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# -*- coding: utf-8 -*-
# Copyright (c) Vispy Development Team. All Rights Reserved.
# Distributed under the (new) BSD License. See LICENSE.txt for more info.
"""
vispy backend for sdl2.
"""
from __future__ import division
import atexit
import ctypes
from time import sleep
import warnings
import gc
from ..base import (BaseApplicationBackend, BaseCanvasBackend,
BaseTimerBackend)
from ...util import keys, logger
from ...util.ptime import time
from ... import config
USE_EGL = config['gl_backend'].lower().startswith('es')
# -------------------------------------------------------------------- init ---
try:
with warnings.catch_warnings(record=True): # can throw warnings
import sdl2
import sdl2.ext
# Map native keys to vispy keys
KEYMAP = {
# http://www.ginkgobitter.org/sdl/?SDL_Keycode
sdl2.SDLK_LSHIFT: keys.SHIFT,
sdl2.SDLK_RSHIFT: keys.SHIFT,
sdl2.SDLK_LCTRL: keys.CONTROL,
sdl2.SDLK_RCTRL: keys.CONTROL,
sdl2.SDLK_LALT: keys.ALT,
sdl2.SDLK_RALT: keys.ALT,
sdl2.SDLK_LGUI: keys.META,
sdl2.SDLK_RGUI: keys.META,
sdl2.SDLK_LEFT: keys.LEFT,
sdl2.SDLK_UP: keys.UP,
sdl2.SDLK_RIGHT: keys.RIGHT,
sdl2.SDLK_DOWN: keys.DOWN,
sdl2.SDLK_PAGEUP: keys.PAGEUP,
sdl2.SDLK_PAGEDOWN: keys.PAGEDOWN,
sdl2.SDLK_INSERT: keys.INSERT,
sdl2.SDLK_DELETE: keys.DELETE,
sdl2.SDLK_HOME: keys.HOME,
sdl2.SDLK_END: keys.END,
sdl2.SDLK_ESCAPE: keys.ESCAPE,
sdl2.SDLK_BACKSPACE: keys.BACKSPACE,
sdl2.SDLK_F1: keys.F1,
sdl2.SDLK_F2: keys.F2,
sdl2.SDLK_F3: keys.F3,
sdl2.SDLK_F4: keys.F4,
sdl2.SDLK_F5: keys.F5,
sdl2.SDLK_F6: keys.F6,
sdl2.SDLK_F7: keys.F7,
sdl2.SDLK_F8: keys.F8,
sdl2.SDLK_F9: keys.F9,
sdl2.SDLK_F10: keys.F10,
sdl2.SDLK_F11: keys.F11,
sdl2.SDLK_F12: keys.F12,
sdl2.SDLK_SPACE: keys.SPACE,
sdl2.SDLK_RETURN: keys.ENTER,
sdl2.SDLK_TAB: keys.TAB,
}
BUTTONMAP = {sdl2.SDL_BUTTON_LEFT: 1,
sdl2.SDL_BUTTON_MIDDLE: 2,
sdl2.SDL_BUTTON_RIGHT: 3
}
except Exception as exp:
available, testable, why_not, which = False, False, str(exp), None
else:
if USE_EGL:
available, testable, why_not = False, False, 'EGL not supported'
else:
available, testable, why_not = True, True, None
which = 'sdl2 %d.%d.%d' % sdl2.version_info[:3]
_SDL2_INITIALIZED = False
_VP_SDL2_ALL_WINDOWS = {}
def _get_sdl2_windows():
return list(_VP_SDL2_ALL_WINDOWS.values())
# -------------------------------------------------------------- capability ---
capability = dict( # things that can be set by the backend
title=True,
size=True,
position=True,
show=True,
vsync=True,
resizable=True,
decorate=True,
fullscreen=True,
context=True,
multi_window=True,
scroll=True,
parent=False,
always_on_top=False,
)
# ------------------------------------------------------- set_configuration ---
def _set_config(c):
"""Set gl configuration for SDL2"""
func = sdl2.SDL_GL_SetAttribute
func(sdl2.SDL_GL_RED_SIZE, c['red_size'])
func(sdl2.SDL_GL_GREEN_SIZE, c['green_size'])
func(sdl2.SDL_GL_BLUE_SIZE, c['blue_size'])
func(sdl2.SDL_GL_ALPHA_SIZE, c['alpha_size'])
func(sdl2.SDL_GL_DEPTH_SIZE, c['depth_size'])
func(sdl2.SDL_GL_STENCIL_SIZE, c['stencil_size'])
func(sdl2.SDL_GL_DOUBLEBUFFER, 1 if c['double_buffer'] else 0)
samps = c['samples']
func(sdl2.SDL_GL_MULTISAMPLEBUFFERS, 1 if samps > 0 else 0)
func(sdl2.SDL_GL_MULTISAMPLESAMPLES, samps if samps > 0 else 0)
func(sdl2.SDL_GL_STEREO, c['stereo'])
# ------------------------------------------------------------- application ---
class ApplicationBackend(BaseApplicationBackend):
def __init__(self):
BaseApplicationBackend.__init__(self)
self._timers = list()
def _add_timer(self, timer):
if timer not in self._timers:
self._timers.append(timer)
def _vispy_get_backend_name(self):
return 'SDL2'
def _vispy_process_events(self):
events = sdl2.ext.get_events()
while len(events) > 0:
for event in events:
_id = event.window.windowID
if _id in _VP_SDL2_ALL_WINDOWS:
win = _VP_SDL2_ALL_WINDOWS[_id]
win._on_event(event)
events = sdl2.ext.get_events()
for timer in self._timers:
timer._tick()
wins = _get_sdl2_windows()
for win in wins:
if win._needs_draw:
win._needs_draw = False
win._on_draw()
def _vispy_run(self):
wins = _get_sdl2_windows()
while any(w._id is not None for w in wins):
self._vispy_process_events()
self._vispy_quit() # to clean up
def _vispy_quit(self):
# Close windows
wins = _get_sdl2_windows()
for win in wins:
win._vispy_close()
# tear down timers
for timer in self._timers:
timer._vispy_stop()
self._timers = []
def _vispy_get_native_app(self):
global _SDL2_INITIALIZED
if not _SDL2_INITIALIZED:
sdl2.ext.init()
atexit.register(sdl2.ext.quit)
_SDL2_INITIALIZED = True
return sdl2
# ------------------------------------------------------------------ canvas ---
class CanvasBackend(BaseCanvasBackend):
""" SDL2 backend for Canvas abstract class."""
# args are for BaseCanvasBackend, kwargs are for us.
def __init__(self, *args, **kwargs):
BaseCanvasBackend.__init__(self, *args)
p = self._process_backend_kwargs(kwargs)
self._initialized = False
# Deal with config
_set_config(p.context.config)
# Deal with context
p.context.shared.add_ref('sdl2', self)
if p.context.shared.ref is self:
share = None
else:
other = p.context.shared.ref
share = other._id.window, other._native_context
sdl2.SDL_GL_MakeCurrent(*share)
sdl2.SDL_GL_SetAttribute(sdl2.SDL_GL_SHARE_WITH_CURRENT_CONTEXT, 1)
sdl2.SDL_GL_SetSwapInterval(1 if p.vsync else 0)
flags = sdl2.SDL_WINDOW_OPENGL
flags |= sdl2.SDL_WINDOW_SHOWN # start out shown
flags |= sdl2.SDL_WINDOW_ALLOW_HIGHDPI
flags |= sdl2.SDL_WINDOW_RESIZABLE if p.resizable else 0
flags |= sdl2.SDL_WINDOW_BORDERLESS if not p.decorate else 0
if p.fullscreen is not False:
self._fullscreen = True
if p.fullscreen is not True:
logger.warning('Cannot specify monitor number for SDL2 '
'fullscreen, using default')
flags |= sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP
else:
self._fullscreen = False
self._mods = list()
if p.position is None:
position = [sdl2.SDL_WINDOWPOS_UNDEFINED] * 2
else:
position = None
self._id = sdl2.ext.Window(p.title, p.size, position, flags)
if not self._id.window:
raise RuntimeError('Could not create window')
if share is None:
self._native_context = sdl2.SDL_GL_CreateContext(self._id.window)
else:
self._native_context = sdl2.SDL_GL_CreateContext(share[0])
self._sdl_id = sdl2.SDL_GetWindowID(self._id.window)
_VP_SDL2_ALL_WINDOWS[self._sdl_id] = self
# Init
self._initialized = True
self._needs_draw = False
self._vispy_canvas.set_current()
self._vispy_canvas.events.initialize()
if not p.show:
self._vispy_set_visible(False)
def _vispy_warmup(self):
etime = time() + 0.1
while time() < etime:
sleep(0.01)
self._vispy_canvas.set_current()
self._vispy_canvas.app.process_events()
def _vispy_set_current(self):
if self._id is None:
return
# Make this the current context
sdl2.SDL_GL_MakeCurrent(self._id.window, self._native_context)
def _vispy_swap_buffers(self):
if self._id is None:
return
# Swap front and back buffer
sdl2.SDL_GL_SwapWindow(self._id.window)
def _vispy_set_title(self, title):
if self._id is None:
return
# Set the window title. Has no effect for widgets
sdl2.SDL_SetWindowTitle(self._id.window, title.encode('UTF-8'))
def _vispy_set_size(self, w, h):
if self._id is None:
return
# Set size of the widget or window
sdl2.SDL_SetWindowSize(self._id.window, w, h)
def _vispy_set_position(self, x, y):
if self._id is None:
return
# Set position of the widget or window. May have no effect for widgets
sdl2.SDL_SetWindowPosition(self._id.window, x, y)
def _vispy_set_visible(self, visible):
# Show or hide the window or widget
if self._id is None:
return
if visible:
self._id.show()
# this ensures that the show takes effect
self._vispy_update()
else:
self._id.hide()
def _vispy_update(self):
# Invoke a redraw, passing it on to the canvas
if self._vispy_canvas is None or self._id is None:
return
# Mark that this window wants to be drawn on the next loop iter
self._needs_draw = True
def _vispy_close(self):
# Force the window or widget to shut down
if self._id is not None:
_id = self._id.window
self._vispy_canvas = None
self._id = None
sdl2.SDL_DestroyWindow(_id)
del _VP_SDL2_ALL_WINDOWS[self._sdl_id]
self._sdl_id = None
gc.collect() # enforce gc to help context get destroyed
def _vispy_get_size(self):
if self._id is None:
return
w, h = ctypes.c_int(), ctypes.c_int()
sdl2.SDL_GetWindowSize(self._id.window,
ctypes.byref(w), ctypes.byref(h))
w, h = w.value, h.value
return w, h
def _vispy_get_fullscreen(self):
return self._fullscreen
def _vispy_set_fullscreen(self, fullscreen):
self._fullscreen = bool(fullscreen)
flags = sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP if self._fullscreen else 0
sdl2.SDL_SetWindowFullscreen(self._id.window, flags)
def _vispy_get_position(self):
if self._id is None:
return
x, y = ctypes.c_int(), ctypes.c_int()
sdl2.SDL_GetWindowPosition(self._id.window,
ctypes.byref(x), ctypes.byref(y))
x, y = x.value, y.value
return x, y
##########################################
# Notify vispy of events triggered by SDL2
def _get_mouse_position(self):
if self._id is None:
return (0, 0)
x, y = ctypes.c_int(), ctypes.c_int()
sdl2.SDL_GetMouseState(ctypes.byref(x), ctypes.byref(y))
return x.value, y.value
def _on_draw(self):
if self._vispy_canvas is None or self._id is None:
return
self._vispy_canvas.set_current()
self._vispy_canvas.events.draw(region=None) # (0, 0, w, h))
def _on_event(self, event):
if self._vispy_canvas is None:
return
# triage event to proper handler
if event.type == sdl2.SDL_QUIT:
self._vispy_canvas.close()
elif event.type == sdl2.SDL_WINDOWEVENT:
if event.window.event == sdl2.SDL_WINDOWEVENT_RESIZED:
w, h = event.window.data1, event.window.data2
self._vispy_canvas.events.resize(size=(w, h))
elif event.window.event == sdl2.SDL_WINDOWEVENT_CLOSE:
self._vispy_canvas.close()
elif event.type == sdl2.SDL_MOUSEMOTION:
x, y = event.motion.x, event.motion.y
self._vispy_mouse_move(pos=(x, y), modifiers=self._mods)
elif event.type in (sdl2.SDL_MOUSEBUTTONDOWN,
sdl2.SDL_MOUSEBUTTONUP):
x, y = event.button.x, event.button.y
button = event.button.button
if button in BUTTONMAP:
button = BUTTONMAP.get(button, 0)
if event.type == sdl2.SDL_MOUSEBUTTONDOWN:
func = self._vispy_mouse_press
else:
func = self._vispy_mouse_release
func(pos=(x, y), button=button, modifiers=self._mods)
elif event.type == sdl2.SDL_MOUSEWHEEL:
pos = self._get_mouse_position()
delta = float(event.wheel.x), float(event.wheel.y)
self._vispy_canvas.events.mouse_wheel(pos=pos, delta=delta,
modifiers=self._mods)
elif event.type in (sdl2.SDL_KEYDOWN, sdl2.SDL_KEYUP):
down = (event.type == sdl2.SDL_KEYDOWN)
keysym = event.key.keysym
mods = keysym.mod
key = keysym.sym
self._process_mod(mods, down)
if key in KEYMAP:
key, text = KEYMAP[key], ''
elif key >= 32 and key <= 127:
key, text = keys.Key(chr(key)), chr(key)
else:
key, text = None, ''
if down:
fun = self._vispy_canvas.events.key_press
else:
fun = self._vispy_canvas.events.key_release
fun(key=key, text=text, modifiers=self._mods)
def _process_mod(self, key, down):
_modifiers = list()
if key & (sdl2.SDLK_LSHIFT | sdl2.SDLK_RSHIFT):
_modifiers.append(keys.SHIFT)
if key & (sdl2.SDLK_LCTRL | sdl2.SDLK_RCTRL):
_modifiers.append(keys.CONTROL)
if key & (sdl2.SDLK_LALT | sdl2.SDLK_RALT):
_modifiers.append(keys.ALT)
if key & (sdl2.SDLK_LGUI | sdl2.SDLK_RGUI):
_modifiers.append(keys.META)
for mod in _modifiers:
if mod not in self._mods:
if down:
self._mods.append(mod)
elif not down:
self._mods.pop(self._mods.index(mod))
# ------------------------------------------------------------------- timer ---
# XXX should probably use SDL_Timer (and SDL_INIT_TIMER)
class TimerBackend(BaseTimerBackend):
def __init__(self, vispy_timer):
BaseTimerBackend.__init__(self, vispy_timer)
vispy_timer._app._backend._add_timer(self)
self._vispy_stop()
def _vispy_start(self, interval):
self._interval = interval
self._next_time = time() + self._interval
def _vispy_stop(self):
self._next_time = float('inf')
def _tick(self):
if time() >= self._next_time:
self._vispy_timer._timeout()
self._next_time = time() + self._interval
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