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from ctypes import c_char_p, c_int
from pathlib import Path
from typing import Any
import sdl2
import sdl2.ext
import sdl2.video
from moderngl_window.context.base import BaseWindow
from moderngl_window.context.sdl2.keys import Keys
class Window(BaseWindow):
"""
Basic window implementation using SDL2.
"""
#: Name of the window
name = "sdl2"
#: SDL2 specific key constants
keys = Keys
_mouse_button_map = {
1: 1,
3: 2,
2: 3,
}
def __init__(self, **kwargs: Any):
super().__init__(**kwargs)
if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
raise ValueError("Failed to initialize sdl2")
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MAJOR_VERSION, self.gl_version[0])
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MINOR_VERSION, self.gl_version[1])
sdl2.video.SDL_GL_SetAttribute(
sdl2.SDL_GL_CONTEXT_PROFILE_MASK, sdl2.SDL_GL_CONTEXT_PROFILE_CORE
)
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, 1)
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1)
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DEPTH_SIZE, 24)
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_STENCIL_SIZE, 8)
self.cursor = self._cursor
if self.samples > 1:
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLEBUFFERS, 1)
sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLESAMPLES, self.samples)
flags = sdl2.SDL_WINDOW_OPENGL | sdl2.SDL_WINDOW_ALLOW_HIGHDPI
if self.fullscreen:
flags |= sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP
else:
if self.resizable:
flags |= sdl2.SDL_WINDOW_RESIZABLE
if not self._visible:
flags |= sdl2.SDL_WINDOW_HIDDEN
self._window = sdl2.SDL_CreateWindow(
self.title.encode(),
sdl2.SDL_WINDOWPOS_UNDEFINED,
sdl2.SDL_WINDOWPOS_UNDEFINED,
self.width,
self.height,
flags,
)
if not self._window:
raise ValueError("Failed to create window:", sdl2.SDL_GetError())
self._context = sdl2.SDL_GL_CreateContext(self._window)
sdl2.video.SDL_GL_SetSwapInterval(1 if self.vsync else 0)
self._buffer_width, self._buffer_height = self._get_drawable_size()
self.init_mgl_context()
self.set_default_viewport()
def _set_fullscreen(self, value: bool) -> None:
sdl2.SDL_SetWindowFullscreen(
self._window, sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP if value else 0
)
def _set_vsync(self, value: bool) -> None:
sdl2.video.SDL_GL_SetSwapInterval(1 if value else 0)
def _get_drawable_size(self) -> tuple[int, int]:
x = c_int()
y = c_int()
sdl2.video.SDL_GL_GetDrawableSize(self._window, x, y)
return x.value, y.value
@property
def size(self) -> tuple[int, int]:
"""tuple[int, int]: current window size.
This property also support assignment::
# Resize the window to 1000 x 1000
window.size = 1000, 1000
"""
return self._width, self._height
@size.setter
def size(self, value: tuple[int, int]) -> None:
sdl2.SDL_SetWindowSize(self._window, value[0], value[1])
# SDL_SetWindowSize don't trigger a resize event
self.resize(value[0], value[1])
@property
def position(self) -> tuple[int, int]:
"""tuple[int, int]: The current window position.
This property can also be set to move the window::
# Move window to 100, 100
window.position = 100, 100
"""
x = c_int(0)
y = c_int(0)
sdl2.SDL_GetWindowPosition(self._window, x, y)
return x.value, y.value
@position.setter
def position(self, value: tuple[int, int]) -> None:
sdl2.SDL_SetWindowPosition(self._window, value[0], value[1])
@property
def visible(self) -> bool:
"""bool: Is the window visible?
This property can also be set::
# Hide or show the window
window.visible = False
"""
return self._visible
@visible.setter
def visible(self, value: bool) -> None:
self._visible = value
if value:
sdl2.SDL_ShowWindow(self._window)
else:
sdl2.SDL_HideWindow(self._window)
@property
def cursor(self) -> bool:
"""bool: Should the mouse cursor be visible inside the window?
This property can also be assigned to::
# Disable cursor
window.cursor = False
"""
return self._cursor
@cursor.setter
def cursor(self, value: bool) -> None:
sdl2.SDL_ShowCursor(sdl2.SDL_ENABLE if value else sdl2.SDL_DISABLE)
self._cursor = value
@property
def mouse_exclusivity(self) -> bool:
"""bool: If mouse exclusivity is enabled.
When you enable mouse-exclusive mode, the mouse cursor is no longer
available. It is not merely hidden – no amount of mouse movement
will make it leave your application. This is for example useful
when you don't want the mouse leaving the screen when rotating
a 3d scene.
This property can also be set::
window.mouse_exclusivity = True
"""
return self._mouse_exclusivity
@mouse_exclusivity.setter
def mouse_exclusivity(self, value: bool) -> None:
if value is True:
sdl2.SDL_SetRelativeMouseMode(sdl2.SDL_TRUE)
else:
sdl2.SDL_SetRelativeMouseMode(sdl2.SDL_FALSE)
self._mouse_exclusivity = value
@property
def title(self) -> str:
"""str: Window title.
This property can also be set::
window.title = "New Title"
"""
return self._title
@title.setter
def title(self, value: str) -> None:
data = c_char_p(value.encode())
sdl2.SDL_SetWindowTitle(self._window, data)
self._title = value
def swap_buffers(self) -> None:
"""Swap buffers, set viewport, trigger events and increment frame counter"""
sdl2.SDL_GL_SwapWindow(self._window)
self.set_default_viewport()
self.process_events()
self._frames += 1
def resize(self, width: int, height: int) -> None:
"""Resize callback.
Args:
width: New window width
height: New window height
"""
self._width = width
self._height = height
self._buffer_width, self._buffer_height = self._get_drawable_size()
self.set_default_viewport()
super().resize(self._buffer_width, self._buffer_height)
def _handle_mods(self) -> None:
"""Update key mods"""
mods = sdl2.SDL_GetModState()
self._modifiers.shift = mods & sdl2.KMOD_SHIFT
self._modifiers.ctrl = mods & sdl2.KMOD_CTRL
self._modifiers.alt = mods & sdl2.KMOD_ALT
def _set_icon(self, icon_path: Path) -> None:
sdl2.SDL_SetWindowIcon(self._window, sdl2.ext.load_image(icon_path))
def process_events(self) -> None:
"""Handle all queued events in sdl2 dispatching events to standard methods"""
for event in sdl2.ext.get_events():
if event.type == sdl2.SDL_MOUSEMOTION:
if self.mouse_states.any:
self._mouse_drag_event_func(
event.motion.x,
event.motion.y,
event.motion.xrel,
event.motion.yrel,
)
else:
self._mouse_position_event_func(
event.motion.x,
event.motion.y,
event.motion.xrel,
event.motion.yrel,
)
elif event.type == sdl2.SDL_MOUSEBUTTONDOWN:
self._handle_mods()
button = self._mouse_button_map.get(event.button.button, None)
if button is not None:
self._handle_mouse_button_state_change(button, True)
self._mouse_press_event_func(
event.motion.x,
event.motion.y,
button,
)
elif event.type == sdl2.SDL_MOUSEBUTTONUP:
self._handle_mods()
button = self._mouse_button_map.get(event.button.button, None)
if button is not None:
self._handle_mouse_button_state_change(button, False)
self._mouse_release_event_func(
event.motion.x,
event.motion.y,
button,
)
elif event.type in [sdl2.SDL_KEYDOWN, sdl2.SDL_KEYUP]:
self._handle_mods()
if self._exit_key is not None and event.key.keysym.sym == self._exit_key:
self.close()
if (
self._fs_key is not None
and event.key.keysym.sym == self._fs_key
and event.type == sdl2.SDL_KEYDOWN
):
self.fullscreen = not self.fullscreen
if event.type == sdl2.SDL_KEYDOWN:
self._key_pressed_map[event.key.keysym.sym] = True
elif event.type == sdl2.SDL_KEYUP:
self._key_pressed_map[event.key.keysym.sym] = False
self._key_event_func(event.key.keysym.sym, event.type, self._modifiers)
elif event.type == sdl2.SDL_TEXTINPUT:
self._unicode_char_entered_func(event.text.text.decode())
elif event.type == sdl2.SDL_MOUSEWHEEL:
self._handle_mods()
self._mouse_scroll_event_func(float(event.wheel.x), float(event.wheel.y))
elif event.type == sdl2.SDL_QUIT:
self.close()
elif event.type == sdl2.SDL_WINDOWEVENT:
if event.window.event in [
sdl2.SDL_WINDOWEVENT_RESIZED,
sdl2.SDL_WINDOWEVENT_SIZE_CHANGED,
]:
self.resize(event.window.data1, event.window.data2)
elif event.window.event == sdl2.SDL_WINDOWEVENT_MINIMIZED:
self._visible = False
self._iconify_func(True)
elif event.window.event == sdl2.SDL_WINDOWEVENT_RESTORED:
self._visible = True
self._iconify_func(False)
def close(self) -> None:
"""Close the window"""
super().close()
self._close_func()
def destroy(self) -> None:
"""Gracefully close the window"""
sdl2.SDL_GL_DeleteContext(self._context)
sdl2.SDL_DestroyWindow(self._window)
sdl2.SDL_Quit()
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