window.
"""
# https://wiki.libsdl.org/SDL_ShowWindow
SDL_ShowWindow(self._win)
def focus(self, input_only=False):
""" Raise the window above other windows and set the input focus.
:param bool input_only: if ``True``, the window will be given input focus
but may be completely obscured by other windows.
"""
# https://wiki.libsdl.org/SDL_RaiseWindow
if input_only:
if SDL_SetWindowInputFocus(self._win):
raise error()
else:
SDL_RaiseWindow(self._win)
def restore(self):
""" Restore the size and position of a minimized or maximized window.
"""
SDL_RestoreWindow(self._win)
def maximize(self):
""" Maximize the window.
"""
SDL_MaximizeWindow(self._win)
def minimize(self):
""" Minimize the window.
"""
SDL_MinimizeWindow(self._win)
@property
def resizable(self):
""" Sets whether the window is resizable.
"""
return SDL_GetWindowFlags(self._win) & _SDL_WINDOW_RESIZABLE != 0
@resizable.setter
def resizable(self, enabled):
SDL_SetWindowResizable(self._win, 1 if enabled else 0)
@property
def borderless(self):
""" Add or remove the border from the actual window.
.. note:: You can't change the border state of a fullscreen window.
"""
return SDL_GetWindowFlags(self._win) & _SDL_WINDOW_BORDERLESS != 0
@borderless.setter
def borderless(self, enabled):
SDL_SetWindowBordered(self._win, 1 if enabled else 0)
def set_icon(self, surface):
""" Set the icon for the window.
:param pygame.Surface surface: A Surface to use as the icon.
"""
if not pgSurface_Check(surface):
raise error('surface must be a Surface object')
SDL_SetWindowIcon(self._win, pgSurface_AsSurface(surface))
@property
def id(self):
""" A unique window ID. *Read-only*.
:rtype: int
"""
return SDL_GetWindowID(self._win)
@property
def size(self):
""" The size of the window's client area."""
cdef int w, h
SDL_GetWindowSize(self._win, &w, &h)
return (w, h)
@size.setter
def size(self, size):
SDL_SetWindowSize(self._win, size[0], size[1])
@property
def position(self):
""" Window's screen coordinates, or WINDOWPOS_CENTERED or WINDOWPOS_UNDEFINED"""
cdef int x, y
SDL_GetWindowPosition(self._win, &x, &y)
return (x, y)
@position.setter
def position(self, position):
cdef int x, y
if position == WINDOWPOS_UNDEFINED:
x, y = WINDOWPOS_UNDEFINED, WINDOWPOS_UNDEFINED
elif position == WINDOWPOS_CENTERED:
x, y = WINDOWPOS_CENTERED, WINDOWPOS_CENTERED
else:
x, y = position
SDL_SetWindowPosition(self._win, x, y)
@property
def opacity(self):
""" Window opacity. It ranges between 0.0 (fully transparent)
and 1.0 (fully opaque)."""
cdef float opacity
if SDL_GetWindowOpacity(self._win, &opacity):
raise error()
return opacity
@opacity.setter
def opacity(self, opacity):
if SDL_SetWindowOpacity(self._win, opacity):
raise error()
@property
def brightness(self):
""" The brightness (gamma multiplier) for the display that owns a given window.
It ranges between 0.0 (completely dark) and 1.0 (normal brightness)."""
return SDL_GetWindowBrightness(self._win)
@brightness.setter
def brightness(self, float value):
if SDL_SetWindowBrightness(self._win, value):
raise error()
@property
def display_index(self):
""" The index of the display associated with the window. *Read-only*.
:rtype: int
"""
cdef int index = SDL_GetWindowDisplayIndex(self._win)
if index < 0:
raise error()
return index
def set_modal_for(self, Window parent):
"""set the window as a modal for a parent window
This function is only supported on X11."""
if SDL_SetWindowModalFor(self._win, parent._win):
raise error()
def __dealloc__(self):
self.destroy()
cdef Uint32 format_from_depth(int depth):
cdef Uint32 Rmask, Gmask, Bmask, Amask
if depth == 16:
Rmask = 0xF << 8
Gmask = 0xF << 4
Bmask = 0xF
Amask = 0xF << 12
elif depth in (0, 32):
Rmask = 0xFF << 16
Gmask = 0xFF << 8
Bmask = 0xFF
Amask = 0xFF << 24
else:
raise ValueError("no standard masks exist for given bitdepth with alpha")
return SDL_MasksToPixelFormatEnum(depth,
Rmask, Gmask, Bmask, Amask)
cdef class Texture:
def __init__(self,
Renderer renderer,
size, int depth=0,
static=False, streaming=False,
target=False):
""" Create an empty texture.
:param Renderer renderer: Rendering context for the texture.
:param tuple size: The width and height of the texture.
:param int depth: The pixel format (0 to use the default).
One of ``static``, ``streaming``, or ``target`` can be set
to ``True``. If all are ``False``, then ``static`` is used.
:param bool static: Changes rarely, not lockable.
:param bool streaming: Changes frequently, lockable.
:param bool target: Can be used as a render target.
"""
# https://wiki.libsdl.org/SDL_CreateTexture
# TODO: masks
cdef Uint32 format
try:
format = format_from_depth(depth)
except ValueError as e:
raise e
cdef int width, height
if len(size) != 2:
raise ValueError('size must have two elements')
width, height = size[0], size[1]
if width <= 0 or height <= 0:
raise ValueError('size must contain two positive values')
cdef int access
if static:
if streaming or target:
raise ValueError('only one of static, streaming, or target can be true')
access = _SDL_TEXTUREACCESS_STATIC
elif streaming:
if static or target:
raise ValueError('only one of static, streaming, or target can be true')
access = _SDL_TEXTUREACCESS_STREAMING
elif target:
if streaming or static:
raise ValueError('only one of static, streaming, or target can be true')
access = _SDL_TEXTUREACCESS_TARGET
else:
#raise ValueError('one of static, streaming, or target must be true')
access = _SDL_TEXTUREACCESS_STATIC
self.renderer = renderer
cdef SDL_Renderer* _renderer = renderer._renderer
self._tex = SDL_CreateTexture(_renderer,
format,
access,
width, height)
if not self._tex:
raise error()
self.width, self.height = width, height
@staticmethod
def from_surface(Renderer renderer, surface):
""" Create a texture from an existing surface.
:param Renderer renderer: Rendering context for the texture.
:param pygame.Surface surface: The surface to create a texture from.
"""
# https://wiki.libsdl.org/SDL_CreateTextureFromSurface
if not pgSurface_Check(surface):
raise error('2nd argument must be a surface')
cdef Texture self = Texture.__new__(Texture)
self.renderer = renderer
cdef SDL_Renderer* _renderer = renderer._renderer
cdef SDL_Surface *surf_ptr = pgSurface_AsSurface(surface)
self._tex = SDL_CreateTextureFromSurface(_renderer,
surf_ptr)
if not self._tex:
raise error()
self.width = surface.get_width()
self.height = surface.get_height()
return self
def __dealloc__(self):
if self._tex:
SDL_DestroyTexture(self._tex)
@property
def alpha(self):
# https://wiki.libsdl.org/SDL_GetTextureAlphaMod
cdef Uint8 alpha
res = SDL_GetTextureAlphaMod(self._tex, &alpha)
if res < 0:
raise error()
return alpha
@alpha.setter
def alpha(self, Uint8 new_value):
# https://wiki.libsdl.org/SDL_SetTextureAlphaMod
res = SDL_SetTextureAlphaMod(self._tex, new_value)
if res < 0:
raise error()
@property
def blend_mode(self):
# https://wiki.libsdl.org/SDL_GetTextureBlendMode
cdef SDL_BlendMode blendMode
res = SDL_GetTextureBlendMode(self._tex, &blendMode)
if res < 0:
raise error()
return blendMode
@blend_mode.setter
def blend_mode(self, blendMode):
# https://wiki.libsdl.org/SDL_SetTextureBlendMode
res = SDL_SetTextureBlendMode(self._tex, blendMode)
if res < 0:
raise error()
@property
def color(self):
# https://wiki.libsdl.org/SDL_GetTextureColorMod
# TODO: pygame.Color?
cdef Uint8 r,g,b
res = SDL_GetTextureColorMod(self._tex, &r, &g, &b)
if res < 0:
raise error()
return (r,g,b)
@color.setter
def color(self, new_value):
# https://wiki.libsdl.org/SDL_SetTextureColorMod
res = SDL_SetTextureColorMod(self._tex,
new_value[0],
new_value[1],
new_value[2])
if res < 0:
raise error()
cdef class Renderer:
def __init__(self, Window window, int index=-1,
int accelerated=-1, bint vsync=False,
bint target_texture=False):
""" Create a 2D rendering context for a window.
:param Window window: where rendering is displayed.
:param int index: index of rendering driver to initialize,
or -1 to init the first supporting requested options.
:param int accelerated: if 1, the renderer uses hardware acceleration.
if 0, the renderer is a software fallback.
-1 gives precedence to renderers using hardware acceleration.
:param bool vsync: .present() is synchronized with the refresh rate.
:param bool target_texture: the renderer supports rendering to texture.
"""
# https://wiki.libsdl.org/SDL_CreateRenderer
# https://wiki.libsdl.org/SDL_RendererFlags
flags = 0
if accelerated >= 0:
flags |= _SDL_RENDERER_ACCELERATED if accelerated else _SDL_RENDERER_SOFTWARE
if vsync:
flags |= _SDL_RENDERER_PRESENTVSYNC
if target_texture:
flags |= _SDL_RENDERER_TARGETTEXTURE
self._renderer = SDL_CreateRenderer(window._win, index, flags)
if not self._renderer:
raise error()
self._draw_color = (255, 255, 255, 255)
self._target = None
def __dealloc__(self):
if self._renderer:
SDL_DestroyRenderer(self._renderer)
@property
def draw_color(self):
""" Color used by the drawing functions.
"""
return self._draw_color
@draw_color.setter
def draw_color(self, new_value):
""" color used by the drawing functions.
"""
# https://wiki.libsdl.org/SDL_SetRenderDrawColor
# TODO: this should probably be a pygame.Color.
self._draw_color = new_value[:]
res = SDL_SetRenderDrawColor(self._renderer,
new_value[0],
new_value[1],
new_value[2],
new_value[3])
if res < 0:
raise error()
def clear(self):
""" Clear the current rendering target with the drawing color.
"""
# https://wiki.libsdl.org/SDL_RenderClear
res = SDL_RenderClear(self._renderer)
if res < 0:
raise error()
def copy(self, Texture texture, srcrect=None, dstrect=None):
""" Copy portion of texture to rendering target.
:param Texture texture: the source texture.
:param srcrect: source rectangle on the texture, or None for the entire texture.
:type srcrect: pygame.Rect or None
:param dstrect: destination rectangle on the render target, or None for entire target.
The texture is stretched to fill dstrect.
:type dstrect: pygame.Rect or None
"""
# https://wiki.libsdl.org/SDL_RenderCopy
cdef SDL_Rect src, dst
cdef SDL_Rect *csrcrect = pgRect_FromObject(srcrect, &src)
cdef SDL_Rect *cdstrect = pgRect_FromObject(dstrect, &dst)
res = SDL_RenderCopy(self._renderer, texture._tex, csrcrect, cdstrect)
if res < 0:
raise error()
def present(self):
""" Present the composed backbuffer to the screen.
Updates the screen with any rendering performed since previous call.
"""
# https://wiki.libsdl.org/SDL_RenderPresent
SDL_RenderPresent(self._renderer)
def get_viewport(self):
""" Returns the drawing area on the target.
:rtype: pygame.Rect
"""
# https://wiki.libsdl.org/SDL_RenderGetViewport
cdef SDL_Rect rect
SDL_RenderGetViewport(self._renderer, &rect)
return pgRect_New(&rect)
def set_viewport(self, area):
""" Set the drawing area on the target.
If this is set to ``None``, the entire target will be used.
:param area: A ``pygame.Rect`` or tuple representing the
drawing area on the target, or None.
"""
# https://wiki.libsdl.org/SDL_RenderSetViewport
if area is None:
if SDL_RenderSetViewport(self._renderer, NULL) < 0:
raise error()
return
cdef SDL_Rect rect
if pgRect_FromObject(area, &rect) == NULL:
raise error("the argument is not a rectangle or None")
if SDL_RenderSetViewport(self._renderer, &rect) < 0:
raise error()
@property
def target(self):
""" The current render target. Set to ``None`` for the default target.
:rtype: Texture, None
"""
# https://wiki.libsdl.org/SDL_GetRenderTarget
return self._target
@target.setter
def target(self, newtarget):
# https://wiki.libsdl.org/SDL_SetRenderTarget
if newtarget is None:
self._target = None
if SDL_SetRenderTarget(self._renderer, NULL) < 0:
raise error()
elif isinstance(newtarget, Texture):
self._target = newtarget
if SDL_SetRenderTarget(self._renderer,
self._target._tex) < 0:
raise error()
else:
raise error('target must be a Texture or None')
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