added pysdl2 setup.

master
b3yond 2017-05-13 11:00:53 +02:00
parent 16d4050c9b
commit c5348bd1c6
319 changed files with 58344 additions and 1 deletions

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PySDL2-0.9.5/AUTHORS.txt Normal file
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This software packages was created and is maintained and improved by
* Marcus von Appen <marcus@sysfault.org>
with contributions from
* Steven Johnson
* Marcel Rodrigues
* Dan Gillett
Thanks to everyone else for their assistance, support, fixes and improvements:
Sven Eckelmann, Marcel Rodrigues, Michael McCandless, Andreas Schiefer,
Franz Schrober, Roger Flores, otus, Mihail Latyshov, Todd Rovito, Bil Bas,
Dan McCombs, William Manire, Radomir Dopieralski, Joe Polak, Jordan F, DR0ID,
Filip M. Nowak, David Farler, Max Bareiss, Kenneth Long, Robert Winkler,
Jones Romao, smea lum, Linus Heckemann, DBLobster

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See doc/copying.rst

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PySDL2-0.9.5/Makefile Normal file
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PYTHON ?= python
top_srcdir := `pwd`
PYTHONPATH ?= $(top_srcdir)
SUBDIRS = \
$(top_srcdir)/sdl2 \
$(top_srcdir)/sdl2/ext \
$(top_srcdir)/sdl2/test \
$(top_srcdir)/sdl2/test/resources \
$(top_srcdir)/sdl2/test/util \
$(top_srcdir)/doc \
$(top_srcdir)/doc/tutorial \
$(top_srcdir)/doc/modules \
$(top_srcdir)/examples
INTERPRETERS = python2.7 python3.2 python3.3 python3.4 python3.5 pypy
all: clean build
dist: clean docs
@echo "Creating dist..."
@$(PYTHON) setup.py sdist --format gztar
@$(PYTHON) setup.py sdist --format zip
bdist: clean docs
@echo "Creating bdist..."
@$(PYTHON) setup.py bdist
build:
@echo "Running build"
@$(PYTHON) setup.py build
@echo "Build finished, invoke 'make install' to install."
install:
@echo "Installing..."
@$(PYTHON) setup.py install
clean:
@echo "Cleaning up in $(top_srcdir)/ ..."
@rm -f *.cache *.core *~ MANIFEST *.pyc *.orig *.rej
@rm -rf __pycache__
@rm -rf build dist doc/html
@for dir in $(SUBDIRS); do \
echo "Cleaning up in $$dir ..."; \
if test -f $$dir/Makefile; then \
make -C $$dir clean; \
fi; \
cd $$dir && rm -f *.cache *.core *~ MANIFEST *.pyc *.orig *.rej; \
done
docs:
@echo "Creating docs package"
@rm -rf doc/html
@cd doc && PYTHONPATH=$(PYTHONPATH) make html
@mv doc/_build/html doc/html
@rm -rf doc/_build
@cd doc && make clean
release: dist
runtest:
@PYTHONPATH=$(PYTHONPATH) $(PYTHON) -B -m sdl2.test.util.runtests
testall:
@for interp in $(INTERPRETERS); do \
PYTHONPATH=$(PYTHONPATH) $$interp -B -m sdl2.test.util.runtests || true; \
done
# Do not run these in production environments! They are for testing
# purposes only!
buildall: clean
@for interp in $(INTERPRETERS); do \
$$interp setup.py build; \
done
installall:
@for interp in $(INTERPRETERS); do \
$$interp setup.py install; \
done
testpackage:
@for interp in $(INTERPRETERS); do \
$$interp -c "import sdl2.test; sdl2.test.run()" || true \
done
purge_installs:
@for interp in $(INTERPRETERS); do \
rm -rf /usr/local/lib/$$interp/site-packages/sdl2*; \
done

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PySDL2-0.9.5/PKG-INFO Normal file
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Metadata-Version: 1.1
Name: PySDL2
Version: 0.9.5
Summary: Python SDL2 bindings
Home-page: http://bitbucket.org/marcusva/py-sdl2
Author: Marcus von Appen
Author-email: marcus@sysfault.org
License: Public Domain / zlib
Download-URL: http://bitbucket.org/marcusva/py-sdl2/downloads
Description: About PySDL2
============
PySDL2 is a wrapper around the SDL2 library and as such similar to the
discontinued PySDL project. In contrast to PySDL, it has no licensing
restrictions, nor does it rely on C code, but uses ctypes instead.
Installation
============
PySDL2 is easy to install and integrate within your own projects. Just
follow Python's standard procedure of installing packages or look for a
prebuilt package for your operating system or distribution.
Documentation
=============
If you just started with SDL and PySDL2, it is strongly recommended
that you read through the tutorial of the documentation to learn the
basics. You can find the documentation at *doc/html* or online at
http://pysdl2.readthedocs.org.
License
=======
This library is given to the public domain. There are no licensing
restrictions. Please see *doc/copying.rst* for further details.
Platform: UNKNOWN
Classifier: Development Status :: 4 - Beta
Classifier: Intended Audience :: Developers
Classifier: License :: Public Domain
Classifier: License :: OSI Approved :: zlib/libpng License
Classifier: Operating System :: OS Independent
Classifier: Programming Language :: Python
Classifier: Programming Language :: Python :: 2.7
Classifier: Programming Language :: Python :: 3
Classifier: Programming Language :: Python :: 3.2
Classifier: Programming Language :: Python :: 3.3
Classifier: Programming Language :: Python :: 3.4
Classifier: Programming Language :: Python :: 3.5
Classifier: Programming Language :: Python :: Implementation :: CPython
Classifier: Programming Language :: Python :: Implementation :: PyPy
Classifier: Topic :: Software Development :: Libraries :: Python Modules

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PySDL2-0.9.5/README.txt Normal file
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About PySDL2
============
PySDL2 is a wrapper around the SDL2 library and as such similar to the
discontinued PySDL project. In contrast to PySDL, it has no licensing
restrictions, nor does it rely on C code, but uses ctypes instead.
Installation
============
PySDL2 is easy to install and integrate within your own projects. Just
follow Python's standard procedure of installing packages or look for a
prebuilt package for your operating system or distribution.
Documentation
=============
If you just started with SDL and PySDL2, it is strongly recommended
that you read through the tutorial of the documentation to learn the
basics. You can find the documentation at *doc/html* or online at
http://pysdl2.readthedocs.org.
License
=======
This library is given to the public domain. There are no licensing
restrictions. Please see *doc/copying.rst* for further details.

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# Makefile for Sphinx documentation
#
# You can set these variables from the command line.
SPHINXOPTS =
SPHINXBUILD = sphinx-build
PAPER =
BUILDDIR = _build
# Internal variables.
PAPEROPT_a4 = -D latex_paper_size=a4
PAPEROPT_letter = -D latex_paper_size=letter
ALLSPHINXOPTS = -d $(BUILDDIR)/doctrees $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) .
# the i18n builder cannot share the environment and doctrees with the others
I18NSPHINXOPTS = $(PAPEROPT_$(PAPER)) $(SPHINXOPTS) .
.PHONY: help clean html dirhtml singlehtml pickle json htmlhelp qthelp devhelp epub latex latexpdf text man changes linkcheck doctest gettext
help:
@echo "Please use \`make <target>' where <target> is one of"
@echo " html to make standalone HTML files"
@echo " dirhtml to make HTML files named index.html in directories"
@echo " singlehtml to make a single large HTML file"
@echo " pickle to make pickle files"
@echo " json to make JSON files"
@echo " htmlhelp to make HTML files and a HTML help project"
@echo " qthelp to make HTML files and a qthelp project"
@echo " devhelp to make HTML files and a Devhelp project"
@echo " epub to make an epub"
@echo " latex to make LaTeX files, you can set PAPER=a4 or PAPER=letter"
@echo " latexpdf to make LaTeX files and run them through pdflatex"
@echo " text to make text files"
@echo " man to make manual pages"
@echo " texinfo to make Texinfo files"
@echo " info to make Texinfo files and run them through makeinfo"
@echo " gettext to make PO message catalogs"
@echo " changes to make an overview of all changed/added/deprecated items"
@echo " linkcheck to check all external links for integrity"
@echo " doctest to run all doctests embedded in the documentation (if enabled)"
clean:
@rm -rf $(BUILDDIR)/*
@rm -f modules/*~ tutorial/*~ *~
html:
$(SPHINXBUILD) -b html $(ALLSPHINXOPTS) $(BUILDDIR)/html
@echo
@echo "Build finished. The HTML pages are in $(BUILDDIR)/html."
dirhtml:
$(SPHINXBUILD) -b dirhtml $(ALLSPHINXOPTS) $(BUILDDIR)/dirhtml
@echo
@echo "Build finished. The HTML pages are in $(BUILDDIR)/dirhtml."
singlehtml:
$(SPHINXBUILD) -b singlehtml $(ALLSPHINXOPTS) $(BUILDDIR)/singlehtml
@echo
@echo "Build finished. The HTML page is in $(BUILDDIR)/singlehtml."
pickle:
$(SPHINXBUILD) -b pickle $(ALLSPHINXOPTS) $(BUILDDIR)/pickle
@echo
@echo "Build finished; now you can process the pickle files."
json:
$(SPHINXBUILD) -b json $(ALLSPHINXOPTS) $(BUILDDIR)/json
@echo
@echo "Build finished; now you can process the JSON files."
htmlhelp:
$(SPHINXBUILD) -b htmlhelp $(ALLSPHINXOPTS) $(BUILDDIR)/htmlhelp
@echo
@echo "Build finished; now you can run HTML Help Workshop with the" \
".hhp project file in $(BUILDDIR)/htmlhelp."
qthelp:
$(SPHINXBUILD) -b qthelp $(ALLSPHINXOPTS) $(BUILDDIR)/qthelp
@echo
@echo "Build finished; now you can run "qcollectiongenerator" with the" \
".qhcp project file in $(BUILDDIR)/qthelp, like this:"
@echo "# qcollectiongenerator $(BUILDDIR)/qthelp/PySDL2.qhcp"
@echo "To view the help file:"
@echo "# assistant -collectionFile $(BUILDDIR)/qthelp/PySDL2.qhc"
devhelp:
$(SPHINXBUILD) -b devhelp $(ALLSPHINXOPTS) $(BUILDDIR)/devhelp
@echo
@echo "Build finished."
@echo "To view the help file:"
@echo "# mkdir -p $$HOME/.local/share/devhelp/PyMule"
@echo "# ln -s $(BUILDDIR)/devhelp $$HOME/.local/share/devhelp/PyMule"
@echo "# devhelp"
epub:
$(SPHINXBUILD) -b epub $(ALLSPHINXOPTS) $(BUILDDIR)/epub
@echo
@echo "Build finished. The epub file is in $(BUILDDIR)/epub."
latex:
$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
@echo
@echo "Build finished; the LaTeX files are in $(BUILDDIR)/latex."
@echo "Run \`make' in that directory to run these through (pdf)latex" \
"(use \`make latexpdf' here to do that automatically)."
latexpdf:
$(SPHINXBUILD) -b latex $(ALLSPHINXOPTS) $(BUILDDIR)/latex
@echo "Running LaTeX files through pdflatex..."
$(MAKE) -C $(BUILDDIR)/latex all-pdf
@echo "pdflatex finished; the PDF files are in $(BUILDDIR)/latex."
text:
$(SPHINXBUILD) -b text $(ALLSPHINXOPTS) $(BUILDDIR)/text
@echo
@echo "Build finished. The text files are in $(BUILDDIR)/text."
man:
$(SPHINXBUILD) -b man $(ALLSPHINXOPTS) $(BUILDDIR)/man
@echo
@echo "Build finished. The manual pages are in $(BUILDDIR)/man."
texinfo:
$(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo
@echo
@echo "Build finished. The Texinfo files are in $(BUILDDIR)/texinfo."
@echo "Run \`make' in that directory to run these through makeinfo" \
"(use \`make info' here to do that automatically)."
info:
$(SPHINXBUILD) -b texinfo $(ALLSPHINXOPTS) $(BUILDDIR)/texinfo
@echo "Running Texinfo files through makeinfo..."
make -C $(BUILDDIR)/texinfo info
@echo "makeinfo finished; the Info files are in $(BUILDDIR)/texinfo."
gettext:
$(SPHINXBUILD) -b gettext $(I18NSPHINXOPTS) $(BUILDDIR)/locale
@echo
@echo "Build finished. The message catalogs are in $(BUILDDIR)/locale."
changes:
$(SPHINXBUILD) -b changes $(ALLSPHINXOPTS) $(BUILDDIR)/changes
@echo
@echo "The overview file is in $(BUILDDIR)/changes."
linkcheck:
$(SPHINXBUILD) -b linkcheck $(ALLSPHINXOPTS) $(BUILDDIR)/linkcheck
@echo
@echo "Link check complete; look for any errors in the above output " \
"or in $(BUILDDIR)/linkcheck/output.txt."
doctest:
$(SPHINXBUILD) -b doctest $(ALLSPHINXOPTS) $(BUILDDIR)/doctest
@echo "Testing of doctests in the sources finished, look at the " \
"results in $(BUILDDIR)/doctest/output.txt."

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PySDL2-0.9.5/doc/conf.py Normal file
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# -*- coding: utf-8 -*-
#
# PySDL2 documentation build configuration file, created by
# sphinx-quickstart on Thu Mar 22 07:51:57 2012.
#
# This file is execfile()d with the current directory set to its containing dir.
#
# Note that not all possible configuration values are present in this
# autogenerated file.
#
# All configuration values have a default; values that are commented out
# serve to show the default.
import sys, os
# If extensions (or modules to document with autodoc) are in another directory,
# add these directories to sys.path here. If the directory is relative to the
# documentation root, use os.path.abspath to make it absolute, like shown here.
# sys.path.insert(0, os.path.abspath('.'))
# -- General configuration -----------------------------------------------------
# If your documentation needs a minimal Sphinx version, state it here.
# needs_sphinx = '1.0'
# Add any Sphinx extension module names here, as strings. They can be extensions
# coming with Sphinx (named 'sphinx.ext.*') or your custom ones.
extensions = ['sphinx.ext.intersphinx',
'sphinx.ext.todo',
'sphinx.ext.coverage',
'sphinx.ext.inheritance_diagram'
]
todo_include_todos = True
graphviz_output_format = 'png'
# Add any paths that contain templates here, relative to this directory.
templates_path = ['_templates']
# The suffix of source filenames.
source_suffix = '.rst'
# The encoding of source files.
# source_encoding = 'utf-8-sig'
# The master toctree document.
master_doc = 'index'
# General information about the project.
project = u'PySDL2'
copyright = u'2013-2016, Marcus von Appen'
# The version info for the project you're documenting, acts as replacement for
# |version| and |release|, also used in various other places throughout the
# built documents.
#
# The short X.Y version.
version = '0.9'
# The full version, including alpha/beta/rc tags.
release = '0.9.5'
# The language for content autogenerated by Sphinx. Refer to documentation
# for a list of supported languages.
# language = None
# There are two options for replacing |today|: either, you set today to some
# non-false value, then it is used:
# today = ''
# Else, today_fmt is used as the format for a strftime call.
# today_fmt = '%B %d, %Y'
# List of patterns, relative to source directory, that match files and
# directories to ignore when looking for source files.
exclude_patterns = ['_build']
# The reST default role (used for this markup: `text`) to use for all documents.
# default_role = None
# If true, '()' will be appended to :func: etc. cross-reference text.
# add_function_parentheses = True
# If true, the current module name will be prepended to all description
# unit titles (such as .. function::).
# add_module_names = True
# If true, sectionauthor and moduleauthor directives will be shown in the
# output. They are ignored by default.
# show_authors = False
# The name of the Pygments (syntax highlighting) style to use.
pygments_style = 'sphinx'
# A list of ignored prefixes for module index sorting.
# modindex_common_prefix = []
# -- Options for HTML output ---------------------------------------------------
# The theme to use for HTML and HTML Help pages. See the documentation for
# a list of builtin themes.
html_theme = 'default'
# Theme options are theme-specific and customize the look and feel of a theme
# further. For a list of options available for each theme, see the
# documentation.
# html_theme_options = {}
# Add any paths that contain custom themes here, relative to this directory.
# html_theme_path = []
# The name for this set of Sphinx documents. If None, it defaults to
# "<project> v<release> documentation".
# html_title = None
# A shorter title for the navigation bar. Default is the same as html_title.
# html_short_title = None
# The name of an image file (relative to this directory) to place at the top
# of the sidebar.
# html_logo = None
# The name of an image file (within the static path) to use as favicon of the
# docs. This file should be a Windows icon file (.ico) being 16x16 or 32x32
# pixels large.
# html_favicon = None
# Add any paths that contain custom static files (such as style sheets) here,
# relative to this directory. They are copied after the builtin static files,
# so a file named "default.css" will overwrite the builtin "default.css".
html_static_path = ['_static']
# If not '', a 'Last updated on:' timestamp is inserted at every page bottom,
# using the given strftime format.
# html_last_updated_fmt = '%b %d, %Y'
# If true, SmartyPants will be used to convert quotes and dashes to
# typographically correct entities.
# html_use_smartypants = True
# Custom sidebar templates, maps document names to template names.
# html_sidebars = {}
# Additional templates that should be rendered to pages, maps page names to
# template names.
# html_additional_pages = {}
# If false, no module index is generated.
# html_domain_indices = True
# If false, no index is generated.
# html_use_index = True
# If true, the index is split into individual pages for each letter.
# html_split_index = False
# If true, links to the reST sources are added to the pages.
# html_show_sourcelink = True
# If true, "Created using Sphinx" is shown in the HTML footer. Default is True.
# html_show_sphinx = True
# If true, "(C) Copyright ..." is shown in the HTML footer. Default is True.
# html_show_copyright = True
# If true, an OpenSearch description file will be output, and all pages will
# contain a <link> tag referring to it. The value of this option must be the
# base URL from which the finished HTML is served.
# html_use_opensearch = ''
# This is the file name suffix for HTML files (e.g. ".xhtml").
# html_file_suffix = None
# Output file base name for HTML help builder.
htmlhelp_basename = 'PySDL2Doc'
# -- Options for LaTeX output --------------------------------------------------
latex_elements = {
# The paper size ('letterpaper' or 'a4paper').
# 'papersize': 'letterpaper',
# The font size ('10pt', '11pt' or '12pt').
# 'pointsize': '10pt',
# Additional stuff for the LaTeX preamble.
# 'preamble': '',
}
# Grouping the document tree into LaTeX files. List of tuples
# (source start file, target name, title, author, documentclass [howto/manual]).
latex_documents = [
('index', 'PySDL2.tex', u'PySDL2 Documentation',
u'Marcus von Appen', 'manual'),
]
# The name of an image file (relative to this directory) to place at the top of
# the title page.
# latex_logo = None
# For "manual" documents, if this is true, then toplevel headings are parts,
# not chapters.
# latex_use_parts = False
# If true, show page references after internal links.
# latex_show_pagerefs = False
# If true, show URL addresses after external links.
# latex_show_urls = False
# Documents to append as an appendix to all manuals.
# latex_appendices = []
# If false, no module index is generated.
# latex_domain_indices = True
# -- Options for manual page output --------------------------------------------
# One entry per manual page. List of tuples
# (source start file, name, description, authors, manual section).
man_pages = [
('index', 'pysdl2', u'PySDL2 Documentation',
[u'Marcus von Appen'], 1)
]
# If true, show URL addresses after external links.
# man_show_urls = False
# -- Options for Texinfo output ------------------------------------------------
# Grouping the document tree into Texinfo files. List of tuples
# (source start file, target name, title, author,
# dir menu entry, description, category)
texinfo_documents = [
('index', 'PySDL2', u'PySDL2 Documentation',
u'Marcus von Appen', 'PySDL2', 'One line description of project.',
'Miscellaneous'),
]
# Documents to append as an appendix to all manuals.
# texinfo_appendices = []
# If false, no module index is generated.
# texinfo_domain_indices = True
# How to display URL addresses: 'footnote', 'no', or 'inline'.
# texinfo_show_urls = 'footnote'
# Example configuration for intersphinx: refer to the Python standard library.
intersphinx_mapping = {'http://docs.python.org/': "python.inv"}

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License
=======
::
This software is distributed under the Public Domain. Since it is
not enough anymore to tell people: 'hey, just do with it whatever
you like to do', you can consider this software being distributed
under the CC0 Public Domain Dedication
(http://creativecommons.org/publicdomain/zero/1.0/legalcode.txt).
In cases, where the law prohibits the recognition of Public Domain
software, this software can be licensed under the zlib license as
stated below:
Copyright (C) 2012-2014 Marcus von Appen <marcus@sysfault.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Some files are **not** covered by the license above.
* For ``examples/resources/tuffy.ttf``,
``examples/resources/tuffy.copy.ttf`` and
``sdl2/test/resources/tuffy.ttf`` the following terms apply:
::
We, the copyright holders of this work, hereby release it into the
public domain. This applies worldwide.
In case this is not legally possible,
We grant any entity the right to use this work for any purpose, without
any conditions, unless such conditions are required by law.
Thatcher Ulrich <tu@tulrich.com> http://tulrich.com
Karoly Barta bartakarcsi@gmail.com
Michael Evans http://www.evertype.com
* doc/python.inv
An inventory index for linking to the proper places in the Python
documentation, taken from http://docs.python.org/2/. Its copyright and
license information can be found at
http://docs.python.org/2/copyright.html and
http://docs.python.org/2/license.html.

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.. _faq:
PySDL2 FAQ
==========
This is a list of Frequently Asked Questions about PySDL2. If you think,
something is missing, please suggest it!
On importing...
---------------
... my script fails and complains that a SDL2 library could not be found!
Do you have the libraries properly installed? Did you follow the operating
system's way of installing or registering libraries? If you placed the
libraries in some folder, make sure that the ``PYSDL2_DLL_PATH``
environment variable points to the correct location.
... my script fails complaining that the *found* SDL2 library can't be used!
Do you use a 64-bit operating system? Please make sure, that the Python
interpreter *and* that the SDL2 libraries are either 64-bit ones *or*
32-bit ones. A 32-bit Python interpreter can't deal with a 64-bit library
and vice versa.
Using...
--------
... the sdl2 API is weird. Why do you use the SDL\_ prefix all the time?
The low-level APIs for SDL2, SDL2\_mixer, SDL2\_ttf, ... shall represent a
clean wrapping around the original C API calls. Thus, if you have to search
for documentation or want to make a Python to C conversion (or C to Python),
most of the code cleanly maps to the original API naming and layout and you
do not have to think about whether you had to use SDL\_ or TTF\_ or whatever
as prefix or suffix.
... the sdl2 API is does not comply to PEP-8. Please make it PEP-8 compatible.
Most of the API is PEP-8 compatible. The low-level bindings to SDL2 and
related libraries however use the exact naming (including capital letters)
as the functions or structures, they map to. See the previous entry for
the reason of that.
How do I...
-----------
... save my surfaces as image files?
You can use :func:`sdl2.SDL_SaveBMP()` to save them as bitmap files. Other
formats are currently unsupported, but might be added to
the :mod:`sdl2.ext` package in the future.
Font handling...
----------------
... is too hard. Why can't it work the same way as pygame does?
The :mod:`sdl2.sdlttf` API does not know about platform-specific font
locations and is unable to resolve font paths based on e.g. the font name
or typeface. It's not its job and PySDL2 likewise does not provide such
functionality. If you need improved font detection support, you might want
to take a look at the sysfont module of the python-utils project, which can
be found at https://bitbucket.org/marcusva/python-utils/.

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# Sphinx build info version 1
# This file hashes the configuration used when building these files. When it is not found, a full rebuild will be done.
config: 066676e51cb391f44578bf4a12aa1d11
tags: 645f666f9bcd5a90fca523b33c5a78b7

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License
=======
::
This software is distributed under the Public Domain. Since it is
not enough anymore to tell people: 'hey, just do with it whatever
you like to do', you can consider this software being distributed
under the CC0 Public Domain Dedication
(http://creativecommons.org/publicdomain/zero/1.0/legalcode.txt).
In cases, where the law prohibits the recognition of Public Domain
software, this software can be licensed under the zlib license as
stated below:
Copyright (C) 2012-2014 Marcus von Appen <marcus@sysfault.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
Some files are **not** covered by the license above.
* For ``examples/resources/tuffy.ttf``,
``examples/resources/tuffy.copy.ttf`` and
``sdl2/test/resources/tuffy.ttf`` the following terms apply:
::
We, the copyright holders of this work, hereby release it into the
public domain. This applies worldwide.
In case this is not legally possible,
We grant any entity the right to use this work for any purpose, without
any conditions, unless such conditions are required by law.
Thatcher Ulrich <tu@tulrich.com> http://tulrich.com
Karoly Barta bartakarcsi@gmail.com
Michael Evans http://www.evertype.com
* doc/python.inv
An inventory index for linking to the proper places in the Python
documentation, taken from http://docs.python.org/2/. Its copyright and
license information can be found at
http://docs.python.org/2/copyright.html and
http://docs.python.org/2/license.html.

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.. _faq:
PySDL2 FAQ
==========
This is a list of Frequently Asked Questions about PySDL2. If you think,
something is missing, please suggest it!
On importing...
---------------
... my script fails and complains that a SDL2 library could not be found!
Do you have the libraries properly installed? Did you follow the operating
system's way of installing or registering libraries? If you placed the
libraries in some folder, make sure that the ``PYSDL2_DLL_PATH``
environment variable points to the correct location.
... my script fails complaining that the *found* SDL2 library can't be used!
Do you use a 64-bit operating system? Please make sure, that the Python
interpreter *and* that the SDL2 libraries are either 64-bit ones *or*
32-bit ones. A 32-bit Python interpreter can't deal with a 64-bit library
and vice versa.
Using...
--------
... the sdl2 API is weird. Why do you use the SDL\_ prefix all the time?
The low-level APIs for SDL2, SDL2\_mixer, SDL2\_ttf, ... shall represent a
clean wrapping around the original C API calls. Thus, if you have to search
for documentation or want to make a Python to C conversion (or C to Python),
most of the code cleanly maps to the original API naming and layout and you
do not have to think about whether you had to use SDL\_ or TTF\_ or whatever
as prefix or suffix.
... the sdl2 API is does not comply to PEP-8. Please make it PEP-8 compatible.
Most of the API is PEP-8 compatible. The low-level bindings to SDL2 and
related libraries however use the exact naming (including capital letters)
as the functions or structures, they map to. See the previous entry for
the reason of that.
How do I...
-----------
... save my surfaces as image files?
You can use :func:`sdl2.SDL_SaveBMP()` to save them as bitmap files. Other
formats are currently unsupported, but might be added to
the :mod:`sdl2.ext` package in the future.
Font handling...
----------------
... is too hard. Why can't it work the same way as pygame does?
The :mod:`sdl2.sdlttf` API does not know about platform-specific font
locations and is unable to resolve font paths based on e.g. the font name
or typeface. It's not its job and PySDL2 likewise does not provide such
functionality. If you need improved font detection support, you might want
to take a look at the sysfont module of the python-utils project, which can
be found at https://bitbucket.org/marcusva/python-utils/.

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Welcome to PySDL2's documentation!
==================================
PySDL2 is a wrapper around the SDL2 library and as such similar to the
discontinued PySDL project. In contrast to PySDL, it has no licensing
restrictions, nor does it rely on C code, but uses :mod:`ctypes` instead.
Contents
========
.. toctree::
:maxdepth: 2
install.rst
integration.rst
tutorial/index.rst
modules/index.rst
faq.rst
news.rst
Further readings:
.. toctree::
:maxdepth: 1
todos.rst
copying.rst
Indices and tables
==================
* :ref:`genindex`
* :ref:`modindex`
* :ref:`search`
Documentation TODOs
===================
.. todolist::
Last generated on: |today|

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Installing PySDL2
=================
This section provides an overview and guidance for installing PySDL2 on
various target platforms.
Getting the sources
-------------------
You can download the official releases of PySDL2 from
https://bitbucket.org/marcusva/py-sdl2/downloads. Download the most
recent release, unpack it and make sure that you installed the relevant
prerequisites before continuing with the installation.
Prerequisites
-------------
PySDL2 relies on some 3rd party packages to be fully usable and to
provide you full access to all of its features.
You must have at least one of the following Python versions installed:
* Python 2.7, 3.2+ (http://www.python.org)
* PyPy 1.8.0+ (http://www.pypy.org)
Other Python versions or Python implementations might work, but are
(currently) not officially tested or supported by the PySDL2
distribution.
You need to have a working SDL2 library on your target system. You can obtain
the source code (to build it yourself) or a prebuilt version at
http://www.libsdl.org.
PySDL2 also offers support for the following SDL-related libraries:
* SDL2_image (http://www.libsdl.org/projects/SDL_image/)
* SDL2_mixer (http://www.libsdl.org/projects/SDL_mixer/)
* SDL2_ttf (http://www.libsdl.org/projects/SDL_ttf/)
* SDL2_gfx (http://www.ferzkopp.net/Software/SDL_gfx-2.0/)
Those are optional though and only necessary, if you want to use
:mod:`sdl2.sdlimage`, :mod:`sdl2.sdlmixer`, :mod:`sdl2.sdlttf` or
:mod:`sdl2.sdlgfx`.
Installation
------------
You can either use the python way of installing the package or the make
command using the Makefile on POSIX-compatible platforms, such as Linux
or BSD, or the make.bat batch file on Windows platforms.
Simply type ::
python setup.py install
for the traditional python way or ::
make install
for using the Makefile or make.bat. Both will try to perform a default
installation with as many features as possible.
Trying out
^^^^^^^^^^
You also can test out PySDL2 without actually installing it. You just
need to set up your ``PYTHONPATH`` to point to the location of the
source distribution package. On Windows-based platforms, you might use
something like ::
set PYTHONPATH=C:\path\to\pysdl2\:%PYTHONPATH%
to define the ``PYTHONPATH`` on a command shell. On Linux/Unix, use ::
export PYTHONPATH=/path/to/pysdl2:$PYTHONPATH
for bourne shell compatibles or ::
setenv PYTHONPATH /path/to/pysdl2:$PYTHONPATH
for C shell compatibles. You can omit the `:$PYTHONPATH``, if you did not use
it so far and if your environment settings do not define it.
.. note::
If you are using IronPython, use ``IRONPYTHONPATH`` instead of
``PYTHONPATH``.
.. note::
If you did not install SDL2 using the preferred way for your operation
system, please read the information about :ref:`importing-pysdl2` in the
section :doc:`integration`.
Notes on Mercurial usage
^^^^^^^^^^^^^^^^^^^^^^^^
The Mercurial version of PySDL2 is not intended to be used in a
production environment. Interfaces may change from one checkin to
another, methods, classes or modules can be broken and so on. If you
want more reliable code, please refer to the official releases.

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Integrating PySDL2
==================
PySDL2 consists of two packages, :mod:`sdl2`, which is a plain 1:1 API
wrapper around the SDL2 API, and :mod:`sdl2.ext`, which offers enhanced
functionality for :mod:`sdl2`.
The :mod:`sdl2` package is implemented in a way that shall make it easy for
you to integrate and deploy it with your own software projects. You can rely
on PySDL2 as third-party package, so that the user needs to install it
before he can use your software. Alternatively, you can just copy the
whole package into your project to ship it within your own project
bundle.
.. _importing-pysdl2:
Importing
---------
The :mod:`sdl2` package relies on an external SDL2 library for creating the
wrapper functions. This means that the user needs to have SDL2 installed or
that you ship a SDL2 library with your project.
If the user has a SDL2 library installed on the target system, the
:mod:`ctypes` hooks of :mod:`sdl2` try to find it in the OS-specific standard
locations via :func:`ctypes.util.find_library`. If you are going to ship your
own SDL2 library with the project or can not rely on the standard mechanism of
:mod:`ctypes`, it is also possible to set the environment variable
:envvar:`PYSDL2_DLL_PATH`, which shall point to the directory of the SDL2
library or consist of a list of directories, in which the SDL2 libraries can
be found.
.. note::
:envvar:`PYSDL2_DLL_PATH` is preferred over the standard
mechanism. If the module finds a SDL2 library in :envvar:`PYSDL2_DLL_PATH`,
it will try to use that one in the first place, before using any SDL2
library installed on the target system.
Let's assume, you ship your own library *SDL2.dll* within your project
location *fancy_project/third_party*. You can set the environment
variable :envvar:`PYSDL2_DLL_PATH` before starting Python. ::
# Win32 platforms
set PYSDL2_DLL_PATH=C:\path\to\fancy_project\third_party
# Unix/Posix-alike environments - bourne shells
export PYSDL2_DLL_PATH=/path/to/fancy_project/third_party
# Unix/Posix-alike environments - C shells
setenv PYSDL2_DLL_PATH /path/to/fancy_project/third_party
# Define multiple paths to search for the libraries - Win32
set PYSDL2_DLL_PATH=C:\first\path;C:\second\path
You also can set the environment variable within Python using
:data:`os.environ`. ::
os.environ["PYSDL2_DLL_PATH"] = "C:\\path\\to\\fancy_project\\third_party"
os.environ["PYSDL2_DLL_PATH"] = "/path/to/fancy_project/third_party"
.. note::
If you aim to integrate :mod:`sdl` directly into your software and do
not want or are not allowed to change the environment variables, you
can also change the ``os.getenv("PYSDL2_DLL_PATH")`` query within the
*sdl2/dll.py* (or *sdl2/sdlimage.py*, *sdl2/sdlttf.py*, *sdl2/sdlgfx.py*)
file to point to the directory, in which you keep the DLL.
Using different SDL2 versions
-----------------------------
PySDL2 tries to provide interfaces to the most recent versions of the
SDL2 libraries. Sometimes this means that PySDL2 tries to test for
functions that might not be available for your very own project or that
are not available on the target system due to a version of the specific
library. To check, if the SDL2 libraries do not provide certain
functions, you can enable the specific warnings for them.
>>> python -W"module"::ImportWarning:sdl2.dll yourfile.py

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API reference
=============
This is the core documentation of the various modules, classes and functions
PySDL2 offers. If you want to have a quick overview about the modules, use the
:ref:`modindex`. If you just want to look up a specific class, method or
function, use the :ref:`genindex` or :ref:`search`.
.. toctree::
:maxdepth: 2
sdl2.rst
sdl2_sdlgfx.rst
sdl2_sdlimage.rst
sdl2_sdlmixer.rst
sdl2_sdlttf.rst
sdl2ext.rst

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.. module:: sdl2
:synopsis: SDL2 library wrapper
sdl2 - SDL2 library wrapper
===========================
The :mod:`sdl2` package is a :mod:`ctypes`-based wrapper around
the SDL2 library. It wraps nearly all publicly accessible structures and
functions of the SDL2 library to be accessible from Python code.
A detailed documentation about the behaviour of the different functions
can found within the `SDL2 documentation
<http://wiki.libsdl.org/moin.cgi/CategoryAPI>`_.
Usage
-----
You can use :mod:`sdl2` in nearly exactly the same way as you would do with
the SDL library and C code.
.. highlight:: c
A brief example in C code::
#include <SDL.h>
int main(int argc, char *argv[]) {
int running;
SDL_Window *window;
SDL_Surface *windowsurface;
SDL_Surface *image;
SDL_Event event;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("Hello World",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
592, 460, SDL_WINDOW_SHOWN);
windowsurface = SDL_GetWindowSurface(window);
image = SDL_LoadBMP("exampleimage.bmp");
SDL_BlitSurface(image, NULL, windowsurface, NULL);
SDL_UpdateWindowSurface(window);
SDL_FreeSurface(image);
running = 1;
while (running) {
while (SDL_PollEvent(&event) != 0) {
if (event.type == SDL_QUIT) {
running = 0;
break;
}
}
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
.. highlight:: python
Doing the same in Python: ::
import sys
import ctypes
from sdl2 import *
def main():
SDL_Init(SDL_INIT_VIDEO)
window = SDL_CreateWindow(b"Hello World",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
592, 460, SDL_WINDOW_SHOWN)
windowsurface = SDL_GetWindowSurface(window)
image = SDL_LoadBMP(b"exampleimage.bmp")
SDL_BlitSurface(image, None, windowsurface, None)
SDL_UpdateWindowSurface(window)
SDL_FreeSurface(image)
running = True
event = SDL_Event()
while running:
while SDL_PollEvent(ctypes.byref(event)) != 0:
if event.type == SDL_QUIT:
running = False
break
SDL_DestroyWindow(window)
SDL_Quit()
return 0
if __name__ == "__main__":
sys.exit(main())
You can port code in a straightforward manner from one language to the other,
though it is important to know about the limitations and slight differences
mentioned below. Also, PySDL2 offers advanced functionality, which also feels
more *'pythonic'*, via the :mod:`sdl2.ext` package.
Missing interfaces
------------------
The following functions, classes, constants and macros of SDL2 are *not*
available within :mod:`sdl2`.
* :c:data:`SDL_REVISION` and :c:data:`SDL_REVISION_NUMBER` from ``SDL_revision.h``
* :c:data:`SDL_NAME()` from ``SDL_name.h``
* :c:func:`SDL_MostSignificantBitIndex32` from ``SDL_bits.h``
* Everything from ``SDL_main.h``
* Everything from ``SDL_system.h``
* Everything from ``SDL_assert.h``
* Everything from ``SDL_thread.h``
* Everything from ``SDL_atomic.h``
* Everything from ``SDL_opengl.h``
* Everything from ``SDL_mutex.h``
Additional interfaces
---------------------
The following functions, classes, constants and macros are are *not* part of
SDL2, but were introduced by :mod:`sdl2`.
.. data:: ALL_PIXELFORMATS
Tuple containing all SDL2 pixel format constants (SDL_PIXELFORMAT_INDEX1LSB,
..., SDL_PIXELFORMAT_RGB565, ...).
.. data:: AUDIO_FORMATS
Set containing all SDL2 audio format constants (AUDIO_U8, AUDIO_S8,
... AUDIO_F32LSB, ... ).
.. function:: sdl2.rw_from_object(obj : object) -> SDL_RWops
Creates a SDL_RWops from any Python object. The Python object must at least
support the following methods:
read(length) -> data
length is the size in bytes to be read. A call to len(data) must
return the correct amount of bytes for the data, so that
len(data) / [size in bytes for a single element from data] returns
the amount of elements. Must raise an error on failure.
seek(offset, whence) -> int
offset denotes the offset to move the read/write pointer of the
object to. whence indicates the movement behaviour and can be one
of the following values:
* RW_SEEK_SET - move to offset from the start of the file
* RW_SEEK_CUR - move by offset from the relative location
* RW_SEEK_END - move to offset from the end of the file
If it could not move read/write pointer to the desired location,
an error must be raised.
tell() -> int
Must return the current offset. This method must only be
provided, if seek() does not return any value.
close() -> None
Closes the object(or its internal data access methods). Must raise
an error on failure.
write(data) -> None
Writes the passed data(which is a string of bytes) to the object.
Must raise an error on failure.
.. note::
The write() method is optional and only necessary, if the passed
object should be able to write data.
The returned :class:`sdl2.SDL_RWops` is a pure Python object and
**must not** be freed via :func:`sdl2.SDL_FreeRW()`.

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.. module:: sdl2.sdlgfx
:synopsis: SDL2_gfx library wrapper
sdl2.sdlgfx - SDL2_gfx library wrapper
======================================
The :mod:`sdl2.sdlgfx` module is a :mod:`ctypes`-based wrapper
around the SDL2_gfx library. It wraps nearly all publicly accessible
structures and functions of the SDL2_gfx library to be accessible from
Python code.
A detailed documentation about the behaviour of the different functions
can found on the `SDL2_gfx project website
<http://www.ferzkopp.net/Software/SDL_gfx-2.0/>`_.

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.. module:: sdl2.sdlimage
:synopsis: SDL2_image library wrapper
sdl2.sdlimage - SDL2_image library wrapper
==========================================
The :mod:`sdl2.sdlimage` module is a :mod:`ctypes`-based wrapper
around the SDL2_image library. It wraps nearly all publicly accessible
structures and functions of the SDL2_image library to be accessible from
Python code.
A detailed documentation about the behaviour of the different functions
can found within the `SDL2_image documentation
<http://www.libsdl.org/projects/SDL_image/docs/index.html>`_.

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.. module:: sdl2.sdlmixer
:synopsis: SDL2_mixer library wrapper
sd2.sdlmixer - SDL2_mixer library wrapper
=========================================
The :mod:`sdl2.sdlmixer` module is a :mod:`ctypes`-based wrapper around
the SDL2_mixer library. It wraps nearly all publicly accessible
structures and functions of the SDL2_mixer library to be accessible from
Python code.
A detailed documentation about the behaviour of the different functions
can found within the `SDL2_mixer documentation
<http://www.libsdl.org/projects/SDL_mixer/docs/index.html>`_.

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.. module:: sdl2.sdlttf
:synopsis: SDL2_ttf library wrapper
sd2.sdlttf - SDL2_ttf library wrapper
=====================================
The :mod:`sdl2.sdlttf` module is a :mod:`ctypes`-based wrapper
around the SDL2_ttf library. It wraps nearly all publicly accessible
structures and functions of the SDL2_ttf library to be accessible from
Python code.
A detailed documentation about the behaviour of the different functions
can found within the `SDL2_ttf documentation
<http://www.libsdl.org/projects/SDL_ttf/docs/index.html>`_.

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.. module:: sdl2.ext
:synopsis: Python extensions for SDL2
sdl2.ext - Python extensions for SDL2
=====================================
The :mod:`sdl2.ext` package provides advanced functionality for creating
applications using SDL2 and Python. It offers a rich set of modules, classes
and functions, such as easy image loading, basic user interface elements,
resource management and sprite and (on-screen) scene systems.
Learn more about
.. toctree::
:maxdepth: 1
sdl2ext_algorithms.rst
sdl2ext_array.rst
sdl2ext_color.rst
sdl2ext_colorpalettes.rst
sdl2ext_common.rst
sdl2ext_compat.rst
sdl2ext_draw.rst
sdl2ext_ebs.rst
sdl2ext_events.rst
sdl2ext_font.rst
sdl2ext_gui.rst
sdl2ext_image.rst
sdl2ext_particles.rst
sdl2ext_pixelaccess.rst
sdl2ext_resources.rst
sdl2ext_sprite.rst
sdl2ext_surface.rst
sdl2ext_window.rst

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.. currentmodule:: sdl2.ext
Common algorithms
=================
.. function:: cohensutherland(left : int, top : int, right : int, \
bottom : int, x1 : int, y1 : int, x2 : int, y2 : int) -> int, int, int, int
This implements the Cohen-Sutherland line clipping
algorithm. *left*, *top*, *right* and *bottom* denote the
clipping area, into which the line defined by *x1*, *y1* (start
point) and *x2*, *y2* (end point) will be clipped.
If the line does not intersect with the rectangular clipping area,
four ``None`` values will be returned as tuple. Otherwise a tuple of
the clipped line points will be returned in the form ``(cx1, cy1,
cx2, cy2)``.
.. function:: liangbarsky(left : int, top : int, right : int, \
bottom : int, x1 : int, y1 : int, x2 : int, y2 : int) -> int, int, int, int
This implements the Liang-Barsky line clipping algorithm. *left*,
*top*, *right* and *bottom* denote the clipping area, into
which the line defined by *x1*, *y1* (start point) and *x2*,
*y2* (end point) will be clipped.
If the line does not intersect with the rectangular clipping area,
four ``None`` values will be returned as tuple. Otherwise a tuple of
the clipped line points will be returned in the form ``(cx1, cy1,
cx2, cy2)``.
.. function:: clipline(left : int, top : int, right : int, \
bottom : int, x1 : int, y1 : int, x2 : int, \
y2 : int[,method=liangbarsky]) -> int, int, int, int
Clips a line to a rectangular area.
.. function:: point_on_line(p1 : iterable, p2 : iterable, point : iterable) -> bool
Checks, if *point*, a two-value tuple, is on the line segment defined by *p1*
and *p2*.

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.. currentmodule:: sdl2.ext
Converting sequences
====================
This module provides various functions and classes to access sequences and
buffer-style objects in different ways. It also provides conversion routines
to improve the interoperability of sequences with :mod:`ctypes` data types.
Providing read-write access for sequential data
-----------------------------------------------
Two classes allow you to access sequential data in different ways. The
:class:`CTypesView` provides byte-wise access to iterable objects and allows
you to convert the object representation to matching byte-widths for
:mod:`ctypes` or other modules.
Depending on the the underlying object and the chosen size of each particular
item of the object, the :class:`CTypesView` allows you to operate directly
on different representations of the object's contents. ::
>>> text = bytearray("Hello, I am a simple ASCII string!")
>>> ctview = CTypesView(text, itemsize=1)
>>> ctview.view[0] = 0x61
>>> print(text)
aello, I am a simple ASCII string!"
>>> ctview.to_uint16()[3] = 0x6554
>>> print(text)
aello,Te am a simple ASCII string!"
The snippet above provides a single-byte sized view on a :func:`bytearray`
object. Afterwards, the first item of the view is changed, which causes a
change on the :func:`bytearray`, on the first item as well, since both, the
:class:`CTypesView` and the :func:`bytearray` provide a byte-wise access to
the contents.
By using :meth:`CTypesView.to_uint16()`, we change the access representation to
a 2-byte unsigned integer :mod:`ctypes` pointer and change the fourth 2-byte
value, *I* to something else. ::
>>> text = bytearray("Hello, I am a simple ASCII string!")
>>> ctview = CTypesView(text, itemsize=2)
>>> ctview.view[0] = 0x61
>>> print(text)
aello, I am a simple ASCII string!"
>>> ctview.to_uint16()[3] = 0x6554
>>> print(text) aello,Te am a simple ASCII string!"
If the encapsuled object does not provide a (writable) :func:`buffer`
interface, but is iterable, the :class:`CTypesView` will create an
internal copy of the object data using Python's :mod:`array` module and
perform all operations on that copy. ::
>>> mylist = [18, 52, 86, 120, 154, 188, 222, 240]
>>> ctview = CTypesView(mylist, itemsize=1, docopy=True)
>>> print(ctview.object)
array('B', [18, 52, 86, 120, 154, 188, 222, 240])
>>> ctview.view[3] = 0xFF
>>> print(mylist)
[18, 52, 86, 120, 154, 188, 222, 240]
>>> print(ctview.object)
array('B', [18, 52, 86, 255, 154, 188, 222, 240])
As for directly accessible objects, you can define your own itemsize to
be used. If the iterable does not provide a direct byte access to their
contents, this won't have any effect except for resizing the item
widths. ::
>>> mylist = [18, 52, 86, 120, 154, 188, 222, 240]
>>> ctview = CTypesView(mylist, itemsize=4, docopy=True)
>>> print(ctview.object)
array('I', [18L, 52L, 86L, 120L, 154L, 188L, 222L, 240L])
Accessing data over multiple dimensions
---------------------------------------
The second class, :class:`MemoryView` provides an interface to access
data over multiple dimensions. You can layout and access a simple
byte stream over e.g. two or more axes, providing a greater flexibility
for functional operations and complex data.
Let's assume, we are reading image data from a file stream into some buffer
object and want to access and manipulate the image data. Images feature two
axes, one being the width, the other being the height, defining a rectangular
graphics area.
When we read all data from the file, we have an one-dimensional view of the
image graphics. The :class:`MemoryView` allows us to define a
two-dimensional view over the image graphics, so that we can operate on
both, rows and columns of the image. ::
>>> imagedata = bytearray("some 1-byte graphics data")
>>> view = MemoryView(imagedata, 1, (5, 5))
>>> print(view)
[[s, o, m, e, ], [1, -, b, y, t], [e, , g, r, a], [p, h, i, c, s], [ , d, a, t, a]]
>>> for row in view:
... print(row)
...
[s, o, m, e, ]
[1, -, b, y, t]
[e, , g, r, a]
[p, h, i, c, s]
[ , d, a, t, a]
>>> for row in view:
... row[1] = "X"
... print row
...
[s, X, m, e, ]
[1, X, b, y, t]
[e, X, g, r, a]
[p, X, i, c, s]
[ , X, a, t, a]
>>> print(imagedata)
sXme 1XbyteXgrapXics Xata
On accessing a particular dimension of a :class:`MemoryView`, a new
:class:`MemoryView` is created, if it does not access a single
element. ::
>>> firstrow = view[0]
>>> type(firstrow)
<class 'sdl2.ext.array.MemoryView'>
>>> type(firstrow[0])
<type 'bytearray'>
A :class:`MemoryView` features, similar to Python's builtin
:class:`memoryview`, dimensions and strides, accessible via the
:attr:`MemoryView.ndim` and :attr:`MemoryView.strides` attributes.
>>> view.ndim
2
>>> view.strides
(5, 5)
The :attr:`MemoryView.strides`, which have to be passed on creating a
new :class:`MemoryView`, define the layout of the data over different
dimensions. In the example above, we created a 5x5 two-dimensional view
to the image graphics. ::
>>> twobytes = MemoryView(imagedata, 2, (5, 1))
>>> print(twobytes)
[[sX, me, 1, Xb, yt], [eX, gr, ap, Xi, cs]]
Array API
---------
.. class:: CTypesView(obj : iterable[, itemsize=1[, docopy=False[, objsize=None]]])
A proxy class for byte-wise accessible data types to be used in
ctypes bindings. The CTypesView provides a read-write access to
arbitrary objects that are iterable.
In case the object does not provide a :func:`buffer()` interface for
direct access, the CTypesView can copy the object's contents into an
internal buffer, from which data can be retrieved, once the necessary
operations have been performed.
Depending on the item type stored in the iterable object, you might
need to provide a certain *itemsize*, which denotes the size per
item in bytes. The *objsize* argument might be necessary of iterables,
for which len() does not return the correct amount of objects or is not
implemented.
.. attribute:: bytesize
Returns the length of the encapsuled object in bytes.
.. attribute:: is_shared
Indicates, if changes on the CTypesView data effect the encapsuled
object directly. if not, this means that the object was copied
internally and needs to be updated by the user code outside of the
CTypesView.
.. attribute:: object
The encapsuled object.
.. attribute:: view
Provides a read-write aware view of the encapsuled object data
that is suitable for usage from :mod:`ctypes`.
.. method:: to_bytes() -> ctypes.POINTER
Returns a byte representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The :func:`ctypes.POINTER` points to an array of
:class:`ctypes.c_ubyte`.
.. method:: to_uint16() -> ctypes.POINTER
Returns a 16-bit representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The :func:`ctypes.POINTER` points to an array of
:class:`ctypes.c_ushort`.
.. method:: to_uint32() -> ctypes.POINTER
Returns a 32-bit representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The :func:`ctypes.POINTER` points to an array of
:class:`ctypes.c_uint`.
.. method:: to_uint64() -> ctypes.POINTER
Returns a 64-bit representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The :func:`ctypes.POINTER` points to an array of
:class:`ctypes.c_ulonglong`.
.. class:: MemoryView(source : object, itemsize : int, strides : tuple[, getfunc=None[, setfunc=None[, srcsize=None]]])
The :class:`MemoryView` provides a read-write access to arbitrary
data objects, which can be indexed.
*itemsize* denotes the size of a single item. *strides* defines
the dimensions and the length (n items * *itemsize*) for each
dimension. *getfunc* and *setfunc* are optional parameters to
provide specialised read and write access to the underlying
*source*. *srcsize* can be used to provide the correct source
size, if ``len(source)`` does not return the absolute size of the
source object in all dimensions.
.. note::
The MemoryView is a pure Python-based implementation and makes
heavy use of recursion for multi-dimensional access. If you aim
for speed on accessing a n-dimensional object, you want to
consider using a specialised library such as numpy. If you need
n-dimensional access support, where such a library is not
supported, or if you need to provide access to objects, which do
not fulfill the requirements of that particular libray,
:class:`MemoryView` can act as solid fallback solution.
.. attribute:: itemsize
The size of a single item in bytes.
.. attribute:: ndim
The number of dimensions of the :class:`MemoryView`.
.. attribute:: size
The size in bytes of the underlying source object.
.. attribute:: source
The underlying data source.
.. attribute:: strides
A tuple defining the length in bytes for accessing all
elements in each dimension of the :class:`MemoryView`.
.. function:: to_ctypes(dataseq : iterable, dtype[, mcount=0]) -> array, int
Converts an arbitrary sequence to a ctypes array of the specified
*dtype* and returns the ctypes array and amount of items as
two-value tuple.
Raises a :exc:`TypeError`, if one or more elements in the passed
sequence do not match the passed *dtype*.
.. function:: to_list(dataseq : iterable) -> list
Converts a ctypes array to a list.
.. function:: to_tuple(dataseq : iterable) -> tuple
Converts a ctypes array to a tuple.
.. function:: create_array(obj : object, itemsize : int) -> array.array
Creates an :class:`array.array` based copy of the passed object.
*itemsize* denotes the size in bytes for a single element within
*obj*.

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.. currentmodule:: sdl2.ext
Color handling
==============
.. class:: Color(r=255, g=255, b=255, a=255)
A simple RGBA-based color implementation. The Color class uses a
byte-wise representation of the 4 channels red, green, blue and alpha
transparency, so that the values range from 0 to 255. It allows basic
arithmetic operations, e.g. color addition or subtraction and
conversions to other color spaces such as HSV or CMY.
.. attribute:: r
The red channel value of the Color.
.. attribute:: g
The green channel value of the Color.
.. attribute:: b
The blue channel value of the Color.
.. attribute:: a
The alpha channel value of the Color.
.. attribute:: cmy
The CMY representation of the Color. The CMY components are in the
ranges C = [0, 1], M = [0, 1], Y = [0, 1]. Note that this will not
return the absolutely exact CMY values for the set RGB values in
all cases. Due to the RGB mapping from 0-255 and the CMY mapping
from 0-1 rounding errors may cause the CMY values to differ
slightly from what you might expect.
.. attribute:: hsla
The HSLA representation of the Color. The HSLA components are in
the ranges H = [0, 360], S = [0, 100], L = [0, 100], A = [0,
100]. Note that this will not return the absolutely exact HSL
values for the set RGB values in all cases. Due to the RGB mapping
from 0-255 and the HSL mapping from 0-100 and 0-360 rounding
errors may cause the HSL values to differ slightly from what you
might expect.
.. attribute:: hsva
The HSVA representation of the Color. The HSVA components are in
the ranges H = [0, 360], S = [0, 100], V = [0, 100], A = [0,
100]. Note that this will not return the absolutely exact HSV
values for the set RGB values in all cases. Due to the RGB mapping
from 0-255 and the HSV mapping from 0-100 and 0-360 rounding
errors may cause the HSV values to differ slightly from what you
might expect.
.. attribute:: i1i2i3
The I1I2I3 representation of the Color. The I1I2I3 components are
in the ranges I1 = [0, 1], I2 = [-0.5, 0.5], I3 = [-0.5,
0.5]. Note that this will not return the absolutely exact I1I2I3
values for the set RGB values in all cases. Due to the RGB mapping
from 0-255 and the I1I2I3 from 0-1 rounding errors may cause the
I1I2I3 values to differ slightly from what you might expect.
.. method:: normalize() -> (float, float, float, float)
Returns the normalised RGBA values of the Color as floating point
values in the range [0, 1].
.. method:: __add__(self, color) -> Color
__sub__(self, color) -> Color
__mul__(self, color) -> Color
__div__(self, color) -> Color
__truediv__(self, color) -> Color
__mod__(self, color) -> Color
Basic arithmetic functions for :class:`Color` values. The arithmetic
operations ``+, -, *, /, %`` are supported by the :class:`Color` class
and work on a per-channel basis. This means, that the operation ::
color = color1 + color2
is the same as ::
color = Color()
color.r = min(color1.r + color2.r, 255)
color.g = min(color1.g + color2.g, 255)
...
The operations guarantee that the channel values stay in the allowed
range of [0, 255].
.. function:: argb_to_color(v : int) -> Color
ARGB(v : int) -> Color
Converts an integer value to a Color, assuming the integer represents
a 32-bit ARGB value.
.. function:: convert_to_color(v : object) -> Color
COLOR(v : object) -> Color
Tries to convert the passed value to a Color object. The value can be
an arbitrary Python object, which is passed to the different other
conversion functions. If one of them succeeds, the Color will be
returned to the caller. If none succeeds, a :exc:`ValueError` will be
raised.
If the color is an integer value, it is assumed to be in ARGB layout.
.. function:: rgba_to_color(v : int) -> Color
RGBA(v : int) -> Color
Converts an integer value to a Color, assuming the integer represents
a 32-bit RGBA value.
.. function:: is_rgb_color(v : object) -> bool
Checks, if the passed value is an item that could be converted to a
RGB color.
.. function:: is_rgba_color(v : object) -> bool
Checks, if the passed value is an item that could be converted to a
RGBA color.
.. function:: string_to_color(v : string) -> Color
Converts a hex color string or color name to a Color value. Supported
hex values are:
* #RGB
* #RGBA
* #RRGGBB
* #RRGGBBAA
* 0xRGB
* 0xRGBA
* 0xRRGGBB
* 0xRRGGBBAA

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.. module:: sdl2.ext.colorpalettes
:synopsis: Predefined sets of colors.
sdl2.ext.colorpalettes - predefined sets of colors
==================================================
Indexed color palettes. Each palette is a tuple of
:class:`sdl2.ext.Color` objects.
The following palettes are currently available:
================== ===================================================
Palette Identifier Description
================== ===================================================
MONOPALETTE 1-bit monochrome palette (black and white).
GRAY2PALETTE 2-bit grayscale palette with black, white and two
shades of gray.
GRAY4PALETTE 4-bit grayscale palette with black, white and 14
shades shades of gray.
GRAY8PALETTE 8-bit grayscale palette with black, white and 254
shades shades of gray.
RGB3PALETTE 3-bit RGB color palette with pure red, green and
blue and their complementary colors as well as black
and white.
CGAPALETTE CGA color palette.
EGAPALETTE EGA color palette.
VGAPALETTE 8-bit VGA color palette.
WEBPALETTE "Safe" web color palette with 225 colors.
================== ===================================================

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.. currentmodule:: sdl2.ext
Initialization routines
=======================
TODO
API
---
.. exception:: SDLError(msg=None)
An SDL2 specific :class:`Exception` class. if no *msg* is provided,
the message will be set to the value of :func:`sdl2.error.SDL_GetError()`
.. function:: init() -> None
Initialises the underlying SDL2 video subsystem. Raises a
:exc:`SDLError`, if the SDL2 video subsystem could not be
initialised.
.. function:: quit() -> None
Quits the underlying SDL2 video subysystem. If no other SDL2
subsystems are active, this will also call :func:`quit()`,
:func:`sdl2.sdlttf.TTF_Quit()` and :func:`sdl2.sdlimage.IMG_Quit()`.
.. function:: get_events() -> [SDL_Event, SDL_Event, ...]
Gets all SDL events that are currently on the event queue.
.. class:: TestEventProcessor()
A simple event processor for testing purposes.
.. method:: run(window : Window) -> None
Starts an event loop without actually processing any event. The method
will run endlessly until a ``SDL_QUIT`` event occurs.

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.. module:: sdl2.ext.compat
:synopsis: Python compatibility helpers.
sdl2.ext.compat - Python compatibility helpers
==============================================
The :mod:`sdl2.ext.compat` module is for internal purposes of the :mod:`sdl2`
package and should not be used outside of the package. Classes, methods and
interfaces might change between versions and there is no guarantee of API
compatibility on different platforms and python implementations or between
releases.
.. data:: ISPYTHON2
``True``, if executed in a Python 2.x compatible interpreter, ``False``
otherwise.
.. data:: ISPYTHON3
``True``, if executed in a Python 3.x compatible interpreter, ``False``
otherwise.
.. function:: long([x[, base]])
.. note::
Only defined for Python 3.x, for which it is the same as :func:`int()`.
.. function:: unichr(i)
.. note::
Only defined for Python 3.x, for which it is the same as :func:`chr()`.
.. function:: unicode(string[, encoding[, errors]])
.. note::
Only defined for Python 3.x, for which it is the same as :func:`str()`.
.. function:: callable(x) -> bool
.. note::
Only defined for Python 3.x, for which it is the same as
``isinstance(x, collections.Callable)``
.. function:: byteify(x : string, enc : string) -> bytes
Converts a string to a :func:`bytes` object.
.. function:: stringify(x : bytes, enc : string) -> string
Converts a :func:`bytes` to a string object.
.. function:: isiterable(x) -> bool
Shortcut for ``isinstance(x, collections.Iterable)``.
.. function:: platform_is_64bit() -> bool
Checks, if the interpreter is 64-bit capable.
.. decorator:: deprecated
A simple decorator to mark functions and methods as deprecated. This will
print a deprecation message each time the function or method is invoked.
.. function:: deprecation(message : string) -> None
Prints a deprecation message using the :func:`warnings.warn()` function.
.. exception:: UnsupportedError(obj : object[, msg=None])
Indicates that a certain class, function or behaviour is not supported in
the specific execution environment.
.. decorator:: experimental
A simple decorator to mark functions and methods as
experimental. This will print a warning each time the function or
method is invoked.
.. exception:: ExperimentalWarning(obj : object[, msg=None])
Indicates that a certain class, function or behaviour is in an
experimental state.

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.. currentmodule:: sdl2.ext
2D drawing routines for software surfaces
=========================================
.. note::
The drawing functions within this module are unoptimised and should not be
considered fast. If you want improved drawing of 2D primitives, including
hardware acceleration, you should use the methods of the
:class:`Renderer` instead.
.. function:: prepare_color(color : object, target : object) -> int
Prepares the passed *color* for a specific *target*. *color* can be any
object type that can be processed by
:func:`convert_to_color()`. *target* can be any
:class:`sdl2.SDL_PixelFormat`, :class:`sdl2.SDL_Surface` or
:class:`SoftwareSprite` instance.
The returned integer will be a color value matching the target's pixel
format.
.. function:: fill(target : object, color : object[, area=None]) -> None
Fills a certain area on the passed *target* with a *color*. If no *area* is
provided, the entire target will be filled with the passed color. If an
iterable item is provided as *area* (such as a list or tuple), it will be
first checked, if the item denotes a single rectangular area
(4 integer values) before assuming it to be a sequence of rectangular areas
to fill with the color.
*target* can be any :class:`sdl2.SDL_Surface` or :class:`SoftwareSprite`
instance.
.. function:: line(target : object, color : object[, width=1]) -> None
Draws one or multiple lines on the passed *target*. *line* can be a
sequence of four integers for a single line in the form ``(x1, y1,
x2, y2)`` or a sequence of a multiple of 4 for drawing multiple lines
at once, e.g. ``(x1, y1, x2, y2, x3, y3, x4, y4, ...)``.
*target* can be any :class:`sdl2.SDL_Surface` or :class:`SoftwareSprite`
instance.

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.. currentmodule:: sdl2.ext
.. _ref-ebs:
Working with component-based entities
=====================================
:mod:`sdl2.ext` supports a component oriented programming pattern to separate
object instances, carried data and processing logic within applications
or games. It uses an entity based approach, in which object instances are
unique identifiers, while their data is managed within components, which
are stored separately. For each individual component type a processing
system will take care of all necessary updates on running the application.
Component-based patterns
------------------------
Component-based means that - instead of a traditional OOP approach - object
information are split up into separate data bags for reusability and that those
data bags are separated from any application logic.
Behavioural design
^^^^^^^^^^^^^^^^^^
Imagine a car class in traditional OOP, which might look like ::
class Car:
def __init__(self):
self.color = "red"
self.position = 0, 0
self.velocity = 0, 0
self.sprite = get_some_car_image()
...
def drive(self, timedelta):
self.position[0] = self.velocity[0] * timedelta
self.position[1] = self.velocity[1] * timedelta
...
def stop(self):
self.velocity = 0, 0
...
def render(self, screen):
screen.display(self.sprite)
mycar = new Car()
mycar.color = "green"
mycar.velocity = 10, 0
The car features information stored in attributes (``color``, ``position``,
...) and behaviour (application logic, ``drive()``, ``stop()`` ...).
A component-based approach aims to split and reduce the car to a set of
information and external systems providing the application logic. ::
class Car:
def __init__(self):
self.color = "red"
self.position = 0, 0
self.velocity = 0, 0
self.sprite = get_some_car_image()
class CarMovement:
def drive(self, car, timedelta):
car.position[0] = car.velocity[0] * timedelta
car.position[1] = car.velocity[1] * timedelta
...
def stop(self):
car.velocity = 0, 0
class CarRenderer:
def render(self, car, screen):
screen.display(car.sprite)
At this point of time, there is no notable difference between both approaches,
except that the latter one adds additional overhead.
The benefit comes in, when you
* use subclassing in your OOP design
* want to change behavioural patterns on a global scale or based on states
* want to refactor code logic in central locations
* want to cascade application behaviours
The initial ``Car`` class from above defines, how it should be displayed
on the screen. If you now want to add a feature for rescaling the screen
size after the user activates the magnifier mode, you need to refactor
the ``Car`` and all other classes that render things on the screen, have
to consider all subclasses that override the method and so on.
Refactoring the ``CarRenderer`` code by adding a check for the magnifier
mode sounds quite simple in contrast to that, not?
The same applies to the movement logic - inverting the movement logic
requires you to refactor all your classes instead of a single piece of
application code.
Information design
^^^^^^^^^^^^^^^^^^
Subclassing with traditional OOP for behavioural changes also might
bloat your classes with unnecessary information, causing the memory
footprint for your application to rise without any need. Let's assume
you have a ``Truck`` class that inherits from ``Car``. Let's further
assume that all trucks in your application look the same. Why should any
of those carry a ``sprite`` or ``color`` attribute? You would need to
refactor your ``Car`` class to get rid of those superfluous information,
adding another level of subclassing. If at a later point of time you
decide to give your trucks different colors, you need to refactor
everything again.
Wouldn't it be easier to deal with colors, if they are available on the
truck and leave them out, if they are not? We initially stated that the
component-based approach aims to separate data (information) from code
logic. That said, if the truck has a color, we can handle it easily, if
it has not, we will do as usual.
Also, checking for the color of an object (regardless, if it is a truck,
car, aeroplane or death star) allows us to apply the same or similar
behaviour for every object. If the information is available, we will
process it, if it is not, we will not do anything.
All in all
^^^^^^^^^^
Once we split up the previously OOP-style classes into pure data containers and
some separate processing code for the behaviour, we are talking about components
and (processing) systems. A component is a data container, ideally grouping
related information on a granular level, so that it is easy to (re)use.
When you combine different components to build your in-application objects and
instantiate those, we are talking about entities.
.. image:: images/ebs.png
*Component*
provides information (data bag)
*Entity*
In-application instance that consists of *component* items
*System*
Application logic for working with *Entity* items and their
*component* data
*World*
The environment that contains the different *System* instances and
all *Entity* items with their *component* data
Within a strict COP design, the application logic (ideally) only knows about
data to process. It does not know anything about entities or complex classes
and only operates on the data.
.. image:: images/copprocessing.png
To keep things simple, modular and easy to maintain and change, you usually
create small processing systems, which perform the necessary operations on the
data they shall handle. That said, a ``MovementSystem`` for our car entity would
only operate on the position and velocity component of the car entity. It does
not know anything about the the car's sprite or sounds that the car makes,
since *this is nothing it has to deal with*.
To display the car on the screen, a ``RenderingSystem`` might pick up the
sprite component of the car, maybe along with the position information (so it
knows, where to place the sprite) and render it on the screen.
If you want the car to play sounds, you would add an audio playback system,
that can perform the task. Afterwards you can add the necessary audio
information via a sound component to the car and it will make noise.
Component-based design with sdl2.ext
------------------------------------
.. note::
This section will deal with the specialities of COP patterns and
provide the bare minimum of information. If you are just starting with
such a design, it is recommended to read through the :ref:`pong-tutorial`
tutorial.
:mod:`sdl2.ext` provides a :class:`World` class in which all other objects
will reside. The :class:`World` will maintain both, :class:`Entity` and
component items, and allows you to set up the processing logic via
the :class:`System` and :class:`Applicator` classes. ::
>>> appworld = World()
Components can be created from any class that inherits from the
:class:`object` type and represent the data bag of information for the
entity and application world. Ideally, they should avoid any
application logic (except from getter and setter properties). ::
class Position2D(object):
def __init__(self, x=0, y=0):
self.x = x
self.y = y
:class:`Entity` objects define the in-application objects and only consist of
component-based attributes. They also require a :class:`World` at
object instantiation time. ::
class CarEntity(Entity):
def __init__(self, world, x=0, y=0):
self.position2d = Position2D(x, y)
.. note::
The *world* argument in ``__init__()`` is necessary. It will be
passed to the internal ``__new__()`` constructor of the
:class:`Entity` and stores a reference to the :class:`World` and also
allows the :class:`Entity` to store its information in the
:class:`World`.
The :class:`Entity` also requries its attributes to be named exactly as
their component class name, but in lowercase letters. If you name a
component ``MyAbsolutelyAwesomeDataContainer``, an :class:`Entity` will
force you to write the following: ::
class SomeEntity(Entity):
def __init__(self, world):
self.myabsolutelyawesomedatacontainer = MyAbsolutelyAwesomeDataContainer()
.. note::
This is not entirely true. A reference of the object will be stored on a
per-class-in-mro basis. This means that if ``MyAbsolutelyAwesomeDataContainer``
inherits from ``ShortName``, you can also do: ::
class SomeEntity(Entity):
def __init__(self, world):
self.shortname = MyAbsolutelyAwesomeDataContainer()
Components should be as atomic as possible and avoid complex
inheritance. Since each value of an :class:`Entity` is stored per class
in its mro list, components inheriting from the same class(es) will
overwrite each other on conflicting classes: ::
class Vector(Position2D):
def __init__(self, x=0, y=0, z=0):
super(Vector, self).__init__(x, y)
class SomeEntity(Entity):
def __init__(self, world):
# This will associate self.position2d with the new Position2D
# value, while the previous Vector association is overwritten
self.position2d = Position2D(4, 4)
# self.vector will also associate a self.position2d attribute
# with the Entity, since Vector inherits from Position2D. The
# original association will vanish, and each call to
# entity.position2d will effectively manipulate the vector!
self.vector = Vector(1,2,3)
API
---
.. class:: Entity(world : World)
An entity is a specific object living in the application world. It
does not carry any data or application logic, but merely acts as
identifier label for data that is maintained in the application
world itself.
As such, it is a composition of components, which would not exist
without the entity identifier. The entity itself is non-existent to
the application world as long as it does not carry any data that can
be processed by a system within the application world.
.. attribute:: id
The id of the Entity. Every Entity has a unique id, that is
represented by a :class:`uuid.UUID` instance.
.. attribute:: world
The :class:`World` the entity resides in.
.. method:: delete() -> None
Deletes the :class:`Entity` from its :class:`World`. This
basically calls :meth:`World.delete()` with the :class:`Entity`.
.. class:: Applicator()
A processing system for combined data sets. The :class:`Applicator`
is an enhanced :class:`System` that receives combined data sets based
on its set :attr:`System.componenttypes`
.. attribute:: is_applicator
A boolean flag indicating that this class operates on combined data sets.
.. attribute:: componenttypes
A tuple of class identifiers that shall be processed by the
:class:`Applicator`.
.. function:: process(world : World, componentsets : iterable)
Processes tuples of component items. *componentsets* will
contain object tuples, that match the :attr:`componenttypes`
of the :class:`Applicator`. If, for example, the :class:`Applicator`
is defined as ::
class MyApplicator(Applicator):
def __init__(self):
self.componenttypes = (Foo, Bar)
its process method will receive ``(Foo, Bar)`` tuples ::
def process(self, world, componentsets):
for foo_item, bar_item in componentsets:
...
Additionally, the :class:`Applicator` will not process all possible
combinations of valid components, but only those, which are associated
with the same :class:`Entity`. That said, an :class:`Entity` *must*
contain a ``Foo`` as well as a ``Bar`` component in order to
have them both processed by the :class:`Applicator` (while a
:class:`System` with the same ``componenttypes`` would pick either of
them, depending on their availability).
.. class:: System()
A processing system within an application world consumes the
components of all entities, for which it was set up. At time of
processing, the system does not know about any other component type
that might be bound to any entity.
Also, the processing system does not know about any specific entity,
but only is aware of the data carried by all entities.
.. attribute:: componenttypes
A tuple of class identifiers that shall be processed by the
:class:`System`
.. method:: process(world : World, components : iterable)
Processes component items.
This method has to be implemented by inheriting classes.
.. class:: World()
An application world defines the combination of application data and
processing logic and how the data will be processed. As such, it is a
container object in which the application is defined.
The application world maintains a set of entities and their related
components as well as a set of systems that process the data of the
entities. Each processing system within the application world only
operates on a certain set of components, but not all components of an
entity at once.
The order in which data is processed depends on the order of the
added systems.
.. attribute:: systems
The processing system objects bound to the world.
.. method:: add_system(system : object)
Adds a processing system to the world. The system will be
added as last item in the processing order.
The passed system does not have to inherit from :class:`System`, but
must feature a ``componenttypes`` attribute and a ``process()`` method,
which match the signatures of the :class:`System` class ::
class MySystem(object):
def __init__(self):
# componenttypes can be any iterable as long as it
# contains the classes the system should take care of
self.componenttypes = [AClass, AnotherClass, ...]
def process(self, world, components):
...
If the system shall operate on combined component sets as specified
by the :class:`Applicator`, the class instance must contain a
``is_applicator`` property, that evaluates to ``True`` ::
class MyApplicator(object):
def __init__(self):
self.is_applicator = True
self.componenttypes = [...]
def process(self, world, components):
pass
The behaviour can be changed at run-time. The ``is_applicator`` attribute
is evaluated for every call to :meth:`World.process()`.
.. method:: delete(entity : Entity)
Removes an :class:`Entity` from the World, including all its
component data.
.. method:: delete_entities(entities : iterable)
Removes a set of :class:`Entity` instances from the World,
including all their component data.
.. method:: insert_system(index : int, system : System)
Adds a processing :class:`System` to the world. The system will be
added at the specified position in the processing order.
.. method:: get_entities(component : object) -> [Entity, ...]
Gets the entities using the passed component.
.. note::
This will not perform an identity check on the component
but rely on its ``__eq__`` implementation instead.
.. method:: process()
Processes all component items within their corresponding
:class:`System` instances.
.. method:: remove_system(system : System)
Removes a processing :class:`System` from the world.

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.. currentmodule:: sdl2.ext
General purpose event handling routines
=======================================
.. class:: EventHandler(sender)
A simple event handling class, which manages callbacks to be
executed.
The EventHandler does not need to be kept as separate instance, but
is mainly intended to be used as attribute in event-aware class
objects. ::
>>> def myfunc(sender):
... print("event triggered by %s" % sender)
...
>>> class MyClass(object):
... def __init__(self):
... self.anevent = EventHandler(self)
...
>>> myobj = MyClass()
>>> myobj.anevent += myfunc
>>> myobj.anevent()
event triggered by <__main__.MyClass object at 0x801864e50>
.. attribute:: callbacks
A list of callbacks currently bound to the :class:`EventHandler`.
.. attribute:: sender
The responsible object that executes the :class:`EventHandler`.
.. method:: add(callback : Callable)
Adds a callback to the :class:`EventHandler`.
.. method:: remove(callback : Callable)
Removes a callback from the :class:`EventHandler`.
.. method:: __call__(*args) -> [ ... ]
Executes all connected callbacks in the order of addition,
passing the :attr:`sender` of the :class:`EventHandler` as first
argument and the optional args as second, third, ... argument to
them.
This will return a list containing the return values of the callbacks
in the order of their execution.
.. class:: MPEventHandler(sender)
An asynchronous event handling class based on :class:`EventHandler`,
in which callbacks are executed in parallel. It is the responsibility
of the caller code to ensure that every object used maintains a
consistent state. The :class:`MPEventHandler` class will not apply
any locks, synchronous state changes or anything else to the
arguments or callbacks being used. Consider it a "fire-and-forget" event
handling strategy.
.. note::
The :class:`MPEventHandler` relies on the :mod:`multiprocessing`
module. If the module is not available in the target environment,
a :exc:`sdl2.ext.compat.UnsupportedError` is raised.
Also, please be aware of the restrictions that apply to the
:mod:`multiprocessing` module; arguments and callback functions for
example have to be pickable, etc.
.. method:: __call__(*args) -> AsyncResult
Executes all connected callbacks within a
:class:`multiprocessing.pool.Pool`, passing the :attr:`sender` as first
argument and the optional *args* as second, third, ... argument to them.
This will return a :class:`multiprocessing.pool.AsyncResult` containing
the return values of the callbacks in the order of their execution.

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.. currentmodule:: sdl2.ext
Text rendering routines
=======================
.. class:: BitmapFont(surface : Sprite, size : iterable[, mapping=None)
A bitmap graphics to character mapping. The :class:`BitmapFont` class
uses an image *surface* to find and render font character glyphs for
text. It requires a mapping table, which denotes the characters
available on the image.
The mapping table is a list of strings, where each string reflects a
*line* of characters on the image. Each character within each line
has the same size as specified by the size argument.
A typical mapping table might look like ::
[ '0123456789',
'ABCDEFGHIJ',
'KLMNOPQRST',
'UVWXYZ ',
'abcdefghij',
'klmnopqrst',
'uvwxyz ',
',;.:!?+-()' ]
.. attribute:: surface
The :class:`sdl2.SDL_Surface` containing the character bitmaps.
.. attribute:: offsets
A dict containing the character offsets on the :attr:`surface`.
.. attribute:: mapping
The character mapping table, a list of strings.
.. attribute:: size
The size of an individual glyph bitmap on the font.
.. method:: render(text : string[, bpp=None]) -> Sprite
Renders the passed text on a new :class:`Sprite` and returns it.
If no explicit *bpp* are provided, the bpp settings of the
:attr:`.surface` are used.
.. method:: render_on(surface : Sprite, text : string[, \
offset=(0, 0)]) -> (int, int, int, int)
Renders a text on the passed sprite, starting at a specific
offset. The top-left start position of the text will be the
passed *offset* and a 4-value tuple with the changed area will be
returned.
.. method:: contains(c : string) -> bool
Checks, whether a certain character exists in the font.
.. method:: can_render(text : string) -> bool
Checks, whether all characters in the passed *text* can be rendered.
.. class:: FontManager(font_path : str[, alias=None[, size=16[, color=Color(255, 255, 255)[, bg_color=Color(0, 0, 0)[, index=0]]]]])
Manage fonts and rendering of text.
One font path must be given to initialise the FontManager.
:attr:`default_font` will be set to this font. *size* is the default
font size in pixels. *color* and *bg_color* will give the FontManager
a default color. *index* will select a specific font face from a file
containing multiple font faces. The first face is always at index 0. It can
be used for TTC (TrueType Font Collection) fonts.
.. attribute:: bg_color
The :class:`sdl2.ext.Color` to be used as background color.
.. attribute:: color
The :class:`sdl2.ext.Color` to be used for rendering text.
.. attribute:: default_font
Returns the name of the current default font being used by the
:class:`FontManager`. On assigning :attr:`default_font`,
the value must be a loaded font alias.
.. attribute:: size
The default font size in pixels.
.. method:: add(font_path : str[, alias=None[, size=None[, index=0]]])) -> sdl2.sdlttf.TTF_Font
Add a font to the :class:`FontManager`. *alias* is by default the
font name, any other name can be passed, *size* is the font size
in pixels and defaults to :attr:`size`. *index* selects a specific font
face from a TTC (TrueType Font Collection) file. Returns the font pointer
stored in :attr:`fonts`.
.. method:: close()
Closes all fonts used by the :class:`FontManager`.
.. method:: render(text : str[, alias=None[, size=None[, width=None[, color=None[, bg_color=None[, **kwargs]]]]]]) -> sdl2.SDL_Surface
Renders text to a surface. This method uses the font designated by
the passed *alias* or, if *alias* is omitted, by the set
:attr:`default_font`. A *size* can be passed even if the font was
not loaded with this size. A *width* can be given for automatic line
wrapping. If no *bg_color* or *color* are given, it will default to
the FontManager's :attr:`bg_color` and :attr:`color`.

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.. currentmodule:: sdl2.ext
User interface elements
=======================
User interface elements within :mod:`sdl2.ext` are simple
:class:`Sprite` objects, which are enhanced by certain input hooks; as such,
they are not classes on their own, but implemented as mixins. The user input
itself is handled by an :class:`UIProcessor` object, which takes care of
delegating input events, such as mouse movements, clicks and keyboard input,
to the correct UI element.
Depending on the event type (e.g. pressing a mouse button), the UIProcessor
will execute its matching method (e.g. ``mousedown()``) with only those UI
elements, which support the event type.
.. image:: images/uiprocessing.png
.. _ui-elem-types:
UI element types
----------------
Every :class:`sdl2.ext` UI element is a simple :class:`Sprite` object, to
which additional attributes and methods are bound.
Every UI element features the following attributes
``element.uitype``
The ``uitype`` attribute can have one of the following values,
identifying the UI element:
* ``BUTTON`` - a UI element, which can react on mouse input
* ``CHECKBUTTON`` - as ``BUTTON``, but it retains its state on clicks
* ``TEXTENTRY`` - a UI element that reacts on keyboard input
``element.events``
A dictionary containing the SDL2 event mappings. Each supported SDL2 event
(e.g. ``SDL_MOUSEMOTION``) is associated with a bound
:class:`EventHandler` acting as callback for user code
(e.g. ``mousemotion()``).
Depending on the exact type of the element, it will feature additional methods
and attributes explained below.
Button elements
^^^^^^^^^^^^^^^
``BUTTON`` UI elements feature a ``state`` attribute, which can be one of the
following values.
======== =====================================================================
state Description
======== =====================================================================
RELEASED Indicates that the UI element is not pressed.
HOVERED Indicates that the mouse cursor is currently hovering the UI element.
PRESSED Indicates that a mouse button is pressed on the UI element.
======== =====================================================================
``BUTTON`` UI elements react with the following event handlers on events:
``button.motion(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if the mouse moves around while
being over the ``BUTTON``.
``button.pressed(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if a mouse button is pressed on
the ``BUTTON``.
``button.released(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if a mouse button is released on
the ``BUTTON``.
``button.click(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if a mouse button is pressed and
released on the ``BUTTON``.
Besides the ``BUTTON`` a special ``CHECKBUTTON`` UI element type exists,
which enhances the ``BUTTON`` bindings by an additional ``checked`` attribute.
The ``checked`` attribute switches its status (``False`` to ``True`` and
``True`` to ``False``) every time the UI element is clicked.
Text input elements
^^^^^^^^^^^^^^^^^^^
``TEXTENTRY`` elements react on text input, once they are activated. Text being
input, once a ``TEXTENTRY`` has been activated, is stored in its ``text``
attribute.
The ``TEXTENTRY`` reacts with the following event handlers on events:
``textentry.motion(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if the mouse moves around while
being over the ``TEXTENTRY``.
``textentry.pressed(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if a mouse button is pressed on
the ``TEXTENTRY``.
``textentry.released(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked, if a mouse button is released on
the ``TEXTENTRY``.
``textentry.keydown(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked on pressing a key.
``textentry.keyup(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked on releasing a key.
``textentry.input(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked on text input events.
Text input events are automatically created, once the :class:`UIProcessor`
activates a ``TEXTENTRY`` UI element.
``textentry.editing(event : sdl2.events.SDL_Event)``
An :class:`EventHandler` that is invoked on text editing events. Text
editing events are automatically created, once the :class:`UIProcessor`
activates a ``TEXTENTRY`` UI element.
Text editing events are however only raised, if an IME system is involved,
which combines glyphs and symbols to characters or word fragments.
API
---
.. class:: UIFactory(spritefactory : SpriteFactory[, **kwargs])
A factory class for creating UI elements. The :class:`UIFactory`
allows you to create UI elements based on the
:class:`Sprite` class. To do this, it requires a :class:`SpriteFactory`,
which will create the sprites, to which the :class:`UIFactory` then binds
the additional methods and attributes.
The additional *kwargs* are used as default arguments for creating
**sprites** within the factory methods.
.. attribute:: default_args
A dictionary containing the default arguments to be passed to the
sprite creation methods of the bound :class:`SpriteFactory`.
.. attribute:: spritefactory
The :class:`SpriteFactory` being used for creating new :class:`Sprite`
objects.
.. method:: create_button(**kwargs) -> Sprite
Creates a new button UI element.
*kwargs* are the arguments to be passed for the sprite
construction and can vary depending on the sprite type.
See :meth:`SpriteFactory.create_sprite()` for further details.
.. method:: create_check_button(**kwargs) -> Sprite
Creates a new checkbutton UI element.
*kwargs* are the arguments to be passed for the sprite
construction and can vary depending on the sprite type.
See :meth:`SpriteFactory.create_sprite()` for further details.
.. method:: create_text_entry(**kwargs) -> Sprite
Creates a new textentry UI element.
*kwargs* are the arguments to be passed for the sprite
construction and can vary depending on the sprite type.
See :meth:`SpriteFactory.create_sprite()` for further details.
.. method:: from_color(color : object , size) -> Sprite
Creates a UI element with a specific color.
*uitype* must be one of the supported :ref:`ui-elem-types` classifying
the type of UI element to be created.
.. method:: from_image(uitype : int, fname : str) -> Sprite
Creates a UI element from an image file. The image must be
loadable via :func:`load_image()`.
*uitype* must be one of the supported :ref:`ui-elem-types` classifying
the type of UI element to be created.
.. method:: from_object(uitype : int, obj: object) -> Sprite
Creates a UI element from an object. The object will be passed through
:func:`sdl2.rwops_from_object()` in order to try to load image data from
it.
*uitype* must be one of the supported :ref:`ui-elem-types` classifying
the type of UI element to be created.
.. method:: from_surface(uitype : int, surface : SDL_Surface[, free=False]) -> Sprite
Creates a UI element from the passed
:class:`sdl2.surface.SDL_Surface`. If *free* is set to
``True``, the passed *surface* will be freed automatically.
*uitype* must be one of the supported :ref:`ui-elem-types` classifying
the type of UI element to be created.
.. class:: UIProcessor()
A processing system for user interface elements and events.
.. attribute:: handlers
A dict containing the mapping of SDL2 events to the available
:class:`EventHandler` bindings of the :class:`UIProcessor`.
.. method:: activate(component : object) -> None
Activates a UI control to receive text input.
.. method:: deactivate(component : object) -> None
Deactivate the currently active UI control.
.. method:: passevent(component : object, event : SDL_Event) -> None
Passes the *event* to a *component* without any additional checks or
restrictions.
.. method:: mousemotion(component : object, event : SDL_Event) -> None
Checks, if the event's motion position is on the *component* and
executes the component's event handlers on demand. If the motion event
position is not within the area of the *component*, nothing will be
done. In case the component is a ``BUTTON``, its :attr:`state` will be
adjusted to reflect, if it is currently hovered or not.
.. method:: mousedown(component : object, event : SDL_Event) -> None
Checks, if the event's button press position is on the *component* and
executes the component's event handlers on demand. If the button press
position is not within the area of the component, nothing will be done.
In case the component is a ``BUTTON``, its :attr:`state`
will be adjusted to reflect, if it is currently pressed or not.
In case the component is a ``TEXTENTRY`` and the pressed button is
the primary mouse button, the component will be marked as the next
control to activate for text input.
.. method:: mouseup(self, component, event) -> None
Checks, if the event's button release position is on the *component* and
executes the component's event handlers on demand. If the button release
position is not within the area of the component, nothing will be done.
In case the component is a ``BUTTON``, its :attr:`state`
will be adjusted to reflect, whether it is hovered or not.
If the button release followed a button press on the same component and
if the button is the primary button, the ``click()`` event handler is
invoked, if the component is a ``BUTTON``.
.. method:: dispatch(obj : object, event : SDL_Event) -> None
Passes an event to the given object. If *obj* is a
:class:`World` object, UI relevant components will receive
the event, if they support the event type. If *obj* is a single object,
``obj.events`` **must** be a dict consisting of SDL event type
identifiers and :class:`EventHandler` instances bound
to the object. If *obj* is a iterable, such as a list or set, every
item within *obj* **must** feature an ``events`` attribute as
described above.
.. method:: process(world : World, components : iterable) -> None
The :class:`UIProcessor` class does not implement the `process()`
method by default. Instead it uses :meth:`dispatch()` to send events
around to components. :meth:`process()` does nothing.

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.. currentmodule:: sdl2.ext
Image loaders
=============
.. function:: get_image_formats() -> (str, str, ...)
Gets the formats supported by PySDL2 in the default installation.
.. function:: load_image(fname : str[, enforce=None]) -> sdl2.SDL_Surface
Creates a :class:`sdl2.SDL_Surface` from an image file.
This function makes use of the `Python Imaging Library
<http://www.pythonware.com/products/pil/>`_, if it is available on the
target execution environment. The function will try to load the file via
:mod:`sdl2` first. If the file could not be loaded, it will try to load it
via :mod:`sdl2.sdlimage` and PIL.
You can force the function to use only one of them, by passing the
*enforce* as either ``"PIL"`` or ``"SDL"``.
.. note::
This will call :func:`sdl2.sdlimage.IMG_Init()` implicitly with the
default arguments, if the module is available and if
:func:`sdl2.SDL_LoadBMP()` failed to load the image.

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.. module:: sdl2.ext.particles
:synopsis: A simple particle system.
sdl2.ext.particles - A simple particle system
=============================================
.. class:: ParticleEngine()
A simple particle processing system. The :class:`ParticleEngine`
takes care of creating, updating and deleting particles via callback
functions. It only decreases the life of the particles by itself and
marks them as dead, once the particle's life attribute has reached 0
or below.
.. attribute:: createfunc
Function for creating new particles. The function needs to take
two arguments, the ``world`` argument passed to :meth:`process()`
and a list of the particles considered dead (:attr:`Particle.life`
<= 0). ::
def creation_func(world, deadparticles):
...
.. attribute:: updatefunc
Function for updating existing, living particles. The function
needs to take two arguments, the ``world`` argument passed to
:meth:`process()` and a :class:`set` of the still living
particles. ::
def update_func(world, livingparticles):
...
.. attribute:: deletefunc
Function for deleting dead particles. The function needs to take
two arguments, the ``world`` argument passed to :meth:`process()`
and a list of the particles considered dead (:attr:`Particle.life`
<= 0). ::
def deletion_func(world, deadparticles):
...
.. method:: process(world : World, components : iterable) -> None
Processes all particle components, decreasing their life by 1.
Once the life of all particle components has been decreased
properly and the particles considered dead (life <= 0) are
identified, the creation, update and deletion callbacks are
invoked.
The creation callback takes the passed world as first and the
list of dead particles as second argument. ::
def particle_createfunc(world, list_of_dead_ones):
...
Afterwards the still living particles are passed to the update
callback, which also take the passed world as first and the
living particles as set as second argument. ::
def particle_updatefunc(world, set_of_living_ones):
...
Finally, the dead particles need to be deleted in some way or
another, which is done by the deletion callback, taking the
passed world as first and the list of dead particles as second
argument. ::
def particle_deletefunc(world, list_of_dead_ones):
...
.. class:: Particle(x, y, life : int)
A simple particle component type. It only contains information about
a x- and y-coordinate and its current life time. The life time will
be decreased by 1, every time the particle is processed by the
:class:`ParticleEngine`.
.. attribute:: x
The x coordinate of the particle.
.. attribute:: y
The y coordinate of the particle.
.. attribute:: life
The remaining life time of the particle.
.. attribute:: position
The x- and y-coordinate of the particle as tuple.

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.. currentmodule:: sdl2.ext
2D and 3D direct pixel access
=============================
.. class:: PixelView(source : object)
2D :class:`MemoryView` for :class:`SoftwareSprite` and
:class:`sdl2.SDL_surface` pixel access.
.. note::
If necessary, the *source* surface will be locked for accessing its
pixel data. The lock will be removed once the :class:`PixelView` is
garbage-collected or deleted.
The :class:`PixelView` uses a y/x-layout. Accessing ``view[N]`` will
operate on the Nth row of the underlying surface. To access a specific
column within that row, ``view[N][C]`` has to be used.
.. note::
:class:`PixelView` is implemented on top of the :class:`MemoryView`
class. As such it makes heavy use of recursion to access rows and
columns and can be considered as slow in contrast to optimised
ndim-array solutions such as :mod:`numpy`.
.. function:: pixels2d(source : object)
Creates a 2D pixel array, based on ``numpy.ndarray``, from the passed
*source*. *source* can be a :class:`SoftwareSprite` or
:class:`sdl2.SDL_Surface`. The ``SDL_Surface`` of the *source* will be
locked and unlocked automatically.
The *source* pixels will be accessed and manipulated directly.
.. note::
:func:`pixels2d` is only usable, if the numpy package is available
within the target environment. If numpy could not be imported, a
:exc:`sdl2.ext.compat.UnsupportedError` will be raised.
.. function:: pixels3d(source : object)
Creates a 3D pixel array, based on ``numpy.ndarray``, from the passed
*source*. *source* can be a :class:`SoftwareSprite`
or :class:`sdl2.SDL_Surface`. The ``SDL_Surface`` of the *source*
will be locked and unlocked automatically.
The *source* pixels will be accessed and manipulated directly.
.. note::
:func:`pixels3d` is only usable, if the numpy package is available
within the target environment. If numpy could not be imported, a
:exc:`sdl2.ext.compat.UnsupportedError` will be raised.

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.. currentmodule:: sdl2.ext
Resource management
===================
Every application usually ships with various resources, such as image and data
files, configuration files and so on. Accessing those files in the folder
hierarchy or in a bundled format for various platforms can become a complex
task. The :class:`Resources` class allows you to manage different application
data in a certain directory, providing a dictionary-style access functionality
for your in-application resources.
Let's assume, your application has the following installation layout ::
Application Directory
Application.exe
Application.conf
data/
background.jpg
button1.jpg
button2.jpg
info.dat
Within the ``Application.exe`` code, you can - completely system-agnostic -
define a new resource that keeps track of all ``data`` items. ::
apppath = os.path.dirname(os.path.abspath(__file__))
appresources = Resources(os.path.join(apppath, "data"))
# Access some images
bgimage = appresources.get("background.jpg")
btn1image = appresources.get("button1.jpg")
...
To access individual files, you do not need to concat paths the whole
time and regardless of the current directory, your application operates
on, you can access your resource files at any time through the
:class:`Resources` instance, you created initially.
The :class:`Resources` class is also able to scan an index archived files,
compressed via ZIP or TAR (gzip or bzip2 compression), and subdiectories
automatically. ::
Application Directory
Application.exe
Application.conf
data/
audio/
example.wav
background.jpg
button1.jpg
button2.jpg
graphics.zip
[tileset1.bmp
tileset2.bmp
tileset3.bmp
]
info.dat
tilesimage = appresources.get("tileset1.bmp")
audiofile = appresources.get("example.wav")
If you request an indexed file via :meth:`Resources.get`, you will receive
a :class:`io.BytesIO` stream, containing the file data, for further processing.
.. note::
The scanned files act as keys within the :class:`Resources` class. This
means that two files, that have the same name, but are located in different
directories, will not be indexed. Only one of them will be accessible
through the :class:`Resources` class.
API
---
.. class:: Resources([path=None[, subdir=None[, excludepattern=None]]])
The Resources class manages a set of file resources and eases
accessing them by using relative paths, scanning archives
automatically and so on.
.. method:: add(filename : string)
Adds a file to the resource container. Depending on the
file type (determined by the file suffix or name) the file will be
automatically scanned (if it is an archive) or checked for
availability (if it is a stream or network resource).
.. method:: add_archive(filename : string[, typehint="zip"])
Adds an archive file to the resource container. This will scan the
passed archive and add its contents to the list of available and
accessible resources.
.. method:: add_file(filename : string)
Adds a file to the resource container. This will only add the
passed file and do not scan an archive or check the file for
availability.
.. method:: get(filename : string) -> BytesIO
Gets a specific file from the resource container.
Raises a :exc:`KeyError`, if the *filename* could not be found.
.. method:: get_filelike(filename : string) -> file object
Similar to :meth:`get()`, but tries to return the original file
handle, if possible. If the found file is only available within an
archive, a :class:`io.BytesIO` instance will be returned.
Raises a :exc:`KeyError`, if the *filename* could not be found.
.. method:: get_path(filename : string) -> string
Gets the path of the passed *filename*. If *filename* is only
available within an archive, a string in the form
``filename@archivename`` will be returned.
Raises a :exc:`KeyError`, if the *filename* could not be found.
.. method:: scan(path : string[, subdir=None[, excludepattern=None])
Scans a path and adds all found files to the resource
container. If a file within the path is a supported archive (ZIP
or TAR), its contents will be indexed aut added automatically.
The method will consider the directory part (``os.path.dirname``)
of the provided *path* as path to scan, if the path is not a
directory. If *subdir* is provided, it will be appended to the
path and used as starting point for adding files to the resource
container.
*excludepattern* can be a regular expression to skip
directories, which match the pattern.
.. function:: open_tarfile(archive : string, filename : string \
[, directory=None[, ftype=None]]) -> BytesIO
Opens and reads a certain file from a TAR archive. The result is
returned as :class:`BytesIO` stream. *filename* can be a relative
or absolute path within the TAR archive. The optional *directory*
argument can be used to supply a relative directory path, under which
*filename* will be searched.
*ftype* is used to supply additional compression information, in
case the system cannot determine the compression type itself, and can
be either **"gz"** for gzip compression or **"bz2"** for bzip2
compression.
If the filename could not be found or an error occurred on reading it,
``None`` will be returned.
Raises a :exc:`TypeError`, if *archive* is not a valid TAR archive or
if *ftype* is not a valid value of ("gz", "bz2").
.. note::
If *ftype* is supplied, the compression mode will be enforced for
opening and reading.
.. function:: open_url(filename : string[, basepath=None]) -> file object
Opens and reads a certain file from a web or remote location. This
function utilizes the :mod:`urllib2` module for Python 2.7 and
:mod:`urllib` for Python 3.x, which means that it is restricted to
the types of remote locations supported by the module.
*basepath* can be used to supply an additional location prefix.
.. function:: open_zipfile(archive : string, filename : string \
[, directory : string]) -> BytesIO
Opens and reads a certain file from a ZIP archive. The result is
returned as :class:`BytesIO` stream. *filename* can be a relative
or absolute path within the ZIP archive. The optional *directory*
argument can be used to supply a relative directory path, under which
*filename* will be searched.
If the filename could not be found, a :exc:`KeyError` will be raised.
Raises a :exc:`TypeError`, if *archive* is not a valid ZIP archive.

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.. currentmodule:: sdl2.ext
Sprite, texture and pixel surface routines
==========================================
.. data:: TEXTURE
Indicates that texture-based rendering or sprite creation is wanted.
.. data:: SOFTWARE
Indicates that software-based rendering or sprite creation is wanted.
.. class:: Sprite()
A simple 2D object, implemented as abstract base class.
.. attribute:: x
The top-left horizontal offset at which the :class:`Sprite`
resides.
.. attribute:: y
The top-left vertical offset at which the :class:`Sprite`
resides.
.. attribute:: position
The top-left position (:attr:`x` and :attr:`y`) as tuple.
.. attribute:: size
The width and height of the :class:`Sprite` as tuple.
.. note::
This is an abstract property and needs to be implemented by inheriting
classes.
.. attribute:: area
The rectangular area occupied by the :class:`Sprite`.
.. attribute:: depth
The layer depth on which to draw the :class:`Sprite`.
:class:`Sprite` objects with higher :attr:`depth` values will be
drawn on top of other :class:`Sprite` values by the
:class:`SpriteRenderSystem`.
.. class:: SoftwareSprite()
A simple, visible, pixel-based 2D object, implemented on top of
SDL2 software surfaces.
.. attribute:: surface
The :class:`sdl2.SDL_Surface` containing the pixel data.
.. attribute:: size
The size of the :class:`SoftwareSprite` as tuple.
.. method:: subsprite(area : (int, int, int, int)) -> SoftwareSprite
Creates another :class:`SoftwareSprite` from a part of the
:class:`SoftwareSprite`. The two sprites share pixel data, so if the
parent sprite's surface is not managed by the sprite (``free`` is False),
you will need to keep it alive while the subsprite exists.
.. class:: TextureSprite()
A simple, visible, pixel-based 2D object, implemented on top of SDL2
textures.
.. attribute:: angle
The rotation angle for the :class:`TextureSprite`.
.. attribute:: center
The center to use for rotating the :class:`TextureSprite`. `None` will
reset the center to the default center of the :class:`TextureSprite`.
.. attribute:: flip
Allows the :class:`TextureSprite` to be flipped over its horizontal or
vertical axis via the appropriate SDL_FLIP_* value.
.. attribute:: size
The size of the :class:`TextureSprite` as tuple.
.. attribute:: texture
The :class:`sdl2.SDL_Texture` containing the texture data.
.. class:: SpriteRenderSystem()
A rendering system for :class:`Sprite` components. This is a base class for
rendering systems capable of drawing and displaying :class:`Sprite` based
objects. Inheriting classes need to implement the rendering capability by
overriding the render() method.
.. attribute:: sortfunc
Sort function for the component processing order. The default sort order
is based on the depth attribute of every sprite. Lower depth values will
cause sprites to be drawn below sprites with higher depth values. If
:attr:`sortfunc` shall be overridden, it must match the callback
requirements for :func:`sorted()`.
.. method:: process(world : World, components : iterable) -> None
Renders the passed :class:`Sprite` objects via the
:meth:`render()` method. The :class:`Sprite` objects are sorted
via :attr:`sortfunc` before they are passed to :meth:`render()`.
.. method:: render(sprite : iterable) -> None
Renders the :class:`Sprite` objects.
.. note::
This is a no-op function and needs to be implemented by inheriting
classes.
.. class:: SoftwareSpriteRenderSystem(window : object)
A rendering system for :class:`SoftwareSprite` components. The
:class:`SoftwareSpriteRenderSystem` class uses a :class:`sdl2.SDL_Window` as
drawing device to display :class:`SoftwareSprite` surfaces. It uses the
internal SDL surface of the *window* as drawing context, so that GL
operations, such as texture handling or the usage of SDL renderers is not
possible.
*window* can be either a :class:`sdl2.ext.Window` or
:class:`sdl2.SDL_Window` instance.
.. attribute:: window
The :class:`sdl2.SDL_Window` that is used as drawing device.
.. attribute:: surface
The :class:`sdl2.SDL_Surface` that acts as drawing context for
:attr:`window`.
.. method:: render(sprites : object[, x=None[, y=None]]) -> None
Draws the passed *sprites* on the :class:`sdl2.ext.Window` surface. *x*
and *y* are optional arguments that can be used as relative drawing
location for *sprites*. If set to ``None``, the location information of
the *sprites* are used. If set and *sprites* is an iterable, such as a
list of :class:`SoftwareSprite` objects, *x* and *y* are relative
location values that will be added to each individual sprite's
position. If *sprites* is a single :class:`SoftwareSprite`, *x* and *y*
denote the absolute position of the :class:`SoftwareSprite`, if set.
.. class:: TextureSpriteRenderSystem(target : object)
A rendering system for :class:`TextureSprite` components. The
:class:`TextureSpriteRenderSystem` class uses a :class:`sdl2.SDL_Renderer` as
drawing device to display :class:`Sprite` surfaces.
*target* can be a :class:`sdl2.ext.Window`, :class:`sdl2.SDL_Window`,
a:class:`sdl2.ext.Renderer` or a :class:`sdl2.SDL_Renderer`. If it is a
:class:`sdl2.ext.Window` or :class:`sdl2.SDL_Window` instance, it will try
to create a :class:`sdl2.SDL_Renderer` with hardware acceleration for it.
.. attribute:: sdlrenderer
The :class:`sdl2.SDL_Renderer` that is used as drawing context.
.. attribute:: rendertarget
The target for which the :attr:`renderer` was created, if any.
.. method:: render(sprites : object[, x=None[, y=None]]) -> None
Renders the passed *sprites* via the :attr:`renderer`. *x* and
*y* are optional arguments that can be used as relative drawing
location for *sprites*. If set to ``None``, the location
information of the *sprites* are used. If set and *sprites* is an
iterable, such as a list of :class:`TextureSprite` objects, *x*
and *y* are relative location values that will be added to each
individual sprite's position. If *sprites* is a single
:class:`TextureSprite`, *x* and *y* denote the absolute position of the
:class:`TextureSprite`, if set.
.. class:: SpriteFactory(sprite_type=TEXTURE, **kwargs)
A factory class for creating :class:`Sprite` objects. The
:class:`SpriteFactory` can create :class:`TextureSprite` or
:class:`SoftwareSprite` instances, depending on the *sprite_type*
being passed to it, which can be ``SOFTWARE`` or ``TEXTURE``. The
additional *kwargs* are used as default arguments for creating
sprites within the factory methods.
.. attribute:: sprite_type
The sprite type created by the factory. This will be either
``SOFTWARE`` for :class:`SoftwareSprite` or ``TEXTURE`` for
:class:`TextureSprite` objects.
.. attribute:: default_args
The default arguments to use for creating new sprites.
.. method:: create_software_sprite(size, bpp=32, masks=None) -> SoftwareSprite
Creates a software sprite. A *size* tuple containing the width and
height of the sprite and a *bpp* value, indicating the bits per
pixel to be used, need to be provided.
.. method:: create_sprite(**kwargs) -> Sprite
Creates a :class:`Sprite`. Depending on the :attr:`sprite_type`,
this will return a :class:`SoftwareSprite` or
:class:`TextureSprite`.
*kwargs* are the arguments to be passed for the sprite
construction and can vary depending on the sprite type. Usually
they have to follow the :meth:`create_software_sprite()` and
:meth:`create_texture_sprite()` method signatures. *kwargs*
however will be mixed with the set :attr:`default_args` so that
one does not necessarily have to provide all arguments, if they
are set within the :attr:`default_args`. If *kwargs* and
:attr:`default_args` contain the same keys, the key-value pair of
*kwargs* is chosen.
.. method:: create_sprite_render_system(*args, **kwargs) -> SpriteRenderSystem
Creates a new :class:`SpriteRenderSystem`, based on the set
:attr:`sprite_type`. If :attr:`sprite_type` is ``TEXTURE``, a
:class:`TextureSpriteRenderSystem` is created with the the
``renderer`` from the :attr:`default_args`. Other keyword
arguments are ignored in that case.
Otherwise a :class:`SoftwareSpriteRenderSystem` is created and *args*
and *kwargs* are passed to it.
.. method:: create_texture_sprite(renderer : object, size, pformat=sdl2.SDL_PIXELFORMAT_RGBA8888, access=sdl2.SDL_TEXTUREACCESS_STATIC) -> TextureSprite
Creates a texture sprite. A *size* tuple containing the width and
height of the sprite needs to be provided.
:class:`TextureSprite` objects are assumed to be static by
default, making it impossible to access their pixel buffer in
favour for faster copy operations. If you need to update the pixel
data frequently or want to use the texture as target for rendering
operations, *access* can be set to the relevant
SDL_TEXTUREACCESS_* flag.
.. method:: from_color(color : object , size, bpp=32, masks=None) -> Sprite
Creates a :class:`Sprite` with a certain color.
.. method:: from_image(fname : str) -> Sprite
Creates a :class:`Sprite` from an image file. The image must be
loadable via :func:`sdl2.ext.load_image()`.
.. method:: from_object(obj: object) -> Sprite
Creates a :class:`Sprite` from an object. The object will be
passed through :func:`sdl2.rwops_from_object()` in
order to try to load image data from it.
.. method:: from_surface(surface : SDL_Surface[, free=False]) -> Sprite
Creates a :class:`Sprite` from the passed
:class:`sdl2.SDL_Surface`. If *free* is set to
``True``, the passed *surface* will be freed automatically.
.. method:: from_text(text : str[, **kwargs]) -> Sprite
Creates a :class:`Sprite` from a string of text. This method
requires a :class:`sdl2.ext.FontManager` to be in *kwargs* or
:attr:`default_args`.
.. class:: Renderer(target : obj[, logical_size=None[, index=-1[, flags=sdl2.SDL_RENDERER_ACCELERATED]])
A rendering context for windows and sprites that can use hardware or
software-accelerated graphics drivers.
If target is a :class:`sdl2.ext.Window` or :class:`sdl2.SDL_Window`,
*index* and *flags* are passed to the relevant
:class:`sdl2.SDL_CreateRenderer()` call. If *target* is a
:class:`SoftwareSprite` or :class:`sdl2.SDL_Surface`, the *index*
and *flags* arguments are ignored.
.. attribute:: sdlrenderer
The underlying :class:`sdl2.SDL_Renderer`.
.. attribute:: rendertarget
The target for which the :class:`Renderer` was created.
.. attribute:: logical_size
The logical size of the renderer.
Setting this allows you to draw as if your renderer had this size, even
though the target may be larger or smaller. When drawing, the renderer will
automatically scale your contents to the target, creating letter-boxing or
sidebars if necessary.
To reset your logical size back to the target's, set it to ``(0, 0)``.
Setting this to a lower value may be useful for low-resolution effects.
Setting this to a larger value may be useful for antialiasing.
.. attribute:: color
The :class:`sdl2.ext.Color` to use for draw and fill operations.
.. attribute:: blendmode
The blend mode used for drawing operations (fill and line). This
can be a value of
* ``SDL_BLENDMODE_NONE`` for no blending
* ``SDL_BLENDMODE_BLEND`` for alpha blending
* ``SDL_BLENDMODE_ADD`` for additive color blending
* ``SDL_BLENDMODE_MOD`` for multiplied color blending
.. attribute:: scale
The horizontal and vertical drawing scale as two-value tuple.
.. method:: clear([color=None])
Clears the rendering context with the currently set or passed
*color*.
.. method:: copy(src : obj[, srcrect=None[, dstrect=None[, angle=0[, center=None[, flip=render.SDL_FLIP_NONE]]]]]) -> None
Copies (blits) the passed *src*, which can be a :class:`TextureSprite` or
:class:`sdl2.SDL_Texture`, to the target of the
:class:`Renderer`. *srcrect* is the source rectangle to be used for
clipping portions of *src*. *dstrect* is the destination rectangle.
*angle* will cause the texture to be rotated around *center* by the given
degrees. *flip* can be one of the SDL_FLIP_* constants and will flip the
texture over its horizontal or vertical middle axis. If *src* is a
:class:`TextureSprite`, *angle*, *center* and *flip* will be set from
*src*'s attributes, if not provided.
.. method:: draw_line(points : iterable[, color=None]) -> None
Draws one or multiple lines on the rendering context. If *line* consists
of four values ``(x1, y1, x2, y2)`` only, a single line is drawn. If
*line* contains more than four values, a series of connected lines is
drawn.
.. method:: draw_point(points : iterable[, color=None]) -> None
Draws one or multiple points on the rendering context. The *points*
argument contains the x and y values of the points as simple sequence in
the form ``(point1_x, point1_y, point2_x, point2_y, ...)``.
.. method:: draw_rect(rects : iterable[, color=None]) -> None
Draws one or multiple rectangles on the rendering context. *rects*
contains sequences of four values denoting the x and y offset and width
and height of each individual rectangle in the form ``((x1, y1, w1, h1),
(x2, y2, w2, h2), ...)``.
.. method:: fill(rects : iterable[, color=None]) -> None
Fills one or multiple rectangular areas on the rendering context with
the current set or passed *color*. *rects* contains sequences of four
values denoting the x and y offset and width and height of each
individual rectangle in the form ``((x1, y1, w1, h1), (x2, y2, w2, h2),
...)``.
.. method:: present() -> None
Refreshes the rendering context, causing changes to the render buffers
to be shown.

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.. currentmodule:: sdl2.ext
Software Surface manipulation
=============================
.. function:: subsurface(surface : SDL_Surface, area : (int, int, int, int)) -> SDL_Surface
Creates a surface from a part of another surface. The two surfaces share
pixel data.
.. note::
The newly created surface *must not* be used after its parent has been
freed!

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.. currentmodule:: sdl2.ext
Window routines to manage on-screen windows
===========================================
.. class:: Window(title : string, size : iterable[, position=None[, flags=None]])
The Window class represents a visible on-screen object with an optional
border and *title* text. It represents an area on the screen that can be
accessed by the application for displaying graphics and receive and
process user input.
The position to show the Window at is undefined by default, letting
the operating system or window manager pick the best location. The
behaviour can be adjusted through the ``DEFAULTPOS`` class variable. ::
Window.DEFAULTPOS = (10, 10)
The created Window is hidden by default, which can be overridden at
the time of creation by providing other SDL window flags through the
*flags* parameter. The default flags for creating Window instances
can be adjusted through the ``DEFAULTFLAGS`` class variable. ::
Window.DEFAULTFLAGS = sdl2.SDL_WINDOW_SHOWN
.. attribute:: window
The used :class:`sdl2.SDL_Window`.
.. attribute:: title
The title of the :class:`Window`.
.. attribute:: size
The size of the :class:`Window`.
.. method:: show() -> None
Show the :class:`Window` on the display.
.. method:: hide() -> None
Hide the :class:`Window`.
.. method:: maximize() -> None
Maximizes the :class:`Window` to the display's dimensions.
.. method:: minimize() -> None
Minimizes the :class:`Window` to an iconified state in the system tray.
.. method:: refresh() -> None
Refreshes the entire :class:`Window` surface.
.. note::
This only needs to be called, if a SDL_Surface was acquired via
:meth:`get_surface()` and is used to display contents.
.. method:: get_surface() -> SDL_Surface
Gets the :class:`sdl2.SDL_Surface` used by the :class:`Window` to
display 2D pixel data.
.. note::
Using this method will make the usage of GL operations, such as
texture handling or the usage of SDL renderers impossible.

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Release News
============
This describes the latest changes between the PySDL2 releases.
0.9.5
-----
Released on 2016-10-20.
* updated :mod:`sdl2` to include the latest changes of SDL2 (release 2.0.5)
* fixed issue #94: added support for TrueType font collection (TTC) files
* fixed issue #80: added flip and rotation support for TextureSprite objects
* renamed :attr:`sdl2.ext.Renderer.renderer` attribute to
:attr:`sdl2.ext.Renderer.sdlrenderer`. The `renderer` attribute is
deprecated and will be removed in a later version.
0.9.4
-----
Released on 2016-07-07.
* updated :mod:`sdl2` to include the latest changes of SDL2 (release 2.0.4)
* updated :mod:`sdl2.sdlttf` to include the latest changes of SDL_ttf (release 2.0.14)
* new :attr:`sdl2.ext.Renderer.logical_size` attribute to set or retrieve the logical
pixel size of a renderer
* fixed issue #48: be more noisy about DLL loading issues
* fixed issue #65: misleading documentation for :meth:`sdl2.ext.Renderer.draw_line()`
* fixed issue #67: Return a proper error code, when unittests running as subprocesses fail
* fixed issue #72: :func:`sdl2.video.SDL_GL_DrawableSize()` not available on import
* fixed issue #76: define missing SDL_PRESSED and SDL_RELEASED constants
* fixed issue #82: examples/gui.py fails due to an attribute error
* fixed issue #83: fix compatibility with newer PIL versions in
:func:`sdl2.ext.image.load_image()`
* fixed issue #84: The setter of :attr:`sdl2.ext.Renderer.scale` works properly now
* fixed issue #85: fix environment-dependent unit tests
* fixed issue #87: fix incorrect MIX_INIT_* constants in :mod:`sdl2.sdlmixer`
* fixed issue #88: use PILs `Image.tobyte()instead of the deprecated `Image.tostring()`
* fixed horizontical and vertical line drawing in :func:`sdl2.ext.line()`
* fixed a bug in :meth:`sdl2.ext.Renderer.draw_line()` for odd numbers of points
* dropped IronPython support
0.9.3
-----
Released on 2014-07-08.
* updated :mod:`sdl2` to include the latest changes of SDL2 (HG)
* new :attr:`sdl2.ext.Renderer.scale` attribute, which denotes the horizontal
and vertical drawing scale
* new :func:`sdl2.ext.point_on_line()` function to test, if a point lies on a
line segment
* PYSDL2_DLL_PATH can contain multiple paths separated by :attr:`os.pathsep`
to search for the libraries now
* :func:`sdl2.ext.get_image_formats()` only returns BMP image support now, if
SDL2_image and PIL are not found
* :func:`sdl2.ext.load_image()` tries to use :func:`sdl2.SDL_LoadBMP()` now,
if SDL2_image and PIL are not found
* fixed issue #55: :meth:`sdl2.SDL_GameControllerAddMappingsFromFile()` does
not raise a TypeError for Python 3.x anymore
* fixed issue #56: :meth:`sdl2.ext.Renderer.draw_line()` and
:func:`sdl2.ext.Renderer.draw_point()` handle multiple lines (or points) as
arguments properly now
* fixed issue #57: if SDL2_image is not installed and PIL is used, the loaded
pixel buffer of the image file is not referenced anymore after returning
from :func:`sdl2.ext.load_image()`, causing random segmentation faults
* fixed issue #58: raise a proper error,
if :meth:`sdl2.ext.FontManager.render()` could not render a text surface
* fixed issue #59: The :attr:`sdl2.ext.TextureSpriteRenderSystem.sdlrenderer`
attribute is correctly documented now
* fixed a local variable and module name collision in
:meth:`sdl2.ext.FontManager.render()`
Thanks to Filip M. Nowak for the PYSDL2_DLL_PATH improvement.
0.9.2
-----
Released on 2014-04-13.
* fixed issue #32: the line clipping algorithms do not run into precision
errors anymore
* fixed issue #53 (again): :func:`sdl2.video.SDL_GL_ResetAttributes()`
is properly wrapped now to retain backwards compatibility with previous
SDL2 releases
* fixed issue #54: text input is correctly converted for the text entry
component
* updated the example BMP files, which could not be loaded properly on
some systems with SDL2_image and PIL
0.9.1
-----
Released on 2014-04-05.
* fixed issue #50: corrected the :func:`sdl2.ext.load_image()`
documentation
* fixed issue #52: :meth:`sdl2.ext.Renderer.fill()`,
:meth:`sdl2.ext.Renderer.draw_rect()` and
:meth:`sdl2.ext.Renderer.draw_point()` convert sequences
correctly now
* fixed issue #53: provide backwards compatibility for previous
SDL2 releases by adding a wrapper func for
:func:`sdl2.cpuinfo.SDL_HasAVX()`
0.9.0
-----
Released on 2014-03-23.
**IMPORTANT: This release breaks backwards-compatibility. See the notes
for the issues #36 and #39.**
* updated :mod:`sdl2` to include the latest changes of SDL2 (release 2.0.3)
* new :func:`sdl2.ext.subsurface()` function to create subsurfaces from
:class:`sdl2.SDL_Surface` objects
* new :func:`sdl2.ext.SoftwareSprite.subsprite()` method to create
:class:`sdl2.ext.SoftwarSprite` objects sharing pixel data
* the unit test runner features a `--logfile` argument now to
safe the unit test output to a file
* issues #36, #39: the different render classes of sdl2.ext.sprite were renamed
* the ``sdl2.ext.RenderContext`` class was renamed to
:class:`sdl2.ext.Renderer` to be consistent with with SDL2's naming scheme
* ``sdl2.ext.SpriteRenderer`` was renamed to
:class:`sdl2.ext.SpriteRenderSystem`
* ``sdl2.ext.SoftwareSpriteRenderer`` was renamed to
:class:`sdl2.ext.SoftwareSpriteRenderSystem`
* ``sdl2.ext.TextureSpriteRenderer`` was renamed to
:class:`sdl2.ext.TextureSpriteRenderSystem`
* ``sdl2.ext.SpriteFactory.create_sprite_renderer()`` was renamed to
:meth:`sdl2.ext.SpriteFactory.create_sprite_render_system()`
* fixed :func:`sdl2.audio.SDL_LoadWAV()` macro to provide the correct arguments
* fixed issue #44: use a slightly less confusing ``ValueError``, if a renderer
argument for the :class:`sdl2.ext.SpriteFactory` is not provided
* fixed issue #43: improved the code reference for the improved bouncing
section in the docs
* fixed issue #40: typo in a ``RuntimeWarning`` message on loading the SDL2
libraries
* fixed issue #38: the points arguments of
:meth:`sdl2.ext.Renderer.draw_points()` are properly documented now
* fixed issue #37: :func:`sdl2.SDL_GetRendererOutputSize()` is now acccessible
via a wildcard import
* fixed issue #35: download location is now mentioned in the docs
* fixed issue #12: remove confusing try/except on import in the examples
0.8.0
-----
Released on 2013-12-30.
* updated PD information to include the CC0 dedication, since giving
software away is not enough anymore
* updated :mod:`sdl2` to include the latest changes of SDL2 (HG)
* fixed a wrong C mapping of :func:`sdl2.rwops.SDL_FreeRW()`
* fixed various issues within the :class:`sdl2.ext.BitmapFont` class
* issue #26: :attr:`sdl2.SDL_AudioSpec.callback` is a :func:`SDL_AudioCallBack`
now
* issue #30: the SDL_Add/DelHintCallback() unittest works with PyPy now
* issue #31: :func:`sdl2.sdlmixer.SDL_MIXER_VERSION()` returns the proper
version now
Thanks to Sven Eckelmann, Marcel Rodrigues, Michael McCandless,
Andreas Schiefer and Franz Schrober for providing fixes and
improvements.
0.7.0
-----
Released on 2013-10-27.
* updated :mod:`sdl2` to include the latest changes of SDL2 (release 2.0.1)
* fixed a bug in :meth:`sdl2.ext.FontManager.render()`, which did not apply
the text color correctly
* issue #14: improved the error messages on failing DLL imports
* issue #19: the :meth:`sdl2.ext.TextureSpriteRenderer.render()` and
:meth:`sdl2.ext.SoftwareSpriteRenderer.render()` methods do not
misinterpret x and y arguments anymore, if set to 0
* issue #21: :func:`sdl2.ext.load_image()` raises a proper
:exc:`UnsupportedError`, if neither SDL_image nor PIL are usable
Thanks to Marcel Rodrigues, Roger Flores and otus for providing fixes
and improvement ideas.
0.6.0
-----
Released on 2013-09-01.
* new :attr:`sdl2.ext.FontManager.size` attribute, which gives a default size
to be used for adding fonts or rendering text
* updated :mod:`sdl2` to include the latest changes of SDL2
* :meth:`sdl2.ext.RenderContext.copy()` accepts any 4-value sequence as source
or destination rectangle now
* issue #11: throw an :exc:`ImportError` instead of a
:exc:`RuntimeError`, if a third-party DLL could not be imported
properly
* fixed a bug in the installation code, which caused :mod:`sdl2.examples` not
to install the required resources
Thanks to Steven Johnson for his enhancements to the FontManager class.
Thanks to Marcel Rodrigues for the improvements to RenderContext.copy().
0.5.0
-----
Released on 2013-08-14.
* new :class:`sdl2.ext.FontManager` class, which provides simple TTF font
rendering.
* new :meth:`sdl2.ext.SpriteFactory.from_text()` method, which creates
text sprites
* put the SDL2 dll path at the beginning of PATH, if a PYSDL2_DLL_PATH
is provided to avoid loading issues for third party DLLs on Win32
platforms
* minor documentation fixes
Thanks to Dan Gillett for providing the FontManager and from_text()
enhancements and his patience regarding all the small change requests.
Thanks to Mihail Latyshov for providing fixes to the documentation.
0.4.1
-----
Released on 2013-07-26.
* updated :mod:`sdl2` to include the latest changes of SDL2
* improved DLL detection for DLLs not being in a library path
* fixed a bug in :meth:`sdl2.ext.RenderContext.draw_rect()` for drawing
a single rect
* fixed a bug in the :func:`repr` call for :class:`sdl2.ext.SoftwareSprite`
* issue #4: fixed a bug in :meth:`sdl2.ext.RenderContext.fill()` for filling
a single rect
* issue #5: fixed pip installation support
* issue #6: fixed a bug in :func:`sdl2.ext.get_events()`, which did not handle
more than 10 events in the queue correctly
* issue #8: :meth:`sdl2.ext.SpriteFactory.create_texture_sprite` can
create sprites to be used as rendering targets now
* issue #9: improved error messages on trying to bind non-existent library
functions via ctypes
* minor documentation fixes
Thanks to Steven Johnson, Todd Rovito, Bil Bas and Dan McCombs for
providing fixes and improvements.
0.4.0
-----
Released on 2013-06-08.
* new :mod:`sdl2.sdlmixer` module, which provides access to the
SDL2_mixer library
* issue #1: fixed libc loading for cases where libc.so is a ld script
* updated :mod:`sdl2` and :mod:`sdl2.sdlimage` to include the latest
changes of the libraries, they wrap
0.3.0
-----
Released on 2013-05-07.
* new :mod:`sdl2.sdlgfx` module, which provides access to the SDL2_gfx library
* new :mod:`sdl2.ext.UIFactory.from_color` method; it creates UI-supportive
sprites from a color
* fixed color argument bugs in :class:`sdl2.ext.RenderContext` methods
* fixed a module namespace issues in :mod:`sdl2.ext.pixelaccess`
* :mod:`sdl2.ext.SpriteFactory` methods do not use a default ``size`` argument
anymore; it has to provided by the caller
0.2.0
-----
Released on 2013-05-03.
* removed sdl2.ext.scene; it now lives in python-utils
* fixed :mod:`sdl2.haptic` module usage for Python 3
* fixed :func:`sdl2.SDL_WindowGetData` and :func:`sdl2.SDL_WindowSetData`
wrappers
* fixed :meth:`sdl2.ext.RenderContext.copy`
* fixed :mod:`sdl2.ext.font` module usage for Python 3
* fixed :func:`sdl2.ext.line`
* :mod:`sdl2` imports all submodules now
* improved documentation
0.1.0
-----
Released on 2013-04-23.
* Initial Release

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Todo list for PySDL2
====================
General
-------
* more unit tests
Windows
-------
* Add support for SDL_SetWindowsMessageHook()
* Add SDL_TOUCH_MOUSEID constant

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.. _hello_world:
Hello World
===========
Ahhh, the great tradition of saying "Hello World" in a programming
language. To whet your appetite, we will do this with a most simple
application, which will display an image. It is not important to understand
everything at once, which will be used by the example. Nearly all parts used
now are explained in later chapters, so do not hesitate, if the one or other
explanation is missing.
Importing
---------
Let's start with importing some basic modules, which are necessary to
display a small nice window and to do some basic drawing within that
window. ::
import sys
import sdl2.ext
RESOURCES = sdl2.ext.Resources(__file__, "resources")
We need some resources from the ``resources`` folder, so that we have a test
image around to display on the window later on. In your own applications, it is
unlikely that you will ever need to import them, but we need them here, so we
use the :mod:`sdl2.ext.Resources` class to have them available.
Window creation and image loading
---------------------------------
Any graphical application requires access to the screen, mostly in form
of a window, which basically represents a portion of the screen, the
application has access to and the application can manipulate. In most cases
that portion has a border and title bar around it, allowing the user to move
it around on the screen and reorganise everything in a way to fit his needs.
Once we have imported all necessary parts, let's create a window to have
access to the screen, so we can display the logo and thus represent it
to the user. ::
sdl2.ext.init()
window = sdl2.ext.Window("Hello World!", size=(640, 480))
window.show()
factory = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE)
sprite = factory.from_image(RESOURCES.get_path("hello.bmp"))
spriterenderer = factory.create_sprite_render_system(window)
spriterenderer.render(sprite)
First, we initialise the :mod:`sdl2.ext` internals to gain access to the
screen and to be able to create windows on top of it. Once done with that,
:class:`sdl2.ext.Window` will create the window for us and we
supply a title to be shown on the window's border along with its initial size.
Since :class:`sdl2.ext.Window` instances are not shown by default,
we have to tell the operating system and window manager that there is a new
window to display by calling :meth:`sdl2.ext.Window.show()`.
Afterwards, we get an image from the resources folder and create a
:class:`sdl2.ext.Sprite` from it, which can be easily shown later
on. This is done via a :class:`sdl2.ext.SpriteFactory`, since the
factory allows us to switch between texture-based, hardware-accelerated, and
software-based sprites easily.
To display the image, we will use a :class:`sdl2.ext.SpriteRenderSystem`,
which supports the sprite type (texture- or software-based) and can copy the
image to the window for display. The :class:`sdl2.ext.SpriteRenderSystem`
needs to know, where to copy to, thus we have to supply the window as target
for copy and display operations.
All left to do is to initiate the copy process by calling
:class:`sdl2.ext.SpriteRenderSystem.render()` with the image we
created earlier.
.. tip::
You will notice that the sprite used above will always be drawn at the
top-left corner of the :class:`sdl2.ext.Window`. You can change
the position of where to draw it by changing its
:attr:`sdl2.ext.Sprite.position` value. ::
# will cause the renderer to draw the sprite 10px to the right and
# 20 px to the bottom
sprite.position = 10, 20
# will cause the renderer to draw the sprite 55px to the right and
# 10 px to the bottom
sprite.position = 55, 10
Experiment with different values to see their effect. Do not forget to do
this *before* ``spriterenderer.render(sprite)`` is called.
Making the application responsive
---------------------------------
We are nearly done now. We have an image to display, we have a window, where
the image should be displayed on, so we can execute the written code, not?
Well, yes, but the only thing that will happen is that we will notice a
short flickering before the application exits. Maybe we can even see
the window with the image for a short moment, but that's not what we
want, do we?
To keep the window on the screen and to make it responsive to user
input, such as closing the window, react upon the mouse cursor or key
presses, we have to add a so-called event loop. The event loop will deal
with certain types of actions happening on the window or while the
window is focused by the user and - as long as the event loop is
running - will keep the window shown on the screen. ::
processor = sdl2.ext.TestEventProcessor()
processor.run(window)
Since this is a very first tutorial, we keep things simple here and use a
dummy class for testing without actually dealing with the event loop magic.
By calling :meth:`sdl2.ext.TestEventProcessor.run()`, we implicitly start an
event loop, which takes care of the most important parts for us.
And here it ends...
-------------------
The window is shown, the image is shown, great! All left to do is to clean up
everything, once the application finishes. Luckily the
:class:`sdl2.ext.TestEventProcessor` knows when the window is closed, so
it will exit from the event loop. Once it exits, we should clean up the
video internals, we initialised at the beginning. Thus, a final call to ::
sdl2.ext.quit()
should be made.

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Learn to fly - the tutorials
============================
PySDL2 is easy to learn and a powerful multimedia programming framework. It
features efficient high- and low-level structures and an excellent
object-oriented programming layout.
The following tutorials will guide you through your first applications
written with PySDL2 and introduces certain parts of the PySDL2 packages to
you. They will most likely *not* cover each single part of PySDL2, but
instead show you the most noteworthy features.
.. toctree::
:maxdepth: 2
helloworld.rst
pong.rst
pygamers.rst

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.. _pong-tutorial:
The Pong Game
=============
The following tutorial will show you some capabilities of the component-based
approach, PySDL2 features. We will create the basics of a simple Pong game
implementation here. The basics of creating a event loop, dealing with
user input, moving images around and creating a rendering function are
covered in this tutorial.
Getting started
---------------
We start with creating the window and add a small event loop, so we are able
to close the window and exit the game. ::
import sys
import sdl2
import sdl2.ext
def run():
sdl2.ext.init()
window = sdl2.ext.Window("The Pong Game", size=(800, 600))
window.show()
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
running = False
break
window.refresh()
return 0
if __name__ == "__main__":
sys.exit(run())
The import statements, video initialisation and window creation were
discussed previously in the :ref:`hello_world` tutorial. We import everything
from the :mod:`sdl2` package here, too, to have all SDL2 functions available.
Instead of some integrated event processor, a new code fragment is
introduced, though. ::
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
running = False
break
window.refresh()
The while loop above is the main event loop of our application. It deals with
all kinds of input events that can occur when working with the window, such as
mouse movements, key strokes, resizing operations and so on. SDL handles a lot
for us when it comes to events, so all we need to do is to check, if there are
any events, retrieve each event one by one, and handle it, if necessary. For
now, we will just handle the ``sdl2.SDL_QUIT`` event, which is raised when the
window is about to be closed.
In any other case we will just refresh the window's graphics buffer, so
it is updated and visible on-screen.
Adding the game world
---------------------
The window is available and working. Now let's take care of creating the
game world, which will manage the player paddles, ball, visible elements
and everything else. We are going to use an implementation layout loosely
based on a COP [#f1]_ pattern, which separates data structures and
functionality from each other. This allows us to change or enhance functional
parts easily without having to refactor all classes we are implementing.
We start with creating the two player paddles and the rendering engine
that will display them. ::
[...]
WHITE = sdl2.ext.Color(255, 255, 255)
class SoftwareRenderer(sdl2.ext.SoftwareSpriteRenderSystem):
def __init__(self, window):
super(SoftwareRenderer, self).__init__(window)
def render(self, components):
sdl2.ext.fill(self.surface, sdl2.ext.Color(0, 0, 0))
super(SoftwareRenderer, self).render(components)
class Player(sdl2.ext.Entity):
def __init__(self, world, sprite, posx=0, posy=0):
self.sprite = sprite
self.sprite.position = posx, posy
def run():
...
world = sdl2.ext.World()
spriterenderer = SoftwareRenderer(window)
world.add_system(spriterenderer)
factory = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE)
sp_paddle1 = factory.from_color(WHITE, size=(20, 100))
sp_paddle2 = factory.from_color(WHITE, size=(20, 100))
player1 = Player(world, sp_paddle1, 0, 250)
player2 = Player(world, sp_paddle2, 780, 250)
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
running = False
break
world.process()
if __name__ == "__main__":
sys.exit(run())
The first thing to do is to enhance the
:class:`sdl2.ext.SoftwareSpriteRenderSystem` so that it will paint
the whole window screen black on every drawing cycle, before drawing all
sprites on the window.
Afterwards, the player paddles will be implemented, based on an
:class:`sdl2.ext.Entity` data container. The player paddles are
simple rectangular sprites that can be positioned anywhere on the
window.
In the main program function, we put those things together by creating a
:class:`sdl2.ext.World`, in which the player paddles and the renderer
can live and operate.
Within the main event loop, we allow the world to process all attached
systems, which causes it to invoke the ``process()`` methods for all
:class:`sdl2.ext.System` instances added to it.
Moving the ball
---------------
We have two static paddles centred vertically on the left and right of
our window. The next thing to do is to add a ball that can move around
within the window boundaries. ::
[...]
class MovementSystem(sdl2.ext.Applicator):
def __init__(self, minx, miny, maxx, maxy):
super(MovementSystem, self).__init__()
self.componenttypes = Velocity, sdl2.ext.Sprite
self.minx = minx
self.miny = miny
self.maxx = maxx
self.maxy = maxy
def process(self, world, componentsets):
for velocity, sprite in componentsets:
swidth, sheight = sprite.size
sprite.x += velocity.vx
sprite.y += velocity.vy
sprite.x = max(self.minx, sprite.x)
sprite.y = max(self.miny, sprite.y)
pmaxx = sprite.x + swidth
pmaxy = sprite.y + sheight
if pmaxx > self.maxx:
sprite.x = self.maxx - swidth
if pmaxy > self.maxy:
sprite.y = self.maxy - sheight
class Velocity(object):
def __init__(self):
super(Velocity, self).__init__()
self.vx = 0
self.vy = 0
class Player(sdl2.ext.Entity):
def __init__(self, world, posx=0, posy=0):
[...]
self.velocity = Velocity()
class Ball(sdl2.ext.Entity):
def __init__(self, world, sprite, posx=0, posy=0):
self.sprite = sprite
self.sprite.position = posx, posy
self.velocity = Velocity()
def run():
[...]
sp_ball = factory.from_color(WHITE, size=(20, 20))
[...]
movement = MovementSystem(0, 0, 800, 600)
spriterenderer = SoftwareRenderer(window)
world.add_system(movement)
world.add_system(spriterenderer)
[...]
ball = Ball(world, sp_ball, 390, 290)
ball.velocity.vx = -3
[...]
Two new classes are introduced here, ``Velocity`` and
``MovementSystem``. The ``Velocity`` class is a simple data bag. It
does not contain any application logic, but consists of the relevant
information to represent the movement in a certain direction. This
allows us to mark in-game items as being able to move around.
The ``MovementSystem`` in turn takes care of moving the in-game items around
by applying the velocity to their current position. Thus, we can simply enable
any ``Player`` instance to be movable or not by adding or removing a
velocity attribute to them, which is a ``Velocity`` component instance.
.. note::
The naming is important here. The EBS implementation as described in
:ref:`ref-ebs` requires every in-application or in-game item attribute
bound to a :class:`sdl2.ext.Entity` to be the lowercase class name of its
related component. ::
Player.vel = Velocity(10, 10)
for example would raise an exception, since the system expects
``Player.vel`` to be an instance of a ``Vel`` component.
The ``MovementSystem`` is a specialised :class:`sdl2.ext.System`, a
:class:`sdl2.ext.Applicator`, which can operate on combined sets of
data. When the :meth:`sdl2.ext.Applicator.process()` method is
called, the passed ``componentsets`` iterable will contain tuples of
objects that belong to an instance and feature a certain type. The
``MovementSystem``'s ``process()`` implementation hence will loop over
sets of ``Velocity`` and ``Sprite`` instances that belong to the same
:class:`sdl2.ext.Entity`. Since we have a ball and two players
currently available, it typically would loop over three tuples, two for
the individual players and one for the ball.
The :class:`sdl2.ext.Applicator` thus enables us to process combined
data of our in-game items, without creating complex data structures.
.. note::
Only entities that contain *all* attributes (components) are taken
into account. If e.g. the ``Ball`` class would not contain a
``Velocity`` component, it would not be processed by the
``MovementSystem``.
Why do we use this approach? The :class:`sdl2.ext.Sprite` objects carry a
position, which defines the location at which they should be rendered, when
processed by the ``SoftwareRenderer``. If they should move around (which is
a change in the position), we need to apply the velocity to them.
We also define some more things within the ``MovementSystem``, such as a
simple boundary check, so that the players and ball cannot leave the
visible window area on moving around.
Bouncing
--------
We have a ball that can move around as well as the general game logic
for moving things around. In contrast to a classic OO approach we do not
need to implement the movement logic within the ``Ball`` and ``Player``
class individually, since the basic movement is the same for all (yes,
you could have solved that with inheriting ``Ball`` and ``Player`` from
a ``MovableObject`` class in OO).
The ball now moves and stays within the bounds, but once it hits the
left side, it will stay there. To make it *bouncy*, we need to add a
simple collision system, which causes the ball to change its direction
on colliding with the walls or the player paddles. ::
[...]
class CollisionSystem(sdl2.ext.Applicator):
def __init__(self, minx, miny, maxx, maxy):
super(CollisionSystem, self).__init__()
self.componenttypes = Velocity, sdl2.ext.Sprite
self.ball = None
self.minx = minx
self.miny = miny
self.maxx = maxx
self.maxy = maxy
def _overlap(self, item):
pos, sprite = item
if sprite == self.ball.sprite:
return False
left, top, right, bottom = sprite.area
bleft, btop, bright, bbottom = self.ball.sprite.area
return (bleft < right and bright > left and
btop < bottom and bbottom > top)
def process(self, world, componentsets):
collitems = [comp for comp in componentsets if self._overlap(comp)]
if collitems:
self.ball.velocity.vx = -self.ball.velocity.vx
def run():
[...]
world = World()
movement = MovementSystem(0, 0, 800, 600)
collision = CollisionSystem(0, 0, 800, 600)
spriterenderer = SoftwareRenderer(window)
world.add_system(movement)
world.add_system(collision)
world.add_system(spriterenderer)
[...]
collision.ball = ball
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
running = False
break
sdl2.SDL_Delay(10)
world.process()
if __name__ == "__main__":
sys.exit(run())
The ``CollisionSystem`` only needs to take care of the ball and objects
it collides with, since the ball is the only unpredictable object within our
game world. The player paddles will only be able to move up and down
within the visible window area and we already dealt with that within the
``MovementSystem`` code.
Whenever the ball collides with one of the paddles, its movement
direction (velocity) should be inverted, so that it *bounces* back.
Additionally, we won't run at the full processor speed anymore in the
main loop, but instead add a short delay, using the
:func:`sdl2.SDL_Delay` function. This reduces the overall load on the
CPU and makes the game a bit slower.
Reacting on player input
------------------------
We have a moving ball that bounces from side to side. The next step
would be to allow moving one of the paddles around, if the player presses a
key. The SDL event routines allow us to deal with a huge variety of user and
system events that could occur for our application, but right now we are only
interested in key strokes for the Up and Down keys to move one of the player
paddles up or down. ::
[...]
def run():
[...]
running = True
while running:
events = sdl2.ext.get_events()
for event in events:
if event.type == sdl2.SDL_QUIT:
running = False
break
if event.type == sdl2.SDL_KEYDOWN:
if event.key.keysym.sym == sdl2.SDLK_UP:
player1.velocity.vy = -3
elif event.key.keysym.sym == sdl2.SDLK_DOWN:
player1.velocity.vy = 3
elif event.type == sdl2.SDL_KEYUP:
if event.key.keysym.sym in (sdl2.SDLK_UP, sdl2.SDLK_DOWN):
player1.velocity.vy = 0
sdl2.SDL_Delay(10)
world.process()
if __name__ == "__main__":
sys.exit(run())
Every event that can occur and that is supported by SDL2 can be identified by a
static event type code. This allows us to check for a key stroke, mouse button
press, and so on. First, we have to check for ``sdl2.SDL_KEYDOWN`` and
``sdl2.SDL_KEYUP`` events, so we can start and stop the paddle movement on
demand. Once we identified such events, we need to check, whether the pressed
or released key is actually the Up or Down key, so that we do not start or stop
moving the paddle, if the user presses R or G or whatever.
Whenever the Up or Down key are pressed down, we allow the left player
paddle to move by changing its velocity information for the vertical
direction. Likewise, if either of those keys is released, we stop moving
the paddle.
Improved bouncing
-----------------
We have a moving paddle and we have a ball that bounces from one side to
another, which makes the game ... quite boring. If you played Pong before,
you know that most variations of it will cause the ball to bounce in a
certain angle, if it collides with a paddle. Most of those
implementations achieve this by implementing the paddle collision as if
the ball collides with a rounded surface. If it collides with the center
of the paddle, it will bounce back straight, if it hits the paddle near
the center, it will bounce back with a pointed angle and on the corners
of the paddle it will bounce back with some angle close to 90 degrees to
its initial movement direction. ::
class CollisionSystem(sdl2.ext.Applicator):
[...]
def process(self, world, componentsets):
collitems = [comp for comp in componentsets if self._overlap(comp)]
if collitems:
self.ball.velocity.vx = -self.ball.velocity.vx
sprite = collitems[0][1]
ballcentery = self.ball.sprite.y + self.ball.sprite.size[1] // 2
halfheight = sprite.size[1] // 2
stepsize = halfheight // 10
degrees = 0.7
paddlecentery = sprite.y + halfheight
if ballcentery < paddlecentery:
factor = (paddlecentery - ballcentery) // stepsize
self.ball.velocity.vy = -int(round(factor * degrees))
elif ballcentery > paddlecentery:
factor = (ballcentery - paddlecentery) // stepsize
self.ball.velocity.vy = int(round(factor * degrees))
else:
self.ball.velocity.vy = - self.ball.velocity.vy
The reworked processing code above simulates a curved paddle by
creating segmented areas, which cause the ball to be reflected in
different angles. Instead of doing some complex trigonometry to
calculate an accurate angle and transform it on a x/y plane, we simply
check, where the ball collided with the paddle and adjust the vertical
velocity.
If the ball now hits a paddle, it can be reflected at different angles,
hitting the top and bottom window boundaries... and will stay there. If it
hits the window boundaries, it should be reflected, too, but not with a
varying angle, but with the exact angle, it hit the boundary with.
This means that we just need to invert the vertical velocity, once the
ball hits the top or bottom. ::
class CollisionSystem(sdl2.ext.Applicator):
[...]
def process(self, world, componentsets):
[...]
if (self.ball.sprite.y <= self.miny or
self.ball.sprite.y + self.ball.sprite.size[1] >= self.maxy):
self.ball.velocity.vy = - self.ball.velocity.vy
if (self.ball.sprite.x <= self.minx or
self.ball.sprite.x + self.ball.sprite.size[0] >= self.maxx):
self.ball.velocity.vx = - self.ball.velocity.vx
Creating an enemy
-----------------
Now that we can shoot back the ball in different ways, it would be nice
to have an opponent to play against. We could enhance the main event
loop to recognise two different keys and manipulate the second paddle's
velocity for two people playing against each other. We also could
create a simple computer-controlled player that tries to hit the ball
back to us, which sounds more interesting. ::
class TrackingAIController(sdl2.ext.Applicator):
def __init__(self, miny, maxy):
super(TrackingAIController, self).__init__()
self.componenttypes = PlayerData, Velocity, sdl2.ext.Sprite
self.miny = miny
self.maxy = maxy
self.ball = None
def process(self, world, componentsets):
for pdata, vel, sprite in componentsets:
if not pdata.ai:
continue
centery = sprite.y + sprite.size[1] // 2
if self.ball.velocity.vx < 0:
# ball is moving away from the AI
if centery < self.maxy // 2:
vel.vy = 3
elif centery > self.maxy // 2:
vel.vy = -3
else:
vel.vy = 0
else:
bcentery = self.ball.sprite.y + self.ball.sprite.size[1] // 2
if bcentery < centery:
vel.vy = -3
elif bcentery > centery:
vel.vy = 3
else:
vel.vy = 0
class PlayerData(object):
def __init__(self):
super(PlayerData, self).__init__()
self.ai = False
class Player(sdl2.ext.Entity):
def __init__(self, world, sprite, posx=0, posy=0, ai=False):
self.sprite = sprite
self.sprite.position = posx, posy
self.velocity = Velocity()
self.playerdata = PlayerData()
self.playerdata.ai = ai
def run():
[...]
aicontroller = TrackingAIController(0, 600)
world.add_system(aicontroller)
world.add_system(movement)
world.add_system(collision)
world.add_system(spriterenderer)
player1 = Player(world, sp_paddle1, 0, 250)
player2 = Player(world, sp_paddle2, 780, 250, True)
[...]
aicontroller.ball = ball
[...]
We start by creating a component ``PlayerData`` that flags a player as
being AI controlled or not. Afterwards, a ``TrackingAIController`` is
implemented, which, depending on the information of the ``PlayerData``
component, will move the specific player paddle around by manipulating
its velocity information.
The AI is pretty simple, just following the ball's vertical movement,
trying to hit it at its center, if the ball moves into the direction of
the AI-controlled paddle. As soon as the ball moves away from the
paddle, the paddle will move back to the vertical center.
.. tip::
Add ``True`` as last parameter to the first ``Player()`` constructor to
see two AIs playing against each other.
Next steps
----------
We created the basics of a Pong game, which can be found in the
examples folder. However, there are some more things to do, such as
* resetting the ball to the center with a random vertical velocity, if
it hits either the left or right window bounds
* adding the ability to track the points made by either player, if the
ball hit the left or right side
* drawing a dashed line in the middle to make the game field look
nicer
* displaying the points made by each player
It is your turn now to implement these features. Go ahead, it is not as
complex as it sounds.
* you can reset the ball's position in the ``CollisionSystem`` code,
by changing the code for the ``minx`` and ``maxx`` test
* you could enhance the ``CollisionSystem`` to process ``PlayerData``
components and add the functionality to add points there (or write a
small processor that keeps track of the ball only and processes only
the ``PlayerData`` and ``video.SoftSprite`` objects of each player for
adding points). Alternatively, you could use the
:class:`sdl2.ext.EventHandler` class to raise a score count
function within the ``CollisionSystem``, if the ball collides with
one of the paddles.
* write an own render sytem, based on :class:`sdl2.ext.Applicator`,
which takes care of position and sprite sets ::
StaticRepeatingSprite(Entity):
...
self.positions = Positions((400, 0), (400, 60), (400, 120), ...)
...
* draw some simple images for 0-9 and render them as sprites,
depending on the points a player made.
.. rubric:: Footnotes
.. [#f1] Component-Oriented Programming

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PySDL2 for Pygamers
===================
Care to move to a newer SDL with your Pygame knowledge? Then you should
know one thing or two about PySDL2 before hacking code, since it is
completely different from Pygame. Do not let that fact scare you away,
the basics with graphics and sound are still the same (as they are
fundamental), but you will not find many similarities to the Pygame API
within PySDL2.
.. todo::
More details, examples, etc.
Technical differences
---------------------
Pygame is implemented as a mixture of Python, C and Assembler code,
wrapping 3rd party libraries with CPython API interfaces. PySDL2 in
contrast is written in pure Python, using :mod:`ctypes` to interface
with the C interfaces of 3rd party libraries.
API differences
---------------
pygame
^^^^^^
======================= =================================================
pygame sdl2
======================= =================================================
``init()`` :func:`sdl2.SDL_Init()` where appropriate
``quit()`` :func:`sdl2.SDL_Quit()` where appropriate
``error`` No equivalent
``get_error()`` :func:`sdl2.SDL_GetError()`
``set_error()`` :func:`sdl2.SDL_SetError()`
``get_sdl_version()`` :func:`sdl2.SDL_GetVersion()`
``get_sdl_byteorder()`` :data:`sdl2.SDL_BYTEORDER`
``register_quit()`` No equivalent planned
``encode_string()`` No equivalent planned
``encode_file_path()`` No equivalent planned
======================= =================================================
pygame.cdrom
^^^^^^^^^^^^
PySDL2 does not feature any CD-ROM related interfaces. They were
removed in SDL2 and PySDL2 does not provide its own facilities.
pygame.Color
^^^^^^^^^^^^
You can find a similar class in :class:`sdl2.ext.Color`. It does
not feature a ``set_length()`` or ``correct_gamma()`` method, though.
pygame.cursors
^^^^^^^^^^^^^^
PySDL2 does not feature any pre-defined cursor settings at the moment.
pygame.display
^^^^^^^^^^^^^^
======================= =================================================
pygame.display sdl2
======================= =================================================
``init()`` :func:`sdl2.ext.init()`
``quit()`` :func:`sdl2.ext.quit()`
``get_init()`` :func:`sdl2.SDL_WasInit()`
``set_mode()`` :class:`sdl2.ext.Window`
``get_surface()`` :meth:`sdl2.ext.Window.get_surface()`
``flip()`` :meth:`sdl2.ext.Window.refresh()`
``update()`` :meth:`sdl2.ext.Window.refresh()`
``get_driver()`` :func:`sdl2.SDL_GetCurrentVideoDriver()`
``Info`` No equivalent
``get_wm_info()`` :func:`sdl2.SDL_GetWindowWMInfo()`
``list_modes()`` :func:`sdl2.SDL_GetNumDisplayModes()`
``mode_ok()`` :func:`sdl2.SDL_GetClosestDisplayMode()`
``gl_get_attribute()`` :func:`sdl2.SDL_GL_GetAttribute()`
``gl_set_attribute()`` :func:`sdl2.SDL_GL_SetAttribute()`
``get_active()`` No equivalent
``iconify()`` :meth:`sdl2.ext.Window.minimize()`
``toggle_fullscreen()`` :func:`sdl2.SDL_SetWindowFullscreen()`
``set_gamma()`` :func:`sdl2.SDL_SetWindowBrightness()`
``set_gamma_ramp()`` :func:`sdl2.SDL_SetWindowGammaRamp.()`
``set_icon()`` :func:`sdl2.SDL_SetWindowIcon()`
``set_caption()`` :attr:`sdl2.ext.Window.title`
``get_caption()`` :attr:`sdl2.ext.Window.title`
``set_palette()`` :func:`sdl2.SDL_SetSurfacePalette()`
======================= =================================================
pygame.draw
^^^^^^^^^^^
Drawing primitives can be accessed through either the
``sdl2.SDL_RenderDraw*()`` and ``sdl2.SDL_RenderFill*()`` functions or
the more powerful :mod:`sdl2.sdlgfx` module,
pygame.event
^^^^^^^^^^^^
================= =================================================
pygame.event sdl2
================= =================================================
``pump()`` :func:`sdl2.SDL_PumpEvents()`
``get()`` :func:`sdl2.SDL_PollEvent()` or :func:`sdl2.ext.get_events()`
``poll()`` :func:`sdl2.SDL_PollEvent()`
``wait()`` :func:`sdl2.SDL_WaitEvent()`
``peek()`` :func:`sdl2.SDL_PeepEvents()`
``clear()`` :func:`sdl2.SDL_FlushEvents()`
``event_name()`` No equivalent
``set_blocked()`` :func:`sdl2.SDL_EventState()`
``get_blocked()`` :func:`sdl2.SDL_EventState()`
``set_allowed()`` :func:`sdl2.SDL_EventState()`
``set_grab()`` :func:`sdl2.SDL_SetWindowGrab()`
``get_grab()`` :func:`sdl2.SDL_GetWindowGrab()`
``post()`` :func:`sdl2.SDL_PeepEvents()`
``Event`` :class:`sdl2.SDL_Event`
================= =================================================
pygame.font
^^^^^^^^^^^
====================== =================================================
pygame.font sdl2
====================== =================================================
``init()`` :func:`sdl2.sdlttf.TTF_Init()`
``quit()`` :func:`sdl2.sdlttf.TTF_Quit()`
``get_init()`` :func:`sdl2.sdlttf.TTF_WasInit()`
``get_default_font()`` No equivalent planned [#f1]_
``get_fonts()`` No equivalent planned [#f1]_
``match_font()`` No equivalent planned [#f1]_
``SysFont`` No equivalent planned [#f1]_
``Font`` No equivalent planned [#f1]_
====================== =================================================
pygame.freetype
^^^^^^^^^^^^^^^
PySDL2 does not feature direct FreeType support.
pygame.gfxdraw
^^^^^^^^^^^^^^
PySDL2 offers SDL_gfx support through the :mod:`sdl2.sdlgfx` module.
pygame.image
^^^^^^^^^^^^
================== =================================================
pygame.image sdl2
================== =================================================
``load()`` :func:`sdl2.sdlimage.IMG_Load()`,
:func:`sdl2.ext.load_image()`
``save()`` :func:`sdl2.surface.SDL_SaveBMP()`,
:func:`sdl2.sdlimage.IMG_SavePNG()`
``get_extended()`` :func:`sdl2.sdlimage.IMG_isBMP()` et al.
``tostring()`` No equivalent yet
``fromstring()`` No equivalent yet
``frombuffer()`` No equivalent yet
================== =================================================
pygame.joystick
^^^^^^^^^^^^^^^
================== ========================================================
pygame.joystick sdl2
================== ========================================================
``init()`` :func:`sdl2.SDL_Init()`
``quit()`` :func:`sdl2.SDL_Quit()`
``get_init()`` :func:`sdl2.SDL_WasInit()`
``get_count()`` :func:`sdl2.joystick.SDL_NumJoysticks()`
``Joystick()`` :class:`sdl2.joystick.SDL_Joystick` and related
functions
================== ========================================================
pygame.key
^^^^^^^^^^
================== ========================================================
pygame.key sdl2
================== ========================================================
``get_focused()`` :func:`sdl2.keyboard.SDL_GetKeyboardFocus()`
``get_pressed()`` :func:`sdl2.keyboard.SDL_GetKeyboardState()`
``get_mods()`` :func:`sdl2.keyboard.SDL_GetModState()`
``set_mods()`` :func:`sdl2.keyboard.SDL_SetModState()`
``set_repeat()`` Based on the OS/WM settings, no equivalent
``get_repeat()`` Based on the OS/WM settings, no equivalent
``name()`` :func:`sdl2.keyboard.SDL_GetKeyName()`
================== ========================================================
pygame.locals
^^^^^^^^^^^^^
Constants in PySDL2 are spread across the different packages and
modules, depending on where they originate from.
pygame.mixer
^^^^^^^^^^^^
====================== ====================================================
pygame.mixer sdl2
====================== ====================================================
``init()`` :func:`sdl2.sdlmixer.Mix_Init()`
``quit()`` :func:`sdl2.sdlmixer.Mix_Quit()`
``get_init()`` No equivalent planned
``stop()`` :func:`sdl2.sdlmixer.Mix_HaltChannel()`,
:func:`sdl2.sdlmixer.Mix_HaltGroup()`,
:func:`sdl2.sdlmixer.Mix_HaltMusic()`
``pause()`` :func:`sdl2.sdlmixer.Mix_Pause()`,
:func:`sdl2.sdlmixer.Mix_PauseMusic()`
``unpause()`` :func:`sdl2.sdlmixer.Mix_Resume()`,
:func:`sdl2.sdlmixer.Mix_ResumeMusic()`
``fadeout()`` :func:`sdl2.sdlmixer.Mix_FadeOutChannel()`,
:func:`sdl2.sdlmixer.Mix_FadeOutGroup()`,
:func:`sdl2.sdlmixer.Mix_FadeOutMusic()`
``set_num_channels()`` :func:`sdl2.sdlmixer.Mix_AllocateChannels()`
``get_num_channels()`` :func:`sdl2.sdlmixer.Mix_AllocateChannels()`
``set_reserved()`` :func:`sdl2.sdlmixer.Mix_ReserveChannels()`
``find_channel()`` No equivalent planned
``get_busy()`` :func:`sdl2.sdlmixer.Mix_ChannelFinished`
``Sound`` :class:`sdl2.sdlmixer.Mix_Chunk`
``Channel`` No equivalent, use the channel functions instead
====================== ====================================================
pygame.mixer.music
^^^^^^^^^^^^^^^^^^
See `pygame.mixer`_.
pygame.mouse
^^^^^^^^^^^^
================= ====================================================
pygame.mouse sdl2
================= ====================================================
``get_pressed()`` :func:`sdl2.mouse.SDL_GetMouseState()`
``get_pos()`` :func:`sdl2.mouse.SDL_GetMouseState()`
``get_rel()`` :func:`sdl2.mouse.SDL_GetRelativeMouseState()`
``set_pos()`` :func:`sdl2.mouse.SDL_WarpMouseInWindow()`
``set_visible()`` :func:`sdl2.mouse.SDL_ShowCursor()`
``get_focused()`` :func:`sdl2.mouse.SDL_GetMouseFocus()`
``set_cursor()`` :func:`sdl2.mouse.SDL_GetCursor()`
``get_cursor()`` :func:`sdl2.mouse.SDL_SetCursor()`
================= ====================================================
pygame.movie
^^^^^^^^^^^^
No such module is planned for PySDL2.
pygame.Overlay
^^^^^^^^^^^^^^
You can work with YUV overlays by using the :mod:`sdl2.render` module
with :class:`sdl2.render.SDL_Texture` objects.
pygame.PixelArray
^^^^^^^^^^^^^^^^^
You can access pixel data of sprites and surfaces directly via the
:class:`sdl2.ext.PixelView` class. It does not feature comparison or
extractions methods.
pygame.Rect
^^^^^^^^^^^
No such functionality is available for PySDL2. Rectangles are represented
via :class:`sdl2.rect.SDL_Rect` for low-level SDL2 wrappers or 4-value
tuples.
pygame.scrap
^^^^^^^^^^^^
PySDL2 offers basic text-based clipboard access via the
:mod:`sdl2.clipboard` module. A feature-rich clipboard API as for Pygame
does not exist yet.
pygame.sndarray
^^^^^^^^^^^^^^^
No such module is available for PySDL2 yet.
pygame.sprite
^^^^^^^^^^^^^
PySDL2 uses a different approach of rendering and managing sprite
objects via a component-based system and the :class:`sdl2.ext.Sprite`
class. A sprite module as for Pygame is not planned.
pygame.Surface
^^^^^^^^^^^^^^
======================= =====================================================
pygame.Surface sdl2
======================= =====================================================
``blit()`` :meth:`sdl2.surface.SDL_BlitSurface()`,
:class:`sdl2.ext.SpriteRenderSystem`
``convert()`` :func:`sdl2.surface.SDL_ConvertSurface()`
``convert_alpha()`` :func:`sdl2.surface.SDL_ConvertSurface()`
``copy()`` :func:`sdl2.surface.SDL_ConvertSurface()`
``fill()`` :func:`sdl2.surface.SDL_FillRect()`,
:func:`sdl2.surface.SDL_FillRects()`,
:func:`sdl2.ext.fill()`
``scroll()`` No equivalent planned
``set_colorkey()`` :func:`sdl2.surface.SDL_SetColorKey()`
``get_colorkey()`` :func:`sdl2.surface.SDL_GetColorKey()`
``set_alpha()`` :func:`sdl2.surface.SDL_SetSurfaceAlphaMod()`
``get_alpha()`` :func:`sdl2.surface.SDL_GetSurfaceAlphaMod()`
``lock()`` :func:`sdl2.surface.SDL_LockSurface()`
``unlock()`` :func:`sdl2.surface.SDL_UnlockSurface()`
``mustlock()`` :func:`sdl2.surface.SDL_MUSTLOCK()`
``get_locked()`` :attr:`sdl2.surface.SDL_Surface.locked`
``get_locks()`` No equivalent planned
``get_at()`` Direct access to the pixels for surfaces can be
achieved via the :class:`sdl2.ext.PixelView` class
``set_at()`` Direct access to the pixels for surfaces can be
achieved via the :class:`sdl2.ext.PixelView` class
``get_at_mapped()`` No equivalent planned
``get_palette()`` via :attr:`sdl2.surface.SDL_Surface.format` and the
:attr:`sdl2.pixels.SDL_PixelFormat.palette`
attribute
``get_palette_at()`` ``sdl2.pixels.SDL_Palette.colors[offset]``
``set_palette()`` :func:`sdl2.surface.SDL_SetSurfacePalette()`
``set_palette_at()`` ``sdl2.pixels.SDL_Palette.colors[offset]``
``map_rgb()`` :func:`sdl2.pixels.SDL_MapRGB()`
``unmap_rgb()`` :func:`sdl2.pixels.SDL_GetRGB()`
``set_clip()`` :func:`sdl2.surface.SDL_SetClipRect()`
``get_clip()`` :func:`sdl2.surface.SDL_GetClipRect()`
``subsurface()`` :func:`sdl2.ext.subsurface()`
``get_parent()`` No equivalent yet
``get_abs_parent()`` As for ``get_parent``
``get_offset()`` As for ``get_parent``
``get_abs_offset()`` As for ``get_parent``
``get_size()`` :attr:`sdl2.ext.Sprite.size`,
:attr:`sdl2.surface.SDL_Surface.w`,
:attr:`sdl2.surface.SDL_Surface.h`
``get_width()`` ``sdl2.ext.Sprite.size[0]``,
:attr:`sdl2.surface.SDL_Surface.w`,
``get_height()`` ``sdl2.ext.Sprite.size[1]``,
:attr:`sdl2.surface.SDL_Surface.h`
``get_rect()`` No equivalent planned
``get_bitsize()`` :attr:`sdl2.pixels.SDL_PixelFormat.BitsPerPixel`
``get_bytesize()`` :attr:`sdl2.pixels.SDL_PixelFormat.BytesPerPixel`
``get_flags()`` :attr:`sdl2.surface.SDL_Surface.flags`
``get_pitch()`` :attr:`sdl2.surface.SDL_Surface.pitch`
``get_masks()`` :attr:`sdl2.pixels.SDL_PixelFormat.Rmask`, ...
``get_shifts()`` :attr:`sdl2.pixels.SDL_PixelFormat.Rshift`, ...
``get_losses()`` :attr:`sdl2.pixels.SDL_PixelFormat.Rloss`, ...
``get_bounding_rect()`` No equivalent planned
``get_view()`` :class:`sdl2.ext.PixelView`
``get_buffer()`` :class:`sdl2.ext.PixelView` or
:attr:`sdl2.surface.SDL_Surface.pixels`
======================= =====================================================
pygame.surfarray
^^^^^^^^^^^^^^^^
2D and 3D pixel access can be achieved via the
:class:`sdl2.ext.PixelView` class in environments without
numpy. Simplified numpy-array creation with direct pixel access (similar
to ``pygame.surfarray.pixels2d()`` and ``pygame.surfarray.pixels3d()``)
is available via :func:`sdl2.ext.pixels2d()` and
:func:`sdl2.ext.pixels3d()`.
pygame.time
^^^^^^^^^^^
=============== =================================================
pygame.time sdl2
=============== =================================================
``get_ticks()`` :func:`sdl2.timer.SDL_GetTicks()`
``wait()`` :func:`sdl2.timer.SDL_Delay()`
``delay()`` :func:`sdl2.timer.SDL_Delay()`
``Clock`` No equivalent planned
=============== =================================================
pygame.transform
^^^^^^^^^^^^^^^^
The are no transformation helpers in PySDL2 at moment. Those might be
implemented later on via numpy helpers, the Python Imaging Library or
other 3rd party packages.
pygame.version
^^^^^^^^^^^^^^
=============== =================================================
pygame.version sdl2
=============== =================================================
``ver`` :attr:`sdl2.__version__`
``vernum`` :attr:`sdl2.version_info`
=============== =================================================
.. rubric:: Footnotes
.. [#f1] Check https://bitbucket.org/marcusva/python-utils for an easy
to use system font detection module

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div.code-block-caption + div > div.highlight > pre {
margin-top: 0;
}
div.code-block-caption span.caption-number {
padding: 0.1em 0.3em;
font-style: italic;
}
div.code-block-caption span.caption-text {
}
div.literal-block-wrapper {
padding: 1em 1em 0;
}
div.literal-block-wrapper div.highlight {
margin: 0;
}
code.descname {
background-color: transparent;
font-weight: bold;
font-size: 1.2em;
}
code.descclassname {
background-color: transparent;
}
code.xref, a code {
background-color: transparent;
font-weight: bold;
}
h1 code, h2 code, h3 code, h4 code, h5 code, h6 code {
background-color: transparent;
}
.viewcode-link {
float: right;
}
.viewcode-back {
float: right;
font-family: sans-serif;
}
div.viewcode-block:target {
margin: -1px -10px;
padding: 0 10px;
}
/* -- math display ---------------------------------------------------------- */
img.math {
vertical-align: middle;
}
div.body div.math p {
text-align: center;
}
span.eqno {
float: right;
}
/* -- printout stylesheet --------------------------------------------------- */
@media print {
div.document,
div.documentwrapper,
div.bodywrapper {
margin: 0 !important;
width: 100%;
}
div.sphinxsidebar,
div.related,
div.footer,
#top-link {
display: none;
}
}

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/*
* default.css_t
* ~~~~~~~~~~~~~
*
* Sphinx stylesheet -- default theme.
*
* :copyright: Copyright 2007-2016 by the Sphinx team, see AUTHORS.
* :license: BSD, see LICENSE for details.
*
*/
@import url("basic.css");
/* -- page layout ----------------------------------------------------------- */
body {
font-family: sans-serif;
font-size: 100%;
background-color: #11303d;
color: #000;
margin: 0;
padding: 0;
}
div.document {
background-color: #1c4e63;
}
div.documentwrapper {
float: left;
width: 100%;
}
div.bodywrapper {
margin: 0 0 0 230px;
}
div.body {
background-color: #ffffff;
color: #000000;
padding: 0 20px 30px 20px;
}
div.footer {
color: #ffffff;
width: 100%;
padding: 9px 0 9px 0;
text-align: center;
font-size: 75%;
}
div.footer a {
color: #ffffff;
text-decoration: underline;
}
div.related {
background-color: #133f52;
line-height: 30px;
color: #ffffff;
}
div.related a {
color: #ffffff;
}
div.sphinxsidebar {
}
div.sphinxsidebar h3 {
font-family: 'Trebuchet MS', sans-serif;
color: #ffffff;
font-size: 1.4em;
font-weight: normal;
margin: 0;
padding: 0;
}
div.sphinxsidebar h3 a {
color: #ffffff;
}
div.sphinxsidebar h4 {
font-family: 'Trebuchet MS', sans-serif;
color: #ffffff;
font-size: 1.3em;
font-weight: normal;
margin: 5px 0 0 0;
padding: 0;
}
div.sphinxsidebar p {
color: #ffffff;
}
div.sphinxsidebar p.topless {
margin: 5px 10px 10px 10px;
}
div.sphinxsidebar ul {
margin: 10px;
padding: 0;
color: #ffffff;
}
div.sphinxsidebar a {
color: #98dbcc;
}
div.sphinxsidebar input {
border: 1px solid #98dbcc;
font-family: sans-serif;
font-size: 1em;
}
/* -- hyperlink styles ------------------------------------------------------ */
a {
color: #355f7c;
text-decoration: none;
}
a:visited {
color: #355f7c;
text-decoration: none;
}
a:hover {
text-decoration: underline;
}
/* -- body styles ----------------------------------------------------------- */
div.body h1,
div.body h2,
div.body h3,
div.body h4,
div.body h5,
div.body h6 {
font-family: 'Trebuchet MS', sans-serif;
background-color: #f2f2f2;
font-weight: normal;
color: #20435c;
border-bottom: 1px solid #ccc;
margin: 20px -20px 10px -20px;
padding: 3px 0 3px 10px;
}
div.body h1 { margin-top: 0; font-size: 200%; }
div.body h2 { font-size: 160%; }
div.body h3 { font-size: 140%; }
div.body h4 { font-size: 120%; }
div.body h5 { font-size: 110%; }
div.body h6 { font-size: 100%; }
a.headerlink {
color: #c60f0f;
font-size: 0.8em;
padding: 0 4px 0 4px;
text-decoration: none;
}
a.headerlink:hover {
background-color: #c60f0f;
color: white;
}
div.body p, div.body dd, div.body li, div.body blockquote {
text-align: justify;
line-height: 130%;
}
div.admonition p.admonition-title + p {
display: inline;
}
div.admonition p {
margin-bottom: 5px;
}
div.admonition pre {
margin-bottom: 5px;
}
div.admonition ul, div.admonition ol {
margin-bottom: 5px;
}
div.note {
background-color: #eee;
border: 1px solid #ccc;
}
div.seealso {
background-color: #ffc;
border: 1px solid #ff6;
}
div.topic {
background-color: #eee;
}
div.warning {
background-color: #ffe4e4;
border: 1px solid #f66;
}
p.admonition-title {
display: inline;
}
p.admonition-title:after {
content: ":";
}
pre {
padding: 5px;
background-color: #eeffcc;
color: #333333;
line-height: 120%;
border: 1px solid #ac9;
border-left: none;
border-right: none;
}
code {
background-color: #ecf0f3;
padding: 0 1px 0 1px;
font-size: 0.95em;
}
th {
background-color: #ede;
}
.warning code {
background: #efc2c2;
}
.note code {
background: #d6d6d6;
}
.viewcode-back {
font-family: sans-serif;
}
div.viewcode-block:target {
background-color: #f4debf;
border-top: 1px solid #ac9;
border-bottom: 1px solid #ac9;
}
div.code-block-caption {
color: #efefef;
background-color: #1c4e63;
}

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@import url("classic.css");

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/*
* doctools.js
* ~~~~~~~~~~~
*
* Sphinx JavaScript utilities for all documentation.
*
* :copyright: Copyright 2007-2016 by the Sphinx team, see AUTHORS.
* :license: BSD, see LICENSE for details.
*
*/
/**
* select a different prefix for underscore
*/
$u = _.noConflict();
/**
* make the code below compatible with browsers without
* an installed firebug like debugger
if (!window.console || !console.firebug) {
var names = ["log", "debug", "info", "warn", "error", "assert", "dir",
"dirxml", "group", "groupEnd", "time", "timeEnd", "count", "trace",
"profile", "profileEnd"];
window.console = {};
for (var i = 0; i < names.length; ++i)
window.console[names[i]] = function() {};
}
*/
/**
* small helper function to urldecode strings
*/
jQuery.urldecode = function(x) {
return decodeURIComponent(x).replace(/\+/g, ' ');
};
/**
* small helper function to urlencode strings
*/
jQuery.urlencode = encodeURIComponent;
/**
* This function returns the parsed url parameters of the
* current request. Multiple values per key are supported,
* it will always return arrays of strings for the value parts.
*/
jQuery.getQueryParameters = function(s) {
if (typeof s == 'undefined')
s = document.location.search;
var parts = s.substr(s.indexOf('?') + 1).split('&');
var result = {};
for (var i = 0; i < parts.length; i++) {
var tmp = parts[i].split('=', 2);
var key = jQuery.urldecode(tmp[0]);
var value = jQuery.urldecode(tmp[1]);
if (key in result)
result[key].push(value);
else
result[key] = [value];
}
return result;
};
/**
* highlight a given string on a jquery object by wrapping it in
* span elements with the given class name.
*/
jQuery.fn.highlightText = function(text, className) {
function highlight(node) {
if (node.nodeType == 3) {
var val = node.nodeValue;
var pos = val.toLowerCase().indexOf(text);
if (pos >= 0 && !jQuery(node.parentNode).hasClass(className)) {
var span = document.createElement("span");
span.className = className;
span.appendChild(document.createTextNode(val.substr(pos, text.length)));
node.parentNode.insertBefore(span, node.parentNode.insertBefore(
document.createTextNode(val.substr(pos + text.length)),
node.nextSibling));
node.nodeValue = val.substr(0, pos);
}
}
else if (!jQuery(node).is("button, select, textarea")) {
jQuery.each(node.childNodes, function() {
highlight(this);
});
}
}
return this.each(function() {
highlight(this);
});
};
/*
* backward compatibility for jQuery.browser
* This will be supported until firefox bug is fixed.
*/
if (!jQuery.browser) {
jQuery.uaMatch = function(ua) {
ua = ua.toLowerCase();
var match = /(chrome)[ \/]([\w.]+)/.exec(ua) ||
/(webkit)[ \/]([\w.]+)/.exec(ua) ||
/(opera)(?:.*version|)[ \/]([\w.]+)/.exec(ua) ||
/(msie) ([\w.]+)/.exec(ua) ||
ua.indexOf("compatible") < 0 && /(mozilla)(?:.*? rv:([\w.]+)|)/.exec(ua) ||
[];
return {
browser: match[ 1 ] || "",
version: match[ 2 ] || "0"
};
};
jQuery.browser = {};
jQuery.browser[jQuery.uaMatch(navigator.userAgent).browser] = true;
}
/**
* Small JavaScript module for the documentation.
*/
var Documentation = {
init : function() {
this.fixFirefoxAnchorBug();
this.highlightSearchWords();
this.initIndexTable();
},
/**
* i18n support
*/
TRANSLATIONS : {},
PLURAL_EXPR : function(n) { return n == 1 ? 0 : 1; },
LOCALE : 'unknown',
// gettext and ngettext don't access this so that the functions
// can safely bound to a different name (_ = Documentation.gettext)
gettext : function(string) {
var translated = Documentation.TRANSLATIONS[string];
if (typeof translated == 'undefined')
return string;
return (typeof translated == 'string') ? translated : translated[0];
},
ngettext : function(singular, plural, n) {
var translated = Documentation.TRANSLATIONS[singular];
if (typeof translated == 'undefined')
return (n == 1) ? singular : plural;
return translated[Documentation.PLURALEXPR(n)];
},
addTranslations : function(catalog) {
for (var key in catalog.messages)
this.TRANSLATIONS[key] = catalog.messages[key];
this.PLURAL_EXPR = new Function('n', 'return +(' + catalog.plural_expr + ')');
this.LOCALE = catalog.locale;
},
/**
* add context elements like header anchor links
*/
addContextElements : function() {
$('div[id] > :header:first').each(function() {
$('<a class="headerlink">\u00B6</a>').
attr('href', '#' + this.id).
attr('title', _('Permalink to this headline')).
appendTo(this);
});
$('dt[id]').each(function() {
$('<a class="headerlink">\u00B6</a>').
attr('href', '#' + this.id).
attr('title', _('Permalink to this definition')).
appendTo(this);
});
},
/**
* workaround a firefox stupidity
* see: https://bugzilla.mozilla.org/show_bug.cgi?id=645075
*/
fixFirefoxAnchorBug : function() {
if (document.location.hash)
window.setTimeout(function() {
document.location.href += '';
}, 10);
},
/**
* highlight the search words provided in the url in the text
*/
highlightSearchWords : function() {
var params = $.getQueryParameters();
var terms = (params.highlight) ? params.highlight[0].split(/\s+/) : [];
if (terms.length) {
var body = $('div.body');
if (!body.length) {
body = $('body');
}
window.setTimeout(function() {
$.each(terms, function() {
body.highlightText(this.toLowerCase(), 'highlighted');
});
}, 10);
$('<p class="highlight-link"><a href="javascript:Documentation.' +
'hideSearchWords()">' + _('Hide Search Matches') + '</a></p>')
.appendTo($('#searchbox'));
}
},
/**
* init the domain index toggle buttons
*/
initIndexTable : function() {
var togglers = $('img.toggler').click(function() {
var src = $(this).attr('src');
var idnum = $(this).attr('id').substr(7);
$('tr.cg-' + idnum).toggle();
if (src.substr(-9) == 'minus.png')
$(this).attr('src', src.substr(0, src.length-9) + 'plus.png');
else
$(this).attr('src', src.substr(0, src.length-8) + 'minus.png');
}).css('display', '');
if (DOCUMENTATION_OPTIONS.COLLAPSE_INDEX) {
togglers.click();
}
},
/**
* helper function to hide the search marks again
*/
hideSearchWords : function() {
$('#searchbox .highlight-link').fadeOut(300);
$('span.highlighted').removeClass('highlighted');
},
/**
* make the url absolute
*/
makeURL : function(relativeURL) {
return DOCUMENTATION_OPTIONS.URL_ROOT + '/' + relativeURL;
},
/**
* get the current relative url
*/
getCurrentURL : function() {
var path = document.location.pathname;
var parts = path.split(/\//);
$.each(DOCUMENTATION_OPTIONS.URL_ROOT.split(/\//), function() {
if (this == '..')
parts.pop();
});
var url = parts.join('/');
return path.substring(url.lastIndexOf('/') + 1, path.length - 1);
},
initOnKeyListeners: function() {
$(document).keyup(function(event) {
var activeElementType = document.activeElement.tagName;
// don't navigate when in search box or textarea
if (activeElementType !== 'TEXTAREA' && activeElementType !== 'INPUT' && activeElementType !== 'SELECT') {
switch (event.keyCode) {
case 37: // left
var prevHref = $('link[rel="prev"]').prop('href');
if (prevHref) {
window.location.href = prevHref;
return false;
}
case 39: // right
var nextHref = $('link[rel="next"]').prop('href');
if (nextHref) {
window.location.href = nextHref;
return false;
}
}
}
});
}
};
// quick alias for translations
_ = Documentation.gettext;
$(document).ready(function() {
Documentation.init();
});

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.highlight .hll { background-color: #ffffcc }
.highlight { background: #eeffcc; }
.highlight .c { color: #408090; font-style: italic } /* Comment */
.highlight .err { border: 1px solid #FF0000 } /* Error */
.highlight .k { color: #007020; font-weight: bold } /* Keyword */
.highlight .o { color: #666666 } /* Operator */
.highlight .ch { color: #408090; font-style: italic } /* Comment.Hashbang */
.highlight .cm { color: #408090; font-style: italic } /* Comment.Multiline */
.highlight .cp { color: #007020 } /* Comment.Preproc */
.highlight .cpf { color: #408090; font-style: italic } /* Comment.PreprocFile */
.highlight .c1 { color: #408090; font-style: italic } /* Comment.Single */
.highlight .cs { color: #408090; background-color: #fff0f0 } /* Comment.Special */
.highlight .gd { color: #A00000 } /* Generic.Deleted */
.highlight .ge { font-style: italic } /* Generic.Emph */
.highlight .gr { color: #FF0000 } /* Generic.Error */
.highlight .gh { color: #000080; font-weight: bold } /* Generic.Heading */
.highlight .gi { color: #00A000 } /* Generic.Inserted */
.highlight .go { color: #333333 } /* Generic.Output */
.highlight .gp { color: #c65d09; font-weight: bold } /* Generic.Prompt */
.highlight .gs { font-weight: bold } /* Generic.Strong */
.highlight .gu { color: #800080; font-weight: bold } /* Generic.Subheading */
.highlight .gt { color: #0044DD } /* Generic.Traceback */
.highlight .kc { color: #007020; font-weight: bold } /* Keyword.Constant */
.highlight .kd { color: #007020; font-weight: bold } /* Keyword.Declaration */
.highlight .kn { color: #007020; font-weight: bold } /* Keyword.Namespace */
.highlight .kp { color: #007020 } /* Keyword.Pseudo */
.highlight .kr { color: #007020; font-weight: bold } /* Keyword.Reserved */
.highlight .kt { color: #902000 } /* Keyword.Type */
.highlight .m { color: #208050 } /* Literal.Number */
.highlight .s { color: #4070a0 } /* Literal.String */
.highlight .na { color: #4070a0 } /* Name.Attribute */
.highlight .nb { color: #007020 } /* Name.Builtin */
.highlight .nc { color: #0e84b5; font-weight: bold } /* Name.Class */
.highlight .no { color: #60add5 } /* Name.Constant */
.highlight .nd { color: #555555; font-weight: bold } /* Name.Decorator */
.highlight .ni { color: #d55537; font-weight: bold } /* Name.Entity */
.highlight .ne { color: #007020 } /* Name.Exception */
.highlight .nf { color: #06287e } /* Name.Function */
.highlight .nl { color: #002070; font-weight: bold } /* Name.Label */
.highlight .nn { color: #0e84b5; font-weight: bold } /* Name.Namespace */
.highlight .nt { color: #062873; font-weight: bold } /* Name.Tag */
.highlight .nv { color: #bb60d5 } /* Name.Variable */
.highlight .ow { color: #007020; font-weight: bold } /* Operator.Word */
.highlight .w { color: #bbbbbb } /* Text.Whitespace */
.highlight .mb { color: #208050 } /* Literal.Number.Bin */
.highlight .mf { color: #208050 } /* Literal.Number.Float */
.highlight .mh { color: #208050 } /* Literal.Number.Hex */
.highlight .mi { color: #208050 } /* Literal.Number.Integer */
.highlight .mo { color: #208050 } /* Literal.Number.Oct */
.highlight .sb { color: #4070a0 } /* Literal.String.Backtick */
.highlight .sc { color: #4070a0 } /* Literal.String.Char */
.highlight .sd { color: #4070a0; font-style: italic } /* Literal.String.Doc */
.highlight .s2 { color: #4070a0 } /* Literal.String.Double */
.highlight .se { color: #4070a0; font-weight: bold } /* Literal.String.Escape */
.highlight .sh { color: #4070a0 } /* Literal.String.Heredoc */
.highlight .si { color: #70a0d0; font-style: italic } /* Literal.String.Interpol */
.highlight .sx { color: #c65d09 } /* Literal.String.Other */
.highlight .sr { color: #235388 } /* Literal.String.Regex */
.highlight .s1 { color: #4070a0 } /* Literal.String.Single */
.highlight .ss { color: #517918 } /* Literal.String.Symbol */
.highlight .bp { color: #007020 } /* Name.Builtin.Pseudo */
.highlight .vc { color: #bb60d5 } /* Name.Variable.Class */
.highlight .vg { color: #bb60d5 } /* Name.Variable.Global */
.highlight .vi { color: #bb60d5 } /* Name.Variable.Instance */
.highlight .il { color: #208050 } /* Literal.Number.Integer.Long */

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/*
* searchtools.js_t
* ~~~~~~~~~~~~~~~~
*
* Sphinx JavaScript utilities for the full-text search.
*
* :copyright: Copyright 2007-2016 by the Sphinx team, see AUTHORS.
* :license: BSD, see LICENSE for details.
*
*/
/* Non-minified version JS is _stemmer.js if file is provided */
/**
* Porter Stemmer
*/
var Stemmer = function() {
var step2list = {
ational: 'ate',
tional: 'tion',
enci: 'ence',
anci: 'ance',
izer: 'ize',
bli: 'ble',
alli: 'al',
entli: 'ent',
eli: 'e',
ousli: 'ous',
ization: 'ize',
ation: 'ate',
ator: 'ate',
alism: 'al',
iveness: 'ive',
fulness: 'ful',
ousness: 'ous',
aliti: 'al',
iviti: 'ive',
biliti: 'ble',
logi: 'log'
};
var step3list = {
icate: 'ic',
ative: '',
alize: 'al',
iciti: 'ic',
ical: 'ic',
ful: '',
ness: ''
};
var c = "[^aeiou]"; // consonant
var v = "[aeiouy]"; // vowel
var C = c + "[^aeiouy]*"; // consonant sequence
var V = v + "[aeiou]*"; // vowel sequence
var mgr0 = "^(" + C + ")?" + V + C; // [C]VC... is m>0
var meq1 = "^(" + C + ")?" + V + C + "(" + V + ")?$"; // [C]VC[V] is m=1
var mgr1 = "^(" + C + ")?" + V + C + V + C; // [C]VCVC... is m>1
var s_v = "^(" + C + ")?" + v; // vowel in stem
this.stemWord = function (w) {
var stem;
var suffix;
var firstch;
var origword = w;
if (w.length < 3)
return w;
var re;
var re2;
var re3;
var re4;
firstch = w.substr(0,1);
if (firstch == "y")
w = firstch.toUpperCase() + w.substr(1);
// Step 1a
re = /^(.+?)(ss|i)es$/;
re2 = /^(.+?)([^s])s$/;
if (re.test(w))
w = w.replace(re,"$1$2");
else if (re2.test(w))
w = w.replace(re2,"$1$2");
// Step 1b
re = /^(.+?)eed$/;
re2 = /^(.+?)(ed|ing)$/;
if (re.test(w)) {
var fp = re.exec(w);
re = new RegExp(mgr0);
if (re.test(fp[1])) {
re = /.$/;
w = w.replace(re,"");
}
}
else if (re2.test(w)) {
var fp = re2.exec(w);
stem = fp[1];
re2 = new RegExp(s_v);
if (re2.test(stem)) {
w = stem;
re2 = /(at|bl|iz)$/;
re3 = new RegExp("([^aeiouylsz])\\1$");
re4 = new RegExp("^" + C + v + "[^aeiouwxy]$");
if (re2.test(w))
w = w + "e";
else if (re3.test(w)) {
re = /.$/;
w = w.replace(re,"");
}
else if (re4.test(w))
w = w + "e";
}
}
// Step 1c
re = /^(.+?)y$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
re = new RegExp(s_v);
if (re.test(stem))
w = stem + "i";
}
// Step 2
re = /^(.+?)(ational|tional|enci|anci|izer|bli|alli|entli|eli|ousli|ization|ation|ator|alism|iveness|fulness|ousness|aliti|iviti|biliti|logi)$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
suffix = fp[2];
re = new RegExp(mgr0);
if (re.test(stem))
w = stem + step2list[suffix];
}
// Step 3
re = /^(.+?)(icate|ative|alize|iciti|ical|ful|ness)$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
suffix = fp[2];
re = new RegExp(mgr0);
if (re.test(stem))
w = stem + step3list[suffix];
}
// Step 4
re = /^(.+?)(al|ance|ence|er|ic|able|ible|ant|ement|ment|ent|ou|ism|ate|iti|ous|ive|ize)$/;
re2 = /^(.+?)(s|t)(ion)$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
re = new RegExp(mgr1);
if (re.test(stem))
w = stem;
}
else if (re2.test(w)) {
var fp = re2.exec(w);
stem = fp[1] + fp[2];
re2 = new RegExp(mgr1);
if (re2.test(stem))
w = stem;
}
// Step 5
re = /^(.+?)e$/;
if (re.test(w)) {
var fp = re.exec(w);
stem = fp[1];
re = new RegExp(mgr1);
re2 = new RegExp(meq1);
re3 = new RegExp("^" + C + v + "[^aeiouwxy]$");
if (re.test(stem) || (re2.test(stem) && !(re3.test(stem))))
w = stem;
}
re = /ll$/;
re2 = new RegExp(mgr1);
if (re.test(w) && re2.test(w)) {
re = /.$/;
w = w.replace(re,"");
}
// and turn initial Y back to y
if (firstch == "y")
w = firstch.toLowerCase() + w.substr(1);
return w;
}
}
/**
* Simple result scoring code.
*/
var Scorer = {
// Implement the following function to further tweak the score for each result
// The function takes a result array [filename, title, anchor, descr, score]
// and returns the new score.
/*
score: function(result) {
return result[4];
},
*/
// query matches the full name of an object
objNameMatch: 11,
// or matches in the last dotted part of the object name
objPartialMatch: 6,
// Additive scores depending on the priority of the object
objPrio: {0: 15, // used to be importantResults
1: 5, // used to be objectResults
2: -5}, // used to be unimportantResults
// Used when the priority is not in the mapping.
objPrioDefault: 0,
// query found in title
title: 15,
// query found in terms
term: 5
};
/**
* Search Module
*/
var Search = {
_index : null,
_queued_query : null,
_pulse_status : -1,
init : function() {
var params = $.getQueryParameters();
if (params.q) {
var query = params.q[0];
$('input[name="q"]')[0].value = query;
this.performSearch(query);
}
},
loadIndex : function(url) {
$.ajax({type: "GET", url: url, data: null,
dataType: "script", cache: true,
complete: function(jqxhr, textstatus) {
if (textstatus != "success") {
document.getElementById("searchindexloader").src = url;
}
}});
},
setIndex : function(index) {
var q;
this._index = index;
if ((q = this._queued_query) !== null) {
this._queued_query = null;
Search.query(q);
}
},
hasIndex : function() {
return this._index !== null;
},
deferQuery : function(query) {
this._queued_query = query;
},
stopPulse : function() {
this._pulse_status = 0;
},
startPulse : function() {
if (this._pulse_status >= 0)
return;
function pulse() {
var i;
Search._pulse_status = (Search._pulse_status + 1) % 4;
var dotString = '';
for (i = 0; i < Search._pulse_status; i++)
dotString += '.';
Search.dots.text(dotString);
if (Search._pulse_status > -1)
window.setTimeout(pulse, 500);
}
pulse();
},
/**
* perform a search for something (or wait until index is loaded)
*/
performSearch : function(query) {
// create the required interface elements
this.out = $('#search-results');
this.title = $('<h2>' + _('Searching') + '</h2>').appendTo(this.out);
this.dots = $('<span></span>').appendTo(this.title);
this.status = $('<p style="display: none"></p>').appendTo(this.out);
this.output = $('<ul class="search"/>').appendTo(this.out);
$('#search-progress').text(_('Preparing search...'));
this.startPulse();
// index already loaded, the browser was quick!
if (this.hasIndex())
this.query(query);
else
this.deferQuery(query);
},
/**
* execute search (requires search index to be loaded)
*/
query : function(query) {
var i;
var stopwords = ["a","and","are","as","at","be","but","by","for","if","in","into","is","it","near","no","not","of","on","or","such","that","the","their","then","there","these","they","this","to","was","will","with"];
// stem the searchterms and add them to the correct list
var stemmer = new Stemmer();
var searchterms = [];
var excluded = [];
var hlterms = [];
var tmp = query.split(/\s+/);
var objectterms = [];
for (i = 0; i < tmp.length; i++) {
if (tmp[i] !== "") {
objectterms.push(tmp[i].toLowerCase());
}
if ($u.indexOf(stopwords, tmp[i].toLowerCase()) != -1 || tmp[i].match(/^\d+$/) ||
tmp[i] === "") {
// skip this "word"
continue;
}
// stem the word
var word = stemmer.stemWord(tmp[i].toLowerCase());
var toAppend;
// select the correct list
if (word[0] == '-') {
toAppend = excluded;
word = word.substr(1);
}
else {
toAppend = searchterms;
hlterms.push(tmp[i].toLowerCase());
}
// only add if not already in the list
if (!$u.contains(toAppend, word))
toAppend.push(word);
}
var highlightstring = '?highlight=' + $.urlencode(hlterms.join(" "));
// console.debug('SEARCH: searching for:');
// console.info('required: ', searchterms);
// console.info('excluded: ', excluded);
// prepare search
var terms = this._index.terms;
var titleterms = this._index.titleterms;
// array of [filename, title, anchor, descr, score]
var results = [];
$('#search-progress').empty();
// lookup as object
for (i = 0; i < objectterms.length; i++) {
var others = [].concat(objectterms.slice(0, i),
objectterms.slice(i+1, objectterms.length));
results = results.concat(this.performObjectSearch(objectterms[i], others));
}
// lookup as search terms in fulltext
results = results.concat(this.performTermsSearch(searchterms, excluded, terms, titleterms));
// let the scorer override scores with a custom scoring function
if (Scorer.score) {
for (i = 0; i < results.length; i++)
results[i][4] = Scorer.score(results[i]);
}
// now sort the results by score (in opposite order of appearance, since the
// display function below uses pop() to retrieve items) and then
// alphabetically
results.sort(function(a, b) {
var left = a[4];
var right = b[4];
if (left > right) {
return 1;
} else if (left < right) {
return -1;
} else {
// same score: sort alphabetically
left = a[1].toLowerCase();
right = b[1].toLowerCase();
return (left > right) ? -1 : ((left < right) ? 1 : 0);
}
});
// for debugging
//Search.lastresults = results.slice(); // a copy
//console.info('search results:', Search.lastresults);
// print the results
var resultCount = results.length;
function displayNextItem() {
// results left, load the summary and display it
if (results.length) {
var item = results.pop();
var listItem = $('<li style="display:none"></li>');
if (DOCUMENTATION_OPTIONS.FILE_SUFFIX === '') {
// dirhtml builder
var dirname = item[0] + '/';
if (dirname.match(/\/index\/$/)) {
dirname = dirname.substring(0, dirname.length-6);
} else if (dirname == 'index/') {
dirname = '';
}
listItem.append($('<a/>').attr('href',
DOCUMENTATION_OPTIONS.URL_ROOT + dirname +
highlightstring + item[2]).html(item[1]));
} else {
// normal html builders
listItem.append($('<a/>').attr('href',
item[0] + DOCUMENTATION_OPTIONS.FILE_SUFFIX +
highlightstring + item[2]).html(item[1]));
}
if (item[3]) {
listItem.append($('<span> (' + item[3] + ')</span>'));
Search.output.append(listItem);
listItem.slideDown(5, function() {
displayNextItem();
});
} else if (DOCUMENTATION_OPTIONS.HAS_SOURCE) {
$.ajax({url: DOCUMENTATION_OPTIONS.URL_ROOT + '_sources/' + item[0] + '.txt',
dataType: "text",
complete: function(jqxhr, textstatus) {
var data = jqxhr.responseText;
if (data !== '' && data !== undefined) {
listItem.append(Search.makeSearchSummary(data, searchterms, hlterms));
}
Search.output.append(listItem);
listItem.slideDown(5, function() {
displayNextItem();
});
}});
} else {
// no source available, just display title
Search.output.append(listItem);
listItem.slideDown(5, function() {
displayNextItem();
});
}
}
// search finished, update title and status message
else {
Search.stopPulse();
Search.title.text(_('Search Results'));
if (!resultCount)
Search.status.text(_('Your search did not match any documents. Please make sure that all words are spelled correctly and that you\'ve selected enough categories.'));
else
Search.status.text(_('Search finished, found %s page(s) matching the search query.').replace('%s', resultCount));
Search.status.fadeIn(500);
}
}
displayNextItem();
},
/**
* search for object names
*/
performObjectSearch : function(object, otherterms) {
var filenames = this._index.filenames;
var objects = this._index.objects;
var objnames = this._index.objnames;
var titles = this._index.titles;
var i;
var results = [];
for (var prefix in objects) {
for (var name in objects[prefix]) {
var fullname = (prefix ? prefix + '.' : '') + name;
if (fullname.toLowerCase().indexOf(object) > -1) {
var score = 0;
var parts = fullname.split('.');
// check for different match types: exact matches of full name or
// "last name" (i.e. last dotted part)
if (fullname == object || parts[parts.length - 1] == object) {
score += Scorer.objNameMatch;
// matches in last name
} else if (parts[parts.length - 1].indexOf(object) > -1) {
score += Scorer.objPartialMatch;
}
var match = objects[prefix][name];
var objname = objnames[match[1]][2];
var title = titles[match[0]];
// If more than one term searched for, we require other words to be
// found in the name/title/description
if (otherterms.length > 0) {
var haystack = (prefix + ' ' + name + ' ' +
objname + ' ' + title).toLowerCase();
var allfound = true;
for (i = 0; i < otherterms.length; i++) {
if (haystack.indexOf(otherterms[i]) == -1) {
allfound = false;
break;
}
}
if (!allfound) {
continue;
}
}
var descr = objname + _(', in ') + title;
var anchor = match[3];
if (anchor === '')
anchor = fullname;
else if (anchor == '-')
anchor = objnames[match[1]][1] + '-' + fullname;
// add custom score for some objects according to scorer
if (Scorer.objPrio.hasOwnProperty(match[2])) {
score += Scorer.objPrio[match[2]];
} else {
score += Scorer.objPrioDefault;
}
results.push([filenames[match[0]], fullname, '#'+anchor, descr, score]);
}
}
}
return results;
},
/**
* search for full-text terms in the index
*/
performTermsSearch : function(searchterms, excluded, terms, titleterms) {
var filenames = this._index.filenames;
var titles = this._index.titles;
var i, j, file;
var fileMap = {};
var scoreMap = {};
var results = [];
// perform the search on the required terms
for (i = 0; i < searchterms.length; i++) {
var word = searchterms[i];
var files = [];
var _o = [
{files: terms[word], score: Scorer.term},
{files: titleterms[word], score: Scorer.title}
];
// no match but word was a required one
if ($u.every(_o, function(o){return o.files === undefined;})) {
break;
}
// found search word in contents
$u.each(_o, function(o) {
var _files = o.files;
if (_files === undefined)
return
if (_files.length === undefined)
_files = [_files];
files = files.concat(_files);
// set score for the word in each file to Scorer.term
for (j = 0; j < _files.length; j++) {
file = _files[j];
if (!(file in scoreMap))
scoreMap[file] = {}
scoreMap[file][word] = o.score;
}
});
// create the mapping
for (j = 0; j < files.length; j++) {
file = files[j];
if (file in fileMap)
fileMap[file].push(word);
else
fileMap[file] = [word];
}
}
// now check if the files don't contain excluded terms
for (file in fileMap) {
var valid = true;
// check if all requirements are matched
if (fileMap[file].length != searchterms.length)
continue;
// ensure that none of the excluded terms is in the search result
for (i = 0; i < excluded.length; i++) {
if (terms[excluded[i]] == file ||
titleterms[excluded[i]] == file ||
$u.contains(terms[excluded[i]] || [], file) ||
$u.contains(titleterms[excluded[i]] || [], file)) {
valid = false;
break;
}
}
// if we have still a valid result we can add it to the result list
if (valid) {
// select one (max) score for the file.
// for better ranking, we should calculate ranking by using words statistics like basic tf-idf...
var score = $u.max($u.map(fileMap[file], function(w){return scoreMap[file][w]}));
results.push([filenames[file], titles[file], '', null, score]);
}
}
return results;
},
/**
* helper function to return a node containing the
* search summary for a given text. keywords is a list
* of stemmed words, hlwords is the list of normal, unstemmed
* words. the first one is used to find the occurrence, the
* latter for highlighting it.
*/
makeSearchSummary : function(text, keywords, hlwords) {
var textLower = text.toLowerCase();
var start = 0;
$.each(keywords, function() {
var i = textLower.indexOf(this.toLowerCase());
if (i > -1)
start = i;
});
start = Math.max(start - 120, 0);
var excerpt = ((start > 0) ? '...' : '') +
$.trim(text.substr(start, 240)) +
((start + 240 - text.length) ? '...' : '');
var rv = $('<div class="context"></div>').text(excerpt);
$.each(hlwords, function() {
rv = rv.highlightText(this, 'highlighted');
});
return rv;
}
};
$(document).ready(function() {
Search.init();
});

View File

@ -0,0 +1,159 @@
/*
* sidebar.js
* ~~~~~~~~~~
*
* This script makes the Sphinx sidebar collapsible.
*
* .sphinxsidebar contains .sphinxsidebarwrapper. This script adds
* in .sphixsidebar, after .sphinxsidebarwrapper, the #sidebarbutton
* used to collapse and expand the sidebar.
*
* When the sidebar is collapsed the .sphinxsidebarwrapper is hidden
* and the width of the sidebar and the margin-left of the document
* are decreased. When the sidebar is expanded the opposite happens.
* This script saves a per-browser/per-session cookie used to
* remember the position of the sidebar among the pages.
* Once the browser is closed the cookie is deleted and the position
* reset to the default (expanded).
*
* :copyright: Copyright 2007-2016 by the Sphinx team, see AUTHORS.
* :license: BSD, see LICENSE for details.
*
*/
$(function() {
// global elements used by the functions.
// the 'sidebarbutton' element is defined as global after its
// creation, in the add_sidebar_button function
var bodywrapper = $('.bodywrapper');
var sidebar = $('.sphinxsidebar');
var sidebarwrapper = $('.sphinxsidebarwrapper');
// for some reason, the document has no sidebar; do not run into errors
if (!sidebar.length) return;
// original margin-left of the bodywrapper and width of the sidebar
// with the sidebar expanded
var bw_margin_expanded = bodywrapper.css('margin-left');
var ssb_width_expanded = sidebar.width();
// margin-left of the bodywrapper and width of the sidebar
// with the sidebar collapsed
var bw_margin_collapsed = '.8em';
var ssb_width_collapsed = '.8em';
// colors used by the current theme
var dark_color = $('.related').css('background-color');
var light_color = $('.document').css('background-color');
function sidebar_is_collapsed() {
return sidebarwrapper.is(':not(:visible)');
}
function toggle_sidebar() {
if (sidebar_is_collapsed())
expand_sidebar();
else
collapse_sidebar();
}
function collapse_sidebar() {
sidebarwrapper.hide();
sidebar.css('width', ssb_width_collapsed);
bodywrapper.css('margin-left', bw_margin_collapsed);
sidebarbutton.css({
'margin-left': '0',
'height': bodywrapper.height()
});
sidebarbutton.find('span').text('»');
sidebarbutton.attr('title', _('Expand sidebar'));
document.cookie = 'sidebar=collapsed';
}
function expand_sidebar() {
bodywrapper.css('margin-left', bw_margin_expanded);
sidebar.css('width', ssb_width_expanded);
sidebarwrapper.show();
sidebarbutton.css({
'margin-left': ssb_width_expanded-12,
'height': bodywrapper.height()
});
sidebarbutton.find('span').text('«');
sidebarbutton.attr('title', _('Collapse sidebar'));
document.cookie = 'sidebar=expanded';
}
function add_sidebar_button() {
sidebarwrapper.css({
'float': 'left',
'margin-right': '0',
'width': ssb_width_expanded - 28
});
// create the button
sidebar.append(
'<div id="sidebarbutton"><span>&laquo;</span></div>'
);
var sidebarbutton = $('#sidebarbutton');
light_color = sidebarbutton.css('background-color');
// find the height of the viewport to center the '<<' in the page
var viewport_height;
if (window.innerHeight)
viewport_height = window.innerHeight;
else
viewport_height = $(window).height();
sidebarbutton.find('span').css({
'display': 'block',
'margin-top': (viewport_height - sidebar.position().top - 20) / 2
});
sidebarbutton.click(toggle_sidebar);
sidebarbutton.attr('title', _('Collapse sidebar'));
sidebarbutton.css({
'color': '#FFFFFF',
'border-left': '1px solid ' + dark_color,
'font-size': '1.2em',
'cursor': 'pointer',
'height': bodywrapper.height(),
'padding-top': '1px',
'margin-left': ssb_width_expanded - 12
});
sidebarbutton.hover(
function () {
$(this).css('background-color', dark_color);
},
function () {
$(this).css('background-color', light_color);
}
);
}
function set_position_from_cookie() {
if (!document.cookie)
return;
var items = document.cookie.split(';');
for(var k=0; k<items.length; k++) {
var key_val = items[k].split('=');
var key = key_val[0].replace(/ /, ""); // strip leading spaces
if (key == 'sidebar') {
var value = key_val[1];
if ((value == 'collapsed') && (!sidebar_is_collapsed()))
collapse_sidebar();
else if ((value == 'expanded') && (sidebar_is_collapsed()))
expand_sidebar();
}
}
}
add_sidebar_button();
var sidebarbutton = $('#sidebarbutton');
set_position_from_cookie();
});

View File

@ -0,0 +1,999 @@
// Underscore.js 1.3.1
// (c) 2009-2012 Jeremy Ashkenas, DocumentCloud Inc.
// Underscore is freely distributable under the MIT license.
// Portions of Underscore are inspired or borrowed from Prototype,
// Oliver Steele's Functional, and John Resig's Micro-Templating.
// For all details and documentation:
// http://documentcloud.github.com/underscore
(function() {
// Baseline setup
// --------------
// Establish the root object, `window` in the browser, or `global` on the server.
var root = this;
// Save the previous value of the `_` variable.
var previousUnderscore = root._;
// Establish the object that gets returned to break out of a loop iteration.
var breaker = {};
// Save bytes in the minified (but not gzipped) version:
var ArrayProto = Array.prototype, ObjProto = Object.prototype, FuncProto = Function.prototype;
// Create quick reference variables for speed access to core prototypes.
var slice = ArrayProto.slice,
unshift = ArrayProto.unshift,
toString = ObjProto.toString,
hasOwnProperty = ObjProto.hasOwnProperty;
// All **ECMAScript 5** native function implementations that we hope to use
// are declared here.
var
nativeForEach = ArrayProto.forEach,
nativeMap = ArrayProto.map,
nativeReduce = ArrayProto.reduce,
nativeReduceRight = ArrayProto.reduceRight,
nativeFilter = ArrayProto.filter,
nativeEvery = ArrayProto.every,
nativeSome = ArrayProto.some,
nativeIndexOf = ArrayProto.indexOf,
nativeLastIndexOf = ArrayProto.lastIndexOf,
nativeIsArray = Array.isArray,
nativeKeys = Object.keys,
nativeBind = FuncProto.bind;
// Create a safe reference to the Underscore object for use below.
var _ = function(obj) { return new wrapper(obj); };
// Export the Underscore object for **Node.js**, with
// backwards-compatibility for the old `require()` API. If we're in
// the browser, add `_` as a global object via a string identifier,
// for Closure Compiler "advanced" mode.
if (typeof exports !== 'undefined') {
if (typeof module !== 'undefined' && module.exports) {
exports = module.exports = _;
}
exports._ = _;
} else {
root['_'] = _;
}
// Current version.
_.VERSION = '1.3.1';
// Collection Functions
// --------------------
// The cornerstone, an `each` implementation, aka `forEach`.
// Handles objects with the built-in `forEach`, arrays, and raw objects.
// Delegates to **ECMAScript 5**'s native `forEach` if available.
var each = _.each = _.forEach = function(obj, iterator, context) {
if (obj == null) return;
if (nativeForEach && obj.forEach === nativeForEach) {
obj.forEach(iterator, context);
} else if (obj.length === +obj.length) {
for (var i = 0, l = obj.length; i < l; i++) {
if (i in obj && iterator.call(context, obj[i], i, obj) === breaker) return;
}
} else {
for (var key in obj) {
if (_.has(obj, key)) {
if (iterator.call(context, obj[key], key, obj) === breaker) return;
}
}
}
};
// Return the results of applying the iterator to each element.
// Delegates to **ECMAScript 5**'s native `map` if available.
_.map = _.collect = function(obj, iterator, context) {
var results = [];
if (obj == null) return results;
if (nativeMap && obj.map === nativeMap) return obj.map(iterator, context);
each(obj, function(value, index, list) {
results[results.length] = iterator.call(context, value, index, list);
});
if (obj.length === +obj.length) results.length = obj.length;
return results;
};
// **Reduce** builds up a single result from a list of values, aka `inject`,
// or `foldl`. Delegates to **ECMAScript 5**'s native `reduce` if available.
_.reduce = _.foldl = _.inject = function(obj, iterator, memo, context) {
var initial = arguments.length > 2;
if (obj == null) obj = [];
if (nativeReduce && obj.reduce === nativeReduce) {
if (context) iterator = _.bind(iterator, context);
return initial ? obj.reduce(iterator, memo) : obj.reduce(iterator);
}
each(obj, function(value, index, list) {
if (!initial) {
memo = value;
initial = true;
} else {
memo = iterator.call(context, memo, value, index, list);
}
});
if (!initial) throw new TypeError('Reduce of empty array with no initial value');
return memo;
};
// The right-associative version of reduce, also known as `foldr`.
// Delegates to **ECMAScript 5**'s native `reduceRight` if available.
_.reduceRight = _.foldr = function(obj, iterator, memo, context) {
var initial = arguments.length > 2;
if (obj == null) obj = [];
if (nativeReduceRight && obj.reduceRight === nativeReduceRight) {
if (context) iterator = _.bind(iterator, context);
return initial ? obj.reduceRight(iterator, memo) : obj.reduceRight(iterator);
}
var reversed = _.toArray(obj).reverse();
if (context && !initial) iterator = _.bind(iterator, context);
return initial ? _.reduce(reversed, iterator, memo, context) : _.reduce(reversed, iterator);
};
// Return the first value which passes a truth test. Aliased as `detect`.
_.find = _.detect = function(obj, iterator, context) {
var result;
any(obj, function(value, index, list) {
if (iterator.call(context, value, index, list)) {
result = value;
return true;
}
});
return result;
};
// Return all the elements that pass a truth test.
// Delegates to **ECMAScript 5**'s native `filter` if available.
// Aliased as `select`.
_.filter = _.select = function(obj, iterator, context) {
var results = [];
if (obj == null) return results;
if (nativeFilter && obj.filter === nativeFilter) return obj.filter(iterator, context);
each(obj, function(value, index, list) {
if (iterator.call(context, value, index, list)) results[results.length] = value;
});
return results;
};
// Return all the elements for which a truth test fails.
_.reject = function(obj, iterator, context) {
var results = [];
if (obj == null) return results;
each(obj, function(value, index, list) {
if (!iterator.call(context, value, index, list)) results[results.length] = value;
});
return results;
};
// Determine whether all of the elements match a truth test.
// Delegates to **ECMAScript 5**'s native `every` if available.
// Aliased as `all`.
_.every = _.all = function(obj, iterator, context) {
var result = true;
if (obj == null) return result;
if (nativeEvery && obj.every === nativeEvery) return obj.every(iterator, context);
each(obj, function(value, index, list) {
if (!(result = result && iterator.call(context, value, index, list))) return breaker;
});
return result;
};
// Determine if at least one element in the object matches a truth test.
// Delegates to **ECMAScript 5**'s native `some` if available.
// Aliased as `any`.
var any = _.some = _.any = function(obj, iterator, context) {
iterator || (iterator = _.identity);
var result = false;
if (obj == null) return result;
if (nativeSome && obj.some === nativeSome) return obj.some(iterator, context);
each(obj, function(value, index, list) {
if (result || (result = iterator.call(context, value, index, list))) return breaker;
});
return !!result;
};
// Determine if a given value is included in the array or object using `===`.
// Aliased as `contains`.
_.include = _.contains = function(obj, target) {
var found = false;
if (obj == null) return found;
if (nativeIndexOf && obj.indexOf === nativeIndexOf) return obj.indexOf(target) != -1;
found = any(obj, function(value) {
return value === target;
});
return found;
};
// Invoke a method (with arguments) on every item in a collection.
_.invoke = function(obj, method) {
var args = slice.call(arguments, 2);
return _.map(obj, function(value) {
return (_.isFunction(method) ? method || value : value[method]).apply(value, args);
});
};
// Convenience version of a common use case of `map`: fetching a property.
_.pluck = function(obj, key) {
return _.map(obj, function(value){ return value[key]; });
};
// Return the maximum element or (element-based computation).
_.max = function(obj, iterator, context) {
if (!iterator && _.isArray(obj)) return Math.max.apply(Math, obj);
if (!iterator && _.isEmpty(obj)) return -Infinity;
var result = {computed : -Infinity};
each(obj, function(value, index, list) {
var computed = iterator ? iterator.call(context, value, index, list) : value;
computed >= result.computed && (result = {value : value, computed : computed});
});
return result.value;
};
// Return the minimum element (or element-based computation).
_.min = function(obj, iterator, context) {
if (!iterator && _.isArray(obj)) return Math.min.apply(Math, obj);
if (!iterator && _.isEmpty(obj)) return Infinity;
var result = {computed : Infinity};
each(obj, function(value, index, list) {
var computed = iterator ? iterator.call(context, value, index, list) : value;
computed < result.computed && (result = {value : value, computed : computed});
});
return result.value;
};
// Shuffle an array.
_.shuffle = function(obj) {
var shuffled = [], rand;
each(obj, function(value, index, list) {
if (index == 0) {
shuffled[0] = value;
} else {
rand = Math.floor(Math.random() * (index + 1));
shuffled[index] = shuffled[rand];
shuffled[rand] = value;
}
});
return shuffled;
};
// Sort the object's values by a criterion produced by an iterator.
_.sortBy = function(obj, iterator, context) {
return _.pluck(_.map(obj, function(value, index, list) {
return {
value : value,
criteria : iterator.call(context, value, index, list)
};
}).sort(function(left, right) {
var a = left.criteria, b = right.criteria;
return a < b ? -1 : a > b ? 1 : 0;
}), 'value');
};
// Groups the object's values by a criterion. Pass either a string attribute
// to group by, or a function that returns the criterion.
_.groupBy = function(obj, val) {
var result = {};
var iterator = _.isFunction(val) ? val : function(obj) { return obj[val]; };
each(obj, function(value, index) {
var key = iterator(value, index);
(result[key] || (result[key] = [])).push(value);
});
return result;
};
// Use a comparator function to figure out at what index an object should
// be inserted so as to maintain order. Uses binary search.
_.sortedIndex = function(array, obj, iterator) {
iterator || (iterator = _.identity);
var low = 0, high = array.length;
while (low < high) {
var mid = (low + high) >> 1;
iterator(array[mid]) < iterator(obj) ? low = mid + 1 : high = mid;
}
return low;
};
// Safely convert anything iterable into a real, live array.
_.toArray = function(iterable) {
if (!iterable) return [];
if (iterable.toArray) return iterable.toArray();
if (_.isArray(iterable)) return slice.call(iterable);
if (_.isArguments(iterable)) return slice.call(iterable);
return _.values(iterable);
};
// Return the number of elements in an object.
_.size = function(obj) {
return _.toArray(obj).length;
};
// Array Functions
// ---------------
// Get the first element of an array. Passing **n** will return the first N
// values in the array. Aliased as `head`. The **guard** check allows it to work
// with `_.map`.
_.first = _.head = function(array, n, guard) {
return (n != null) && !guard ? slice.call(array, 0, n) : array[0];
};
// Returns everything but the last entry of the array. Especcialy useful on
// the arguments object. Passing **n** will return all the values in
// the array, excluding the last N. The **guard** check allows it to work with
// `_.map`.
_.initial = function(array, n, guard) {
return slice.call(array, 0, array.length - ((n == null) || guard ? 1 : n));
};
// Get the last element of an array. Passing **n** will return the last N
// values in the array. The **guard** check allows it to work with `_.map`.
_.last = function(array, n, guard) {
if ((n != null) && !guard) {
return slice.call(array, Math.max(array.length - n, 0));
} else {
return array[array.length - 1];
}
};
// Returns everything but the first entry of the array. Aliased as `tail`.
// Especially useful on the arguments object. Passing an **index** will return
// the rest of the values in the array from that index onward. The **guard**
// check allows it to work with `_.map`.
_.rest = _.tail = function(array, index, guard) {
return slice.call(array, (index == null) || guard ? 1 : index);
};
// Trim out all falsy values from an array.
_.compact = function(array) {
return _.filter(array, function(value){ return !!value; });
};
// Return a completely flattened version of an array.
_.flatten = function(array, shallow) {
return _.reduce(array, function(memo, value) {
if (_.isArray(value)) return memo.concat(shallow ? value : _.flatten(value));
memo[memo.length] = value;
return memo;
}, []);
};
// Return a version of the array that does not contain the specified value(s).
_.without = function(array) {
return _.difference(array, slice.call(arguments, 1));
};
// Produce a duplicate-free version of the array. If the array has already
// been sorted, you have the option of using a faster algorithm.
// Aliased as `unique`.
_.uniq = _.unique = function(array, isSorted, iterator) {
var initial = iterator ? _.map(array, iterator) : array;
var result = [];
_.reduce(initial, function(memo, el, i) {
if (0 == i || (isSorted === true ? _.last(memo) != el : !_.include(memo, el))) {
memo[memo.length] = el;
result[result.length] = array[i];
}
return memo;
}, []);
return result;
};
// Produce an array that contains the union: each distinct element from all of
// the passed-in arrays.
_.union = function() {
return _.uniq(_.flatten(arguments, true));
};
// Produce an array that contains every item shared between all the
// passed-in arrays. (Aliased as "intersect" for back-compat.)
_.intersection = _.intersect = function(array) {
var rest = slice.call(arguments, 1);
return _.filter(_.uniq(array), function(item) {
return _.every(rest, function(other) {
return _.indexOf(other, item) >= 0;
});
});
};
// Take the difference between one array and a number of other arrays.
// Only the elements present in just the first array will remain.
_.difference = function(array) {
var rest = _.flatten(slice.call(arguments, 1));
return _.filter(array, function(value){ return !_.include(rest, value); });
};
// Zip together multiple lists into a single array -- elements that share
// an index go together.
_.zip = function() {
var args = slice.call(arguments);
var length = _.max(_.pluck(args, 'length'));
var results = new Array(length);
for (var i = 0; i < length; i++) results[i] = _.pluck(args, "" + i);
return results;
};
// If the browser doesn't supply us with indexOf (I'm looking at you, **MSIE**),
// we need this function. Return the position of the first occurrence of an
// item in an array, or -1 if the item is not included in the array.
// Delegates to **ECMAScript 5**'s native `indexOf` if available.
// If the array is large and already in sort order, pass `true`
// for **isSorted** to use binary search.
_.indexOf = function(array, item, isSorted) {
if (array == null) return -1;
var i, l;
if (isSorted) {
i = _.sortedIndex(array, item);
return array[i] === item ? i : -1;
}
if (nativeIndexOf && array.indexOf === nativeIndexOf) return array.indexOf(item);
for (i = 0, l = array.length; i < l; i++) if (i in array && array[i] === item) return i;
return -1;
};
// Delegates to **ECMAScript 5**'s native `lastIndexOf` if available.
_.lastIndexOf = function(array, item) {
if (array == null) return -1;
if (nativeLastIndexOf && array.lastIndexOf === nativeLastIndexOf) return array.lastIndexOf(item);
var i = array.length;
while (i--) if (i in array && array[i] === item) return i;
return -1;
};
// Generate an integer Array containing an arithmetic progression. A port of
// the native Python `range()` function. See
// [the Python documentation](http://docs.python.org/library/functions.html#range).
_.range = function(start, stop, step) {
if (arguments.length <= 1) {
stop = start || 0;
start = 0;
}
step = arguments[2] || 1;
var len = Math.max(Math.ceil((stop - start) / step), 0);
var idx = 0;
var range = new Array(len);
while(idx < len) {
range[idx++] = start;
start += step;
}
return range;
};
// Function (ahem) Functions
// ------------------
// Reusable constructor function for prototype setting.
var ctor = function(){};
// Create a function bound to a given object (assigning `this`, and arguments,
// optionally). Binding with arguments is also known as `curry`.
// Delegates to **ECMAScript 5**'s native `Function.bind` if available.
// We check for `func.bind` first, to fail fast when `func` is undefined.
_.bind = function bind(func, context) {
var bound, args;
if (func.bind === nativeBind && nativeBind) return nativeBind.apply(func, slice.call(arguments, 1));
if (!_.isFunction(func)) throw new TypeError;
args = slice.call(arguments, 2);
return bound = function() {
if (!(this instanceof bound)) return func.apply(context, args.concat(slice.call(arguments)));
ctor.prototype = func.prototype;
var self = new ctor;
var result = func.apply(self, args.concat(slice.call(arguments)));
if (Object(result) === result) return result;
return self;
};
};
// Bind all of an object's methods to that object. Useful for ensuring that
// all callbacks defined on an object belong to it.
_.bindAll = function(obj) {
var funcs = slice.call(arguments, 1);
if (funcs.length == 0) funcs = _.functions(obj);
each(funcs, function(f) { obj[f] = _.bind(obj[f], obj); });
return obj;
};
// Memoize an expensive function by storing its results.
_.memoize = function(func, hasher) {
var memo = {};
hasher || (hasher = _.identity);
return function() {
var key = hasher.apply(this, arguments);
return _.has(memo, key) ? memo[key] : (memo[key] = func.apply(this, arguments));
};
};
// Delays a function for the given number of milliseconds, and then calls
// it with the arguments supplied.
_.delay = function(func, wait) {
var args = slice.call(arguments, 2);
return setTimeout(function(){ return func.apply(func, args); }, wait);
};
// Defers a function, scheduling it to run after the current call stack has
// cleared.
_.defer = function(func) {
return _.delay.apply(_, [func, 1].concat(slice.call(arguments, 1)));
};
// Returns a function, that, when invoked, will only be triggered at most once
// during a given window of time.
_.throttle = function(func, wait) {
var context, args, timeout, throttling, more;
var whenDone = _.debounce(function(){ more = throttling = false; }, wait);
return function() {
context = this; args = arguments;
var later = function() {
timeout = null;
if (more) func.apply(context, args);
whenDone();
};
if (!timeout) timeout = setTimeout(later, wait);
if (throttling) {
more = true;
} else {
func.apply(context, args);
}
whenDone();
throttling = true;
};
};
// Returns a function, that, as long as it continues to be invoked, will not
// be triggered. The function will be called after it stops being called for
// N milliseconds.
_.debounce = function(func, wait) {
var timeout;
return function() {
var context = this, args = arguments;
var later = function() {
timeout = null;
func.apply(context, args);
};
clearTimeout(timeout);
timeout = setTimeout(later, wait);
};
};
// Returns a function that will be executed at most one time, no matter how
// often you call it. Useful for lazy initialization.
_.once = function(func) {
var ran = false, memo;
return function() {
if (ran) return memo;
ran = true;
return memo = func.apply(this, arguments);
};
};
// Returns the first function passed as an argument to the second,
// allowing you to adjust arguments, run code before and after, and
// conditionally execute the original function.
_.wrap = function(func, wrapper) {
return function() {
var args = [func].concat(slice.call(arguments, 0));
return wrapper.apply(this, args);
};
};
// Returns a function that is the composition of a list of functions, each
// consuming the return value of the function that follows.
_.compose = function() {
var funcs = arguments;
return function() {
var args = arguments;
for (var i = funcs.length - 1; i >= 0; i--) {
args = [funcs[i].apply(this, args)];
}
return args[0];
};
};
// Returns a function that will only be executed after being called N times.
_.after = function(times, func) {
if (times <= 0) return func();
return function() {
if (--times < 1) { return func.apply(this, arguments); }
};
};
// Object Functions
// ----------------
// Retrieve the names of an object's properties.
// Delegates to **ECMAScript 5**'s native `Object.keys`
_.keys = nativeKeys || function(obj) {
if (obj !== Object(obj)) throw new TypeError('Invalid object');
var keys = [];
for (var key in obj) if (_.has(obj, key)) keys[keys.length] = key;
return keys;
};
// Retrieve the values of an object's properties.
_.values = function(obj) {
return _.map(obj, _.identity);
};
// Return a sorted list of the function names available on the object.
// Aliased as `methods`
_.functions = _.methods = function(obj) {
var names = [];
for (var key in obj) {
if (_.isFunction(obj[key])) names.push(key);
}
return names.sort();
};
// Extend a given object with all the properties in passed-in object(s).
_.extend = function(obj) {
each(slice.call(arguments, 1), function(source) {
for (var prop in source) {
obj[prop] = source[prop];
}
});
return obj;
};
// Fill in a given object with default properties.
_.defaults = function(obj) {
each(slice.call(arguments, 1), function(source) {
for (var prop in source) {
if (obj[prop] == null) obj[prop] = source[prop];
}
});
return obj;
};
// Create a (shallow-cloned) duplicate of an object.
_.clone = function(obj) {
if (!_.isObject(obj)) return obj;
return _.isArray(obj) ? obj.slice() : _.extend({}, obj);
};
// Invokes interceptor with the obj, and then returns obj.
// The primary purpose of this method is to "tap into" a method chain, in
// order to perform operations on intermediate results within the chain.
_.tap = function(obj, interceptor) {
interceptor(obj);
return obj;
};
// Internal recursive comparison function.
function eq(a, b, stack) {
// Identical objects are equal. `0 === -0`, but they aren't identical.
// See the Harmony `egal` proposal: http://wiki.ecmascript.org/doku.php?id=harmony:egal.
if (a === b) return a !== 0 || 1 / a == 1 / b;
// A strict comparison is necessary because `null == undefined`.
if (a == null || b == null) return a === b;
// Unwrap any wrapped objects.
if (a._chain) a = a._wrapped;
if (b._chain) b = b._wrapped;
// Invoke a custom `isEqual` method if one is provided.
if (a.isEqual && _.isFunction(a.isEqual)) return a.isEqual(b);
if (b.isEqual && _.isFunction(b.isEqual)) return b.isEqual(a);
// Compare `[[Class]]` names.
var className = toString.call(a);
if (className != toString.call(b)) return false;
switch (className) {
// Strings, numbers, dates, and booleans are compared by value.
case '[object String]':
// Primitives and their corresponding object wrappers are equivalent; thus, `"5"` is
// equivalent to `new String("5")`.
return a == String(b);
case '[object Number]':
// `NaN`s are equivalent, but non-reflexive. An `egal` comparison is performed for
// other numeric values.
return a != +a ? b != +b : (a == 0 ? 1 / a == 1 / b : a == +b);
case '[object Date]':
case '[object Boolean]':
// Coerce dates and booleans to numeric primitive values. Dates are compared by their
// millisecond representations. Note that invalid dates with millisecond representations
// of `NaN` are not equivalent.
return +a == +b;
// RegExps are compared by their source patterns and flags.
case '[object RegExp]':
return a.source == b.source &&
a.global == b.global &&
a.multiline == b.multiline &&
a.ignoreCase == b.ignoreCase;
}
if (typeof a != 'object' || typeof b != 'object') return false;
// Assume equality for cyclic structures. The algorithm for detecting cyclic
// structures is adapted from ES 5.1 section 15.12.3, abstract operation `JO`.
var length = stack.length;
while (length--) {
// Linear search. Performance is inversely proportional to the number of
// unique nested structures.
if (stack[length] == a) return true;
}
// Add the first object to the stack of traversed objects.
stack.push(a);
var size = 0, result = true;
// Recursively compare objects and arrays.
if (className == '[object Array]') {
// Compare array lengths to determine if a deep comparison is necessary.
size = a.length;
result = size == b.length;
if (result) {
// Deep compare the contents, ignoring non-numeric properties.
while (size--) {
// Ensure commutative equality for sparse arrays.
if (!(result = size in a == size in b && eq(a[size], b[size], stack))) break;
}
}
} else {
// Objects with different constructors are not equivalent.
if ('constructor' in a != 'constructor' in b || a.constructor != b.constructor) return false;
// Deep compare objects.
for (var key in a) {
if (_.has(a, key)) {
// Count the expected number of properties.
size++;
// Deep compare each member.
if (!(result = _.has(b, key) && eq(a[key], b[key], stack))) break;
}
}
// Ensure that both objects contain the same number of properties.
if (result) {
for (key in b) {
if (_.has(b, key) && !(size--)) break;
}
result = !size;
}
}
// Remove the first object from the stack of traversed objects.
stack.pop();
return result;
}
// Perform a deep comparison to check if two objects are equal.
_.isEqual = function(a, b) {
return eq(a, b, []);
};
// Is a given array, string, or object empty?
// An "empty" object has no enumerable own-properties.
_.isEmpty = function(obj) {
if (_.isArray(obj) || _.isString(obj)) return obj.length === 0;
for (var key in obj) if (_.has(obj, key)) return false;
return true;
};
// Is a given value a DOM element?
_.isElement = function(obj) {
return !!(obj && obj.nodeType == 1);
};
// Is a given value an array?
// Delegates to ECMA5's native Array.isArray
_.isArray = nativeIsArray || function(obj) {
return toString.call(obj) == '[object Array]';
};
// Is a given variable an object?
_.isObject = function(obj) {
return obj === Object(obj);
};
// Is a given variable an arguments object?
_.isArguments = function(obj) {
return toString.call(obj) == '[object Arguments]';
};
if (!_.isArguments(arguments)) {
_.isArguments = function(obj) {
return !!(obj && _.has(obj, 'callee'));
};
}
// Is a given value a function?
_.isFunction = function(obj) {
return toString.call(obj) == '[object Function]';
};
// Is a given value a string?
_.isString = function(obj) {
return toString.call(obj) == '[object String]';
};
// Is a given value a number?
_.isNumber = function(obj) {
return toString.call(obj) == '[object Number]';
};
// Is the given value `NaN`?
_.isNaN = function(obj) {
// `NaN` is the only value for which `===` is not reflexive.
return obj !== obj;
};
// Is a given value a boolean?
_.isBoolean = function(obj) {
return obj === true || obj === false || toString.call(obj) == '[object Boolean]';
};
// Is a given value a date?
_.isDate = function(obj) {
return toString.call(obj) == '[object Date]';
};
// Is the given value a regular expression?
_.isRegExp = function(obj) {
return toString.call(obj) == '[object RegExp]';
};
// Is a given value equal to null?
_.isNull = function(obj) {
return obj === null;
};
// Is a given variable undefined?
_.isUndefined = function(obj) {
return obj === void 0;
};
// Has own property?
_.has = function(obj, key) {
return hasOwnProperty.call(obj, key);
};
// Utility Functions
// -----------------
// Run Underscore.js in *noConflict* mode, returning the `_` variable to its
// previous owner. Returns a reference to the Underscore object.
_.noConflict = function() {
root._ = previousUnderscore;
return this;
};
// Keep the identity function around for default iterators.
_.identity = function(value) {
return value;
};
// Run a function **n** times.
_.times = function (n, iterator, context) {
for (var i = 0; i < n; i++) iterator.call(context, i);
};
// Escape a string for HTML interpolation.
_.escape = function(string) {
return (''+string).replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;').replace(/"/g, '&quot;').replace(/'/g, '&#x27;').replace(/\//g,'&#x2F;');
};
// Add your own custom functions to the Underscore object, ensuring that
// they're correctly added to the OOP wrapper as well.
_.mixin = function(obj) {
each(_.functions(obj), function(name){
addToWrapper(name, _[name] = obj[name]);
});
};
// Generate a unique integer id (unique within the entire client session).
// Useful for temporary DOM ids.
var idCounter = 0;
_.uniqueId = function(prefix) {
var id = idCounter++;
return prefix ? prefix + id : id;
};
// By default, Underscore uses ERB-style template delimiters, change the
// following template settings to use alternative delimiters.
_.templateSettings = {
evaluate : /<%([\s\S]+?)%>/g,
interpolate : /<%=([\s\S]+?)%>/g,
escape : /<%-([\s\S]+?)%>/g
};
// When customizing `templateSettings`, if you don't want to define an
// interpolation, evaluation or escaping regex, we need one that is
// guaranteed not to match.
var noMatch = /.^/;
// Within an interpolation, evaluation, or escaping, remove HTML escaping
// that had been previously added.
var unescape = function(code) {
return code.replace(/\\\\/g, '\\').replace(/\\'/g, "'");
};
// JavaScript micro-templating, similar to John Resig's implementation.
// Underscore templating handles arbitrary delimiters, preserves whitespace,
// and correctly escapes quotes within interpolated code.
_.template = function(str, data) {
var c = _.templateSettings;
var tmpl = 'var __p=[],print=function(){__p.push.apply(__p,arguments);};' +
'with(obj||{}){__p.push(\'' +
str.replace(/\\/g, '\\\\')
.replace(/'/g, "\\'")
.replace(c.escape || noMatch, function(match, code) {
return "',_.escape(" + unescape(code) + "),'";
})
.replace(c.interpolate || noMatch, function(match, code) {
return "'," + unescape(code) + ",'";
})
.replace(c.evaluate || noMatch, function(match, code) {
return "');" + unescape(code).replace(/[\r\n\t]/g, ' ') + ";__p.push('";
})
.replace(/\r/g, '\\r')
.replace(/\n/g, '\\n')
.replace(/\t/g, '\\t')
+ "');}return __p.join('');";
var func = new Function('obj', '_', tmpl);
if (data) return func(data, _);
return function(data) {
return func.call(this, data, _);
};
};
// Add a "chain" function, which will delegate to the wrapper.
_.chain = function(obj) {
return _(obj).chain();
};
// The OOP Wrapper
// ---------------
// If Underscore is called as a function, it returns a wrapped object that
// can be used OO-style. This wrapper holds altered versions of all the
// underscore functions. Wrapped objects may be chained.
var wrapper = function(obj) { this._wrapped = obj; };
// Expose `wrapper.prototype` as `_.prototype`
_.prototype = wrapper.prototype;
// Helper function to continue chaining intermediate results.
var result = function(obj, chain) {
return chain ? _(obj).chain() : obj;
};
// A method to easily add functions to the OOP wrapper.
var addToWrapper = function(name, func) {
wrapper.prototype[name] = function() {
var args = slice.call(arguments);
unshift.call(args, this._wrapped);
return result(func.apply(_, args), this._chain);
};
};
// Add all of the Underscore functions to the wrapper object.
_.mixin(_);
// Add all mutator Array functions to the wrapper.
each(['pop', 'push', 'reverse', 'shift', 'sort', 'splice', 'unshift'], function(name) {
var method = ArrayProto[name];
wrapper.prototype[name] = function() {
var wrapped = this._wrapped;
method.apply(wrapped, arguments);
var length = wrapped.length;
if ((name == 'shift' || name == 'splice') && length === 0) delete wrapped[0];
return result(wrapped, this._chain);
};
});
// Add all accessor Array functions to the wrapper.
each(['concat', 'join', 'slice'], function(name) {
var method = ArrayProto[name];
wrapper.prototype[name] = function() {
return result(method.apply(this._wrapped, arguments), this._chain);
};
});
// Start chaining a wrapped Underscore object.
wrapper.prototype.chain = function() {
this._chain = true;
return this;
};
// Extracts the result from a wrapped and chained object.
wrapper.prototype.value = function() {
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@ -0,0 +1,31 @@
// Underscore.js 1.3.1
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/*
* websupport.js
* ~~~~~~~~~~~~~
*
* sphinx.websupport utilities for all documentation.
*
* :copyright: Copyright 2007-2016 by the Sphinx team, see AUTHORS.
* :license: BSD, see LICENSE for details.
*
*/
(function($) {
$.fn.autogrow = function() {
return this.each(function() {
var textarea = this;
$.fn.autogrow.resize(textarea);
$(textarea)
.focus(function() {
textarea.interval = setInterval(function() {
$.fn.autogrow.resize(textarea);
}, 500);
})
.blur(function() {
clearInterval(textarea.interval);
});
});
};
$.fn.autogrow.resize = function(textarea) {
var lineHeight = parseInt($(textarea).css('line-height'), 10);
var lines = textarea.value.split('\n');
var columns = textarea.cols;
var lineCount = 0;
$.each(lines, function() {
lineCount += Math.ceil(this.length / columns) || 1;
});
var height = lineHeight * (lineCount + 1);
$(textarea).css('height', height);
};
})(jQuery);
(function($) {
var comp, by;
function init() {
initEvents();
initComparator();
}
function initEvents() {
$(document).on("click", 'a.comment-close', function(event) {
event.preventDefault();
hide($(this).attr('id').substring(2));
});
$(document).on("click", 'a.vote', function(event) {
event.preventDefault();
handleVote($(this));
});
$(document).on("click", 'a.reply', function(event) {
event.preventDefault();
openReply($(this).attr('id').substring(2));
});
$(document).on("click", 'a.close-reply', function(event) {
event.preventDefault();
closeReply($(this).attr('id').substring(2));
});
$(document).on("click", 'a.sort-option', function(event) {
event.preventDefault();
handleReSort($(this));
});
$(document).on("click", 'a.show-proposal', function(event) {
event.preventDefault();
showProposal($(this).attr('id').substring(2));
});
$(document).on("click", 'a.hide-proposal', function(event) {
event.preventDefault();
hideProposal($(this).attr('id').substring(2));
});
$(document).on("click", 'a.show-propose-change', function(event) {
event.preventDefault();
showProposeChange($(this).attr('id').substring(2));
});
$(document).on("click", 'a.hide-propose-change', function(event) {
event.preventDefault();
hideProposeChange($(this).attr('id').substring(2));
});
$(document).on("click", 'a.accept-comment', function(event) {
event.preventDefault();
acceptComment($(this).attr('id').substring(2));
});
$(document).on("click", 'a.delete-comment', function(event) {
event.preventDefault();
deleteComment($(this).attr('id').substring(2));
});
$(document).on("click", 'a.comment-markup', function(event) {
event.preventDefault();
toggleCommentMarkupBox($(this).attr('id').substring(2));
});
}
/**
* Set comp, which is a comparator function used for sorting and
* inserting comments into the list.
*/
function setComparator() {
// If the first three letters are "asc", sort in ascending order
// and remove the prefix.
if (by.substring(0,3) == 'asc') {
var i = by.substring(3);
comp = function(a, b) { return a[i] - b[i]; };
} else {
// Otherwise sort in descending order.
comp = function(a, b) { return b[by] - a[by]; };
}
// Reset link styles and format the selected sort option.
$('a.sel').attr('href', '#').removeClass('sel');
$('a.by' + by).removeAttr('href').addClass('sel');
}
/**
* Create a comp function. If the user has preferences stored in
* the sortBy cookie, use those, otherwise use the default.
*/
function initComparator() {
by = 'rating'; // Default to sort by rating.
// If the sortBy cookie is set, use that instead.
if (document.cookie.length > 0) {
var start = document.cookie.indexOf('sortBy=');
if (start != -1) {
start = start + 7;
var end = document.cookie.indexOf(";", start);
if (end == -1) {
end = document.cookie.length;
by = unescape(document.cookie.substring(start, end));
}
}
}
setComparator();
}
/**
* Show a comment div.
*/
function show(id) {
$('#ao' + id).hide();
$('#ah' + id).show();
var context = $.extend({id: id}, opts);
var popup = $(renderTemplate(popupTemplate, context)).hide();
popup.find('textarea[name="proposal"]').hide();
popup.find('a.by' + by).addClass('sel');
var form = popup.find('#cf' + id);
form.submit(function(event) {
event.preventDefault();
addComment(form);
});
$('#s' + id).after(popup);
popup.slideDown('fast', function() {
getComments(id);
});
}
/**
* Hide a comment div.
*/
function hide(id) {
$('#ah' + id).hide();
$('#ao' + id).show();
var div = $('#sc' + id);
div.slideUp('fast', function() {
div.remove();
});
}
/**
* Perform an ajax request to get comments for a node
* and insert the comments into the comments tree.
*/
function getComments(id) {
$.ajax({
type: 'GET',
url: opts.getCommentsURL,
data: {node: id},
success: function(data, textStatus, request) {
var ul = $('#cl' + id);
var speed = 100;
$('#cf' + id)
.find('textarea[name="proposal"]')
.data('source', data.source);
if (data.comments.length === 0) {
ul.html('<li>No comments yet.</li>');
ul.data('empty', true);
} else {
// If there are comments, sort them and put them in the list.
var comments = sortComments(data.comments);
speed = data.comments.length * 100;
appendComments(comments, ul);
ul.data('empty', false);
}
$('#cn' + id).slideUp(speed + 200);
ul.slideDown(speed);
},
error: function(request, textStatus, error) {
showError('Oops, there was a problem retrieving the comments.');
},
dataType: 'json'
});
}
/**
* Add a comment via ajax and insert the comment into the comment tree.
*/
function addComment(form) {
var node_id = form.find('input[name="node"]').val();
var parent_id = form.find('input[name="parent"]').val();
var text = form.find('textarea[name="comment"]').val();
var proposal = form.find('textarea[name="proposal"]').val();
if (text == '') {
showError('Please enter a comment.');
return;
}
// Disable the form that is being submitted.
form.find('textarea,input').attr('disabled', 'disabled');
// Send the comment to the server.
$.ajax({
type: "POST",
url: opts.addCommentURL,
dataType: 'json',
data: {
node: node_id,
parent: parent_id,
text: text,
proposal: proposal
},
success: function(data, textStatus, error) {
// Reset the form.
if (node_id) {
hideProposeChange(node_id);
}
form.find('textarea')
.val('')
.add(form.find('input'))
.removeAttr('disabled');
var ul = $('#cl' + (node_id || parent_id));
if (ul.data('empty')) {
$(ul).empty();
ul.data('empty', false);
}
insertComment(data.comment);
var ao = $('#ao' + node_id);
ao.find('img').attr({'src': opts.commentBrightImage});
if (node_id) {
// if this was a "root" comment, remove the commenting box
// (the user can get it back by reopening the comment popup)
$('#ca' + node_id).slideUp();
}
},
error: function(request, textStatus, error) {
form.find('textarea,input').removeAttr('disabled');
showError('Oops, there was a problem adding the comment.');
}
});
}
/**
* Recursively append comments to the main comment list and children
* lists, creating the comment tree.
*/
function appendComments(comments, ul) {
$.each(comments, function() {
var div = createCommentDiv(this);
ul.append($(document.createElement('li')).html(div));
appendComments(this.children, div.find('ul.comment-children'));
// To avoid stagnating data, don't store the comments children in data.
this.children = null;
div.data('comment', this);
});
}
/**
* After adding a new comment, it must be inserted in the correct
* location in the comment tree.
*/
function insertComment(comment) {
var div = createCommentDiv(comment);
// To avoid stagnating data, don't store the comments children in data.
comment.children = null;
div.data('comment', comment);
var ul = $('#cl' + (comment.node || comment.parent));
var siblings = getChildren(ul);
var li = $(document.createElement('li'));
li.hide();
// Determine where in the parents children list to insert this comment.
for(i=0; i < siblings.length; i++) {
if (comp(comment, siblings[i]) <= 0) {
$('#cd' + siblings[i].id)
.parent()
.before(li.html(div));
li.slideDown('fast');
return;
}
}
// If we get here, this comment rates lower than all the others,
// or it is the only comment in the list.
ul.append(li.html(div));
li.slideDown('fast');
}
function acceptComment(id) {
$.ajax({
type: 'POST',
url: opts.acceptCommentURL,
data: {id: id},
success: function(data, textStatus, request) {
$('#cm' + id).fadeOut('fast');
$('#cd' + id).removeClass('moderate');
},
error: function(request, textStatus, error) {
showError('Oops, there was a problem accepting the comment.');
}
});
}
function deleteComment(id) {
$.ajax({
type: 'POST',
url: opts.deleteCommentURL,
data: {id: id},
success: function(data, textStatus, request) {
var div = $('#cd' + id);
if (data == 'delete') {
// Moderator mode: remove the comment and all children immediately
div.slideUp('fast', function() {
div.remove();
});
return;
}
// User mode: only mark the comment as deleted
div
.find('span.user-id:first')
.text('[deleted]').end()
.find('div.comment-text:first')
.text('[deleted]').end()
.find('#cm' + id + ', #dc' + id + ', #ac' + id + ', #rc' + id +
', #sp' + id + ', #hp' + id + ', #cr' + id + ', #rl' + id)
.remove();
var comment = div.data('comment');
comment.username = '[deleted]';
comment.text = '[deleted]';
div.data('comment', comment);
},
error: function(request, textStatus, error) {
showError('Oops, there was a problem deleting the comment.');
}
});
}
function showProposal(id) {
$('#sp' + id).hide();
$('#hp' + id).show();
$('#pr' + id).slideDown('fast');
}
function hideProposal(id) {
$('#hp' + id).hide();
$('#sp' + id).show();
$('#pr' + id).slideUp('fast');
}
function showProposeChange(id) {
$('#pc' + id).hide();
$('#hc' + id).show();
var textarea = $('#pt' + id);
textarea.val(textarea.data('source'));
$.fn.autogrow.resize(textarea[0]);
textarea.slideDown('fast');
}
function hideProposeChange(id) {
$('#hc' + id).hide();
$('#pc' + id).show();
var textarea = $('#pt' + id);
textarea.val('').removeAttr('disabled');
textarea.slideUp('fast');
}
function toggleCommentMarkupBox(id) {
$('#mb' + id).toggle();
}
/** Handle when the user clicks on a sort by link. */
function handleReSort(link) {
var classes = link.attr('class').split(/\s+/);
for (var i=0; i<classes.length; i++) {
if (classes[i] != 'sort-option') {
by = classes[i].substring(2);
}
}
setComparator();
// Save/update the sortBy cookie.
var expiration = new Date();
expiration.setDate(expiration.getDate() + 365);
document.cookie= 'sortBy=' + escape(by) +
';expires=' + expiration.toUTCString();
$('ul.comment-ul').each(function(index, ul) {
var comments = getChildren($(ul), true);
comments = sortComments(comments);
appendComments(comments, $(ul).empty());
});
}
/**
* Function to process a vote when a user clicks an arrow.
*/
function handleVote(link) {
if (!opts.voting) {
showError("You'll need to login to vote.");
return;
}
var id = link.attr('id');
if (!id) {
// Didn't click on one of the voting arrows.
return;
}
// If it is an unvote, the new vote value is 0,
// Otherwise it's 1 for an upvote, or -1 for a downvote.
var value = 0;
if (id.charAt(1) != 'u') {
value = id.charAt(0) == 'u' ? 1 : -1;
}
// The data to be sent to the server.
var d = {
comment_id: id.substring(2),
value: value
};
// Swap the vote and unvote links.
link.hide();
$('#' + id.charAt(0) + (id.charAt(1) == 'u' ? 'v' : 'u') + d.comment_id)
.show();
// The div the comment is displayed in.
var div = $('div#cd' + d.comment_id);
var data = div.data('comment');
// If this is not an unvote, and the other vote arrow has
// already been pressed, unpress it.
if ((d.value !== 0) && (data.vote === d.value * -1)) {
$('#' + (d.value == 1 ? 'd' : 'u') + 'u' + d.comment_id).hide();
$('#' + (d.value == 1 ? 'd' : 'u') + 'v' + d.comment_id).show();
}
// Update the comments rating in the local data.
data.rating += (data.vote === 0) ? d.value : (d.value - data.vote);
data.vote = d.value;
div.data('comment', data);
// Change the rating text.
div.find('.rating:first')
.text(data.rating + ' point' + (data.rating == 1 ? '' : 's'));
// Send the vote information to the server.
$.ajax({
type: "POST",
url: opts.processVoteURL,
data: d,
error: function(request, textStatus, error) {
showError('Oops, there was a problem casting that vote.');
}
});
}
/**
* Open a reply form used to reply to an existing comment.
*/
function openReply(id) {
// Swap out the reply link for the hide link
$('#rl' + id).hide();
$('#cr' + id).show();
// Add the reply li to the children ul.
var div = $(renderTemplate(replyTemplate, {id: id})).hide();
$('#cl' + id)
.prepend(div)
// Setup the submit handler for the reply form.
.find('#rf' + id)
.submit(function(event) {
event.preventDefault();
addComment($('#rf' + id));
closeReply(id);
})
.find('input[type=button]')
.click(function() {
closeReply(id);
});
div.slideDown('fast', function() {
$('#rf' + id).find('textarea').focus();
});
}
/**
* Close the reply form opened with openReply.
*/
function closeReply(id) {
// Remove the reply div from the DOM.
$('#rd' + id).slideUp('fast', function() {
$(this).remove();
});
// Swap out the hide link for the reply link
$('#cr' + id).hide();
$('#rl' + id).show();
}
/**
* Recursively sort a tree of comments using the comp comparator.
*/
function sortComments(comments) {
comments.sort(comp);
$.each(comments, function() {
this.children = sortComments(this.children);
});
return comments;
}
/**
* Get the children comments from a ul. If recursive is true,
* recursively include childrens' children.
*/
function getChildren(ul, recursive) {
var children = [];
ul.children().children("[id^='cd']")
.each(function() {
var comment = $(this).data('comment');
if (recursive)
comment.children = getChildren($(this).find('#cl' + comment.id), true);
children.push(comment);
});
return children;
}
/** Create a div to display a comment in. */
function createCommentDiv(comment) {
if (!comment.displayed && !opts.moderator) {
return $('<div class="moderate">Thank you! Your comment will show up '
+ 'once it is has been approved by a moderator.</div>');
}
// Prettify the comment rating.
comment.pretty_rating = comment.rating + ' point' +
(comment.rating == 1 ? '' : 's');
// Make a class (for displaying not yet moderated comments differently)
comment.css_class = comment.displayed ? '' : ' moderate';
// Create a div for this comment.
var context = $.extend({}, opts, comment);
var div = $(renderTemplate(commentTemplate, context));
// If the user has voted on this comment, highlight the correct arrow.
if (comment.vote) {
var direction = (comment.vote == 1) ? 'u' : 'd';
div.find('#' + direction + 'v' + comment.id).hide();
div.find('#' + direction + 'u' + comment.id).show();
}
if (opts.moderator || comment.text != '[deleted]') {
div.find('a.reply').show();
if (comment.proposal_diff)
div.find('#sp' + comment.id).show();
if (opts.moderator && !comment.displayed)
div.find('#cm' + comment.id).show();
if (opts.moderator || (opts.username == comment.username))
div.find('#dc' + comment.id).show();
}
return div;
}
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* A simple template renderer. Placeholders such as <%id%> are replaced
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* are not escaped.
*/
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var esc = $(document.createElement('div'));
function handle(ph, escape) {
var cur = context;
$.each(ph.split('.'), function() {
cur = cur[this];
});
return escape ? esc.text(cur || "").html() : cur;
}
return template.replace(/<([%#])([\w\.]*)\1>/g, function() {
return handle(arguments[2], arguments[1] == '%' ? true : false);
});
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function showError(message) {
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.append($(document.createElement('div'))
.attr({'class': 'error-message'}).text(message))
.appendTo('body')
.fadeIn("slow")
.delay(2000)
.fadeOut("slow");
}
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$.fn.comment = function() {
return this.each(function() {
var id = $(this).attr('id').substring(1);
var count = COMMENT_METADATA[id];
var title = count + ' comment' + (count == 1 ? '' : 's');
var image = count > 0 ? opts.commentBrightImage : opts.commentImage;
var addcls = count == 0 ? ' nocomment' : '';
$(this)
.append(
$(document.createElement('a')).attr({
href: '#',
'class': 'sphinx-comment-open' + addcls,
id: 'ao' + id
})
.append($(document.createElement('img')).attr({
src: image,
alt: 'comment',
title: title
}))
.click(function(event) {
event.preventDefault();
show($(this).attr('id').substring(2));
})
)
.append(
$(document.createElement('a')).attr({
href: '#',
'class': 'sphinx-comment-close hidden',
id: 'ah' + id
})
.append($(document.createElement('img')).attr({
src: opts.closeCommentImage,
alt: 'close',
title: 'close'
}))
.click(function(event) {
event.preventDefault();
hide($(this).attr('id').substring(2));
})
);
});
};
var opts = {
processVoteURL: '/_process_vote',
addCommentURL: '/_add_comment',
getCommentsURL: '/_get_comments',
acceptCommentURL: '/_accept_comment',
deleteCommentURL: '/_delete_comment',
commentImage: '/static/_static/comment.png',
closeCommentImage: '/static/_static/comment-close.png',
loadingImage: '/static/_static/ajax-loader.gif',
commentBrightImage: '/static/_static/comment-bright.png',
upArrow: '/static/_static/up.png',
downArrow: '/static/_static/down.png',
upArrowPressed: '/static/_static/up-pressed.png',
downArrowPressed: '/static/_static/down-pressed.png',
voting: false,
moderator: false
};
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opts = jQuery.extend(opts, COMMENT_OPTIONS);
}
var popupTemplate = '\
<div class="sphinx-comments" id="sc<%id%>">\
<p class="sort-options">\
Sort by:\
<a href="#" class="sort-option byrating">best rated</a>\
<a href="#" class="sort-option byascage">newest</a>\
<a href="#" class="sort-option byage">oldest</a>\
</p>\
<div class="comment-header">Comments</div>\
<div class="comment-loading" id="cn<%id%>">\
loading comments... <img src="<%loadingImage%>" alt="" /></div>\
<ul id="cl<%id%>" class="comment-ul"></ul>\
<div id="ca<%id%>">\
<p class="add-a-comment">Add a comment\
(<a href="#" class="comment-markup" id="ab<%id%>">markup</a>):</p>\
<div class="comment-markup-box" id="mb<%id%>">\
reStructured text markup: <i>*emph*</i>, <b>**strong**</b>, \
<code>``code``</code>, \
code blocks: <code>::</code> and an indented block after blank line</div>\
<form method="post" id="cf<%id%>" class="comment-form" action="">\
<textarea name="comment" cols="80"></textarea>\
<p class="propose-button">\
<a href="#" id="pc<%id%>" class="show-propose-change">\
Propose a change &#9657;\
</a>\
<a href="#" id="hc<%id%>" class="hide-propose-change">\
Propose a change &#9663;\
</a>\
</p>\
<textarea name="proposal" id="pt<%id%>" cols="80"\
spellcheck="false"></textarea>\
<input type="submit" value="Add comment" />\
<input type="hidden" name="node" value="<%id%>" />\
<input type="hidden" name="parent" value="" />\
</form>\
</div>\
</div>';
var commentTemplate = '\
<div id="cd<%id%>" class="sphinx-comment<%css_class%>">\
<div class="vote">\
<div class="arrow">\
<a href="#" id="uv<%id%>" class="vote" title="vote up">\
<img src="<%upArrow%>" />\
</a>\
<a href="#" id="uu<%id%>" class="un vote" title="vote up">\
<img src="<%upArrowPressed%>" />\
</a>\
</div>\
<div class="arrow">\
<a href="#" id="dv<%id%>" class="vote" title="vote down">\
<img src="<%downArrow%>" id="da<%id%>" />\
</a>\
<a href="#" id="du<%id%>" class="un vote" title="vote down">\
<img src="<%downArrowPressed%>" />\
</a>\
</div>\
</div>\
<div class="comment-content">\
<p class="tagline comment">\
<span class="user-id"><%username%></span>\
<span class="rating"><%pretty_rating%></span>\
<span class="delta"><%time.delta%></span>\
</p>\
<div class="comment-text comment"><#text#></div>\
<p class="comment-opts comment">\
<a href="#" class="reply hidden" id="rl<%id%>">reply &#9657;</a>\
<a href="#" class="close-reply" id="cr<%id%>">reply &#9663;</a>\
<a href="#" id="sp<%id%>" class="show-proposal">proposal &#9657;</a>\
<a href="#" id="hp<%id%>" class="hide-proposal">proposal &#9663;</a>\
<a href="#" id="dc<%id%>" class="delete-comment hidden">delete</a>\
<span id="cm<%id%>" class="moderation hidden">\
<a href="#" id="ac<%id%>" class="accept-comment">accept</a>\
</span>\
</p>\
<pre class="proposal" id="pr<%id%>">\
<#proposal_diff#>\
</pre>\
<ul class="comment-children" id="cl<%id%>"></ul>\
</div>\
<div class="clearleft"></div>\
</div>\
</div>';
var replyTemplate = '\
<li>\
<div class="reply-div" id="rd<%id%>">\
<form id="rf<%id%>">\
<textarea name="comment" cols="80"></textarea>\
<input type="submit" value="Add reply" />\
<input type="button" value="Cancel" />\
<input type="hidden" name="parent" value="<%id%>" />\
<input type="hidden" name="node" value="" />\
</form>\
</div>\
</li>';
$(document).ready(function() {
init();
});
})(jQuery);
$(document).ready(function() {
// add comment anchors for all paragraphs that are commentable
$('.sphinx-has-comment').comment();
// highlight search words in search results
$("div.context").each(function() {
var params = $.getQueryParameters();
var terms = (params.q) ? params.q[0].split(/\s+/) : [];
var result = $(this);
$.each(terms, function() {
result.highlightText(this.toLowerCase(), 'highlighted');
});
});
// directly open comment window if requested
var anchor = document.location.hash;
if (anchor.substring(0, 9) == '#comment-') {
$('#ao' + anchor.substring(9)).click();
document.location.hash = '#s' + anchor.substring(9);
}
});

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<div class="section" id="license">
<h1>License<a class="headerlink" href="#license" title="Permalink to this headline"></a></h1>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">This</span> <span class="n">software</span> <span class="ow">is</span> <span class="n">distributed</span> <span class="n">under</span> <span class="n">the</span> <span class="n">Public</span> <span class="n">Domain</span><span class="o">.</span> <span class="n">Since</span> <span class="n">it</span> <span class="ow">is</span>
<span class="ow">not</span> <span class="n">enough</span> <span class="n">anymore</span> <span class="n">to</span> <span class="n">tell</span> <span class="n">people</span><span class="p">:</span> <span class="s1">&#39;hey, just do with it whatever</span>
<span class="n">you</span> <span class="n">like</span> <span class="n">to</span> <span class="n">do</span><span class="s1">&#39;, you can consider this software being distributed</span>
<span class="n">under</span> <span class="n">the</span> <span class="n">CC0</span> <span class="n">Public</span> <span class="n">Domain</span> <span class="n">Dedication</span>
<span class="p">(</span><span class="n">http</span><span class="p">:</span><span class="o">//</span><span class="n">creativecommons</span><span class="o">.</span><span class="n">org</span><span class="o">/</span><span class="n">publicdomain</span><span class="o">/</span><span class="n">zero</span><span class="o">/</span><span class="mf">1.0</span><span class="o">/</span><span class="n">legalcode</span><span class="o">.</span><span class="n">txt</span><span class="p">)</span><span class="o">.</span>
<span class="n">In</span> <span class="n">cases</span><span class="p">,</span> <span class="n">where</span> <span class="n">the</span> <span class="n">law</span> <span class="n">prohibits</span> <span class="n">the</span> <span class="n">recognition</span> <span class="n">of</span> <span class="n">Public</span> <span class="n">Domain</span>
<span class="n">software</span><span class="p">,</span> <span class="n">this</span> <span class="n">software</span> <span class="n">can</span> <span class="n">be</span> <span class="n">licensed</span> <span class="n">under</span> <span class="n">the</span> <span class="n">zlib</span> <span class="n">license</span> <span class="k">as</span>
<span class="n">stated</span> <span class="n">below</span><span class="p">:</span>
<span class="n">Copyright</span> <span class="p">(</span><span class="n">C</span><span class="p">)</span> <span class="mi">2012</span><span class="o">-</span><span class="mi">2014</span> <span class="n">Marcus</span> <span class="n">von</span> <span class="n">Appen</span> <span class="o">&lt;</span><span class="n">marcus</span><span class="nd">@sysfault</span><span class="o">.</span><span class="n">org</span><span class="o">&gt;</span>
<span class="n">This</span> <span class="n">software</span> <span class="ow">is</span> <span class="n">provided</span> <span class="s1">&#39;as-is&#39;</span><span class="p">,</span> <span class="n">without</span> <span class="nb">any</span> <span class="n">express</span> <span class="ow">or</span> <span class="n">implied</span>
<span class="n">warranty</span><span class="o">.</span> <span class="n">In</span> <span class="n">no</span> <span class="n">event</span> <span class="n">will</span> <span class="n">the</span> <span class="n">authors</span> <span class="n">be</span> <span class="n">held</span> <span class="n">liable</span> <span class="k">for</span> <span class="nb">any</span> <span class="n">damages</span>
<span class="n">arising</span> <span class="kn">from</span> <span class="nn">the</span> <span class="n">use</span> <span class="n">of</span> <span class="n">this</span> <span class="n">software</span><span class="o">.</span>
<span class="n">Permission</span> <span class="ow">is</span> <span class="n">granted</span> <span class="n">to</span> <span class="n">anyone</span> <span class="n">to</span> <span class="n">use</span> <span class="n">this</span> <span class="n">software</span> <span class="k">for</span> <span class="nb">any</span> <span class="n">purpose</span><span class="p">,</span>
<span class="n">including</span> <span class="n">commercial</span> <span class="n">applications</span><span class="p">,</span> <span class="ow">and</span> <span class="n">to</span> <span class="n">alter</span> <span class="n">it</span> <span class="ow">and</span> <span class="n">redistribute</span> <span class="n">it</span>
<span class="n">freely</span><span class="p">,</span> <span class="n">subject</span> <span class="n">to</span> <span class="n">the</span> <span class="n">following</span> <span class="n">restrictions</span><span class="p">:</span>
<span class="mf">1.</span> <span class="n">The</span> <span class="n">origin</span> <span class="n">of</span> <span class="n">this</span> <span class="n">software</span> <span class="n">must</span> <span class="ow">not</span> <span class="n">be</span> <span class="n">misrepresented</span><span class="p">;</span> <span class="n">you</span> <span class="n">must</span> <span class="ow">not</span>
<span class="n">claim</span> <span class="n">that</span> <span class="n">you</span> <span class="n">wrote</span> <span class="n">the</span> <span class="n">original</span> <span class="n">software</span><span class="o">.</span> <span class="n">If</span> <span class="n">you</span> <span class="n">use</span> <span class="n">this</span> <span class="n">software</span>
<span class="ow">in</span> <span class="n">a</span> <span class="n">product</span><span class="p">,</span> <span class="n">an</span> <span class="n">acknowledgement</span> <span class="ow">in</span> <span class="n">the</span> <span class="n">product</span> <span class="n">documentation</span> <span class="n">would</span> <span class="n">be</span>
<span class="n">appreciated</span> <span class="n">but</span> <span class="ow">is</span> <span class="ow">not</span> <span class="n">required</span><span class="o">.</span>
<span class="mf">2.</span> <span class="n">Altered</span> <span class="n">source</span> <span class="n">versions</span> <span class="n">must</span> <span class="n">be</span> <span class="n">plainly</span> <span class="n">marked</span> <span class="k">as</span> <span class="n">such</span><span class="p">,</span> <span class="ow">and</span> <span class="n">must</span> <span class="ow">not</span> <span class="n">be</span>
<span class="n">misrepresented</span> <span class="k">as</span> <span class="n">being</span> <span class="n">the</span> <span class="n">original</span> <span class="n">software</span><span class="o">.</span>
<span class="mf">3.</span> <span class="n">This</span> <span class="n">notice</span> <span class="n">may</span> <span class="ow">not</span> <span class="n">be</span> <span class="n">removed</span> <span class="ow">or</span> <span class="n">altered</span> <span class="kn">from</span> <span class="nn">any</span> <span class="n">source</span> <span class="n">distribution</span><span class="o">.</span>
</pre></div>
</div>
<p>Some files are <strong>not</strong> covered by the license above.</p>
<ul>
<li><p class="first">For <code class="docutils literal"><span class="pre">examples/resources/tuffy.ttf</span></code>,
<code class="docutils literal"><span class="pre">examples/resources/tuffy.copy.ttf</span></code> and
<code class="docutils literal"><span class="pre">sdl2/test/resources/tuffy.ttf</span></code> the following terms apply:</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">We</span><span class="p">,</span> <span class="n">the</span> <span class="n">copyright</span> <span class="n">holders</span> <span class="n">of</span> <span class="n">this</span> <span class="n">work</span><span class="p">,</span> <span class="n">hereby</span> <span class="n">release</span> <span class="n">it</span> <span class="n">into</span> <span class="n">the</span>
<span class="n">public</span> <span class="n">domain</span><span class="o">.</span> <span class="n">This</span> <span class="n">applies</span> <span class="n">worldwide</span><span class="o">.</span>
<span class="n">In</span> <span class="n">case</span> <span class="n">this</span> <span class="ow">is</span> <span class="ow">not</span> <span class="n">legally</span> <span class="n">possible</span><span class="p">,</span>
<span class="n">We</span> <span class="n">grant</span> <span class="nb">any</span> <span class="n">entity</span> <span class="n">the</span> <span class="n">right</span> <span class="n">to</span> <span class="n">use</span> <span class="n">this</span> <span class="n">work</span> <span class="k">for</span> <span class="nb">any</span> <span class="n">purpose</span><span class="p">,</span> <span class="n">without</span>
<span class="nb">any</span> <span class="n">conditions</span><span class="p">,</span> <span class="n">unless</span> <span class="n">such</span> <span class="n">conditions</span> <span class="n">are</span> <span class="n">required</span> <span class="n">by</span> <span class="n">law</span><span class="o">.</span>
<span class="n">Thatcher</span> <span class="n">Ulrich</span> <span class="o">&lt;</span><span class="n">tu</span><span class="nd">@tulrich</span><span class="o">.</span><span class="n">com</span><span class="o">&gt;</span> <span class="n">http</span><span class="p">:</span><span class="o">//</span><span class="n">tulrich</span><span class="o">.</span><span class="n">com</span>
<span class="n">Karoly</span> <span class="n">Barta</span> <span class="n">bartakarcsi</span><span class="nd">@gmail</span><span class="o">.</span><span class="n">com</span>
<span class="n">Michael</span> <span class="n">Evans</span> <span class="n">http</span><span class="p">:</span><span class="o">//</span><span class="n">www</span><span class="o">.</span><span class="n">evertype</span><span class="o">.</span><span class="n">com</span>
</pre></div>
</div>
</li>
<li><p class="first">doc/python.inv</p>
<p>An inventory index for linking to the proper places in the Python
documentation, taken from <a class="reference external" href="http://docs.python.org/2/">http://docs.python.org/2/</a>. Its copyright and
license information can be found at
<a class="reference external" href="http://docs.python.org/2/copyright.html">http://docs.python.org/2/copyright.html</a> and
<a class="reference external" href="http://docs.python.org/2/license.html">http://docs.python.org/2/license.html</a>.</p>
</li>
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<div class="section" id="pysdl2-faq">
<span id="faq"></span><h1>PySDL2 FAQ<a class="headerlink" href="#pysdl2-faq" title="Permalink to this headline"></a></h1>
<p>This is a list of Frequently Asked Questions about PySDL2. If you think,
something is missing, please suggest it!</p>
<div class="section" id="on-importing">
<h2>On importing...<a class="headerlink" href="#on-importing" title="Permalink to this headline"></a></h2>
<p>... my script fails and complains that a SDL2 library could not be found!</p>
<blockquote>
<div>Do you have the libraries properly installed? Did you follow the operating
system&#8217;s way of installing or registering libraries? If you placed the
libraries in some folder, make sure that the <code class="docutils literal"><span class="pre">PYSDL2_DLL_PATH</span></code>
environment variable points to the correct location.</div></blockquote>
<p>... my script fails complaining that the <em>found</em> SDL2 library can&#8217;t be used!</p>
<blockquote>
<div>Do you use a 64-bit operating system? Please make sure, that the Python
interpreter <em>and</em> that the SDL2 libraries are either 64-bit ones <em>or</em>
32-bit ones. A 32-bit Python interpreter can&#8217;t deal with a 64-bit library
and vice versa.</div></blockquote>
</div>
<div class="section" id="using">
<h2>Using...<a class="headerlink" href="#using" title="Permalink to this headline"></a></h2>
<p>... the sdl2 API is weird. Why do you use the SDL_ prefix all the time?</p>
<blockquote>
<div>The low-level APIs for SDL2, SDL2_mixer, SDL2_ttf, ... shall represent a
clean wrapping around the original C API calls. Thus, if you have to search
for documentation or want to make a Python to C conversion (or C to Python),
most of the code cleanly maps to the original API naming and layout and you
do not have to think about whether you had to use SDL_ or TTF_ or whatever
as prefix or suffix.</div></blockquote>
<p>... the sdl2 API is does not comply to PEP-8. Please make it PEP-8 compatible.</p>
<blockquote>
<div>Most of the API is PEP-8 compatible. The low-level bindings to SDL2 and
related libraries however use the exact naming (including capital letters)
as the functions or structures, they map to. See the previous entry for
the reason of that.</div></blockquote>
</div>
<div class="section" id="how-do-i">
<h2>How do I...<a class="headerlink" href="#how-do-i" title="Permalink to this headline"></a></h2>
<p>... save my surfaces as image files?</p>
<blockquote>
<div>You can use <code class="xref py py-func docutils literal"><span class="pre">sdl2.SDL_SaveBMP()</span></code> to save them as bitmap files. Other
formats are currently unsupported, but might be added to
the <a class="reference internal" href="modules/sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext</span></code></a> package in the future.</div></blockquote>
</div>
<div class="section" id="font-handling">
<h2>Font handling...<a class="headerlink" href="#font-handling" title="Permalink to this headline"></a></h2>
<p>... is too hard. Why can&#8217;t it work the same way as pygame does?</p>
<blockquote>
<div>The <a class="reference internal" href="modules/sdl2_sdlttf.html#module-sdl2.sdlttf" title="sdl2.sdlttf: SDL2_ttf library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlttf</span></code></a> API does not know about platform-specific font
locations and is unable to resolve font paths based on e.g. the font name
or typeface. It&#8217;s not its job and PySDL2 likewise does not provide such
functionality. If you need improved font detection support, you might want
to take a look at the sysfont module of the python-utils project, which can
be found at <a class="reference external" href="https://bitbucket.org/marcusva/python-utils/">https://bitbucket.org/marcusva/python-utils/</a>.</div></blockquote>
</div>
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<h3><a href="index.html">Table Of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">PySDL2 FAQ</a><ul>
<li><a class="reference internal" href="#on-importing">On importing...</a></li>
<li><a class="reference internal" href="#using">Using...</a></li>
<li><a class="reference internal" href="#how-do-i">How do I...</a></li>
<li><a class="reference internal" href="#font-handling">Font handling...</a></li>
</ul>
</li>
</ul>
<h4>Previous topic</h4>
<p class="topless"><a href="modules/sdl2ext_window.html"
title="previous chapter">Window routines to manage on-screen windows</a></p>
<h4>Next topic</h4>
<p class="topless"><a href="news.html"
title="next chapter">Release News</a></p>
<div role="note" aria-label="source link">
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<h1>Welcome to PySDL2&#8217;s documentation!<a class="headerlink" href="#welcome-to-pysdl2-s-documentation" title="Permalink to this headline"></a></h1>
<p>PySDL2 is a wrapper around the SDL2 library and as such similar to the
discontinued PySDL project. In contrast to PySDL, it has no licensing
restrictions, nor does it rely on C code, but uses <a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a> instead.</p>
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<div class="toctree-wrapper compound">
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<li class="toctree-l1"><a class="reference internal" href="install.html">Installing PySDL2</a><ul>
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<li class="toctree-l2"><a class="reference internal" href="install.html#prerequisites">Prerequisites</a></li>
<li class="toctree-l2"><a class="reference internal" href="install.html#installation">Installation</a></li>
</ul>
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<li class="toctree-l1"><a class="reference internal" href="integration.html">Integrating PySDL2</a><ul>
<li class="toctree-l2"><a class="reference internal" href="integration.html#importing">Importing</a></li>
<li class="toctree-l2"><a class="reference internal" href="integration.html#using-different-sdl2-versions">Using different SDL2 versions</a></li>
</ul>
</li>
<li class="toctree-l1"><a class="reference internal" href="tutorial/index.html">Learn to fly - the tutorials</a><ul>
<li class="toctree-l2"><a class="reference internal" href="tutorial/helloworld.html">Hello World</a></li>
<li class="toctree-l2"><a class="reference internal" href="tutorial/pong.html">The Pong Game</a></li>
<li class="toctree-l2"><a class="reference internal" href="tutorial/pygamers.html">PySDL2 for Pygamers</a></li>
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<li class="toctree-l1"><a class="reference internal" href="modules/index.html">API reference</a><ul>
<li class="toctree-l2"><a class="reference internal" href="modules/sdl2.html">sdl2 - SDL2 library wrapper</a></li>
<li class="toctree-l2"><a class="reference internal" href="modules/sdl2_sdlgfx.html">sdl2.sdlgfx - SDL2_gfx library wrapper</a></li>
<li class="toctree-l2"><a class="reference internal" href="modules/sdl2_sdlimage.html">sdl2.sdlimage - SDL2_image library wrapper</a></li>
<li class="toctree-l2"><a class="reference internal" href="modules/sdl2_sdlmixer.html">sd2.sdlmixer - SDL2_mixer library wrapper</a></li>
<li class="toctree-l2"><a class="reference internal" href="modules/sdl2_sdlttf.html">sd2.sdlttf - SDL2_ttf library wrapper</a></li>
<li class="toctree-l2"><a class="reference internal" href="modules/sdl2ext.html">sdl2.ext - Python extensions for SDL2</a></li>
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<li class="toctree-l2"><a class="reference internal" href="faq.html#on-importing">On importing...</a></li>
<li class="toctree-l2"><a class="reference internal" href="faq.html#using">Using...</a></li>
<li class="toctree-l2"><a class="reference internal" href="faq.html#how-do-i">How do I...</a></li>
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<li class="toctree-l1"><a class="reference internal" href="news.html">Release News</a><ul>
<li class="toctree-l2"><a class="reference internal" href="news.html#id1">0.9.5</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id2">0.9.4</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id3">0.9.3</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id4">0.9.2</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id5">0.9.1</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id6">0.9.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id7">0.8.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id8">0.7.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id9">0.6.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id10">0.5.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id11">0.4.1</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id12">0.4.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id13">0.3.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id14">0.2.0</a></li>
<li class="toctree-l2"><a class="reference internal" href="news.html#id15">0.1.0</a></li>
</ul>
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</ul>
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<p>Further readings:</p>
<div class="toctree-wrapper compound">
<ul>
<li class="toctree-l1"><a class="reference internal" href="todos.html">Todo list for PySDL2</a></li>
<li class="toctree-l1"><a class="reference internal" href="copying.html">License</a></li>
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<h1>Documentation TODOs<a class="headerlink" href="#documentation-todos" title="Permalink to this headline"></a></h1>
<div class="admonition-todo admonition">
<p class="first admonition-title">Todo</p>
<p class="last">More details, examples, etc.</p>
</div>
<p class="todo-source">(The <a class="reference internal" href="tutorial/pygamers.html#index-0"><em>original entry</em></a> is located in /opt/marcus/projects/py-sdl2/doc/tutorial/pygamers.rst, line 11.)</p>
<p>Last generated on: Oct 20, 2016</p>
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<div class="section" id="installing-pysdl2">
<h1>Installing PySDL2<a class="headerlink" href="#installing-pysdl2" title="Permalink to this headline"></a></h1>
<p>This section provides an overview and guidance for installing PySDL2 on
various target platforms.</p>
<div class="section" id="getting-the-sources">
<h2>Getting the sources<a class="headerlink" href="#getting-the-sources" title="Permalink to this headline"></a></h2>
<p>You can download the official releases of PySDL2 from
<a class="reference external" href="https://bitbucket.org/marcusva/py-sdl2/downloads">https://bitbucket.org/marcusva/py-sdl2/downloads</a>. Download the most
recent release, unpack it and make sure that you installed the relevant
prerequisites before continuing with the installation.</p>
</div>
<div class="section" id="prerequisites">
<h2>Prerequisites<a class="headerlink" href="#prerequisites" title="Permalink to this headline"></a></h2>
<p>PySDL2 relies on some 3rd party packages to be fully usable and to
provide you full access to all of its features.</p>
<p>You must have at least one of the following Python versions installed:</p>
<ul class="simple">
<li>Python 2.7, 3.2+ (<a class="reference external" href="http://www.python.org">http://www.python.org</a>)</li>
<li>PyPy 1.8.0+ (<a class="reference external" href="http://www.pypy.org">http://www.pypy.org</a>)</li>
</ul>
<p>Other Python versions or Python implementations might work, but are
(currently) not officially tested or supported by the PySDL2
distribution.</p>
<p>You need to have a working SDL2 library on your target system. You can obtain
the source code (to build it yourself) or a prebuilt version at
<a class="reference external" href="http://www.libsdl.org">http://www.libsdl.org</a>.</p>
<p>PySDL2 also offers support for the following SDL-related libraries:</p>
<ul class="simple">
<li>SDL2_image (<a class="reference external" href="http://www.libsdl.org/projects/SDL_image/">http://www.libsdl.org/projects/SDL_image/</a>)</li>
<li>SDL2_mixer (<a class="reference external" href="http://www.libsdl.org/projects/SDL_mixer/">http://www.libsdl.org/projects/SDL_mixer/</a>)</li>
<li>SDL2_ttf (<a class="reference external" href="http://www.libsdl.org/projects/SDL_ttf/">http://www.libsdl.org/projects/SDL_ttf/</a>)</li>
<li>SDL2_gfx (<a class="reference external" href="http://www.ferzkopp.net/Software/SDL_gfx-2.0/">http://www.ferzkopp.net/Software/SDL_gfx-2.0/</a>)</li>
</ul>
<p>Those are optional though and only necessary, if you want to use
<a class="reference internal" href="modules/sdl2_sdlimage.html#module-sdl2.sdlimage" title="sdl2.sdlimage: SDL2_image library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlimage</span></code></a>, <a class="reference internal" href="modules/sdl2_sdlmixer.html#module-sdl2.sdlmixer" title="sdl2.sdlmixer: SDL2_mixer library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlmixer</span></code></a>, <a class="reference internal" href="modules/sdl2_sdlttf.html#module-sdl2.sdlttf" title="sdl2.sdlttf: SDL2_ttf library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlttf</span></code></a> or
<a class="reference internal" href="modules/sdl2_sdlgfx.html#module-sdl2.sdlgfx" title="sdl2.sdlgfx: SDL2_gfx library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlgfx</span></code></a>.</p>
</div>
<div class="section" id="installation">
<h2>Installation<a class="headerlink" href="#installation" title="Permalink to this headline"></a></h2>
<p>You can either use the python way of installing the package or the make
command using the Makefile on POSIX-compatible platforms, such as Linux
or BSD, or the make.bat batch file on Windows platforms.</p>
<p>Simply type</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">python</span> <span class="n">setup</span><span class="o">.</span><span class="n">py</span> <span class="n">install</span>
</pre></div>
</div>
<p>for the traditional python way or</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">make</span> <span class="n">install</span>
</pre></div>
</div>
<p>for using the Makefile or make.bat. Both will try to perform a default
installation with as many features as possible.</p>
<div class="section" id="trying-out">
<h3>Trying out<a class="headerlink" href="#trying-out" title="Permalink to this headline"></a></h3>
<p>You also can test out PySDL2 without actually installing it. You just
need to set up your <code class="docutils literal"><span class="pre">PYTHONPATH</span></code> to point to the location of the
source distribution package. On Windows-based platforms, you might use
something like</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="nb">set</span> <span class="n">PYTHONPATH</span><span class="o">=</span><span class="n">C</span><span class="p">:</span>\<span class="n">path</span>\<span class="n">to</span>\<span class="n">pysdl2</span>\<span class="p">:</span><span class="o">%</span><span class="n">PYTHONPATH</span><span class="o">%</span>
</pre></div>
</div>
<p>to define the <code class="docutils literal"><span class="pre">PYTHONPATH</span></code> on a command shell. On Linux/Unix, use</p>
<div class="highlight-default"><div class="highlight"><pre><span></span>export PYTHONPATH=/path/to/pysdl2:$PYTHONPATH
</pre></div>
</div>
<p>for bourne shell compatibles or</p>
<div class="highlight-default"><div class="highlight"><pre><span></span>setenv PYTHONPATH /path/to/pysdl2:$PYTHONPATH
</pre></div>
</div>
<p>for C shell compatibles. You can omit the <cite>:$PYTHONPATH`</cite>, if you did not use
it so far and if your environment settings do not define it.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">If you are using IronPython, use <code class="docutils literal"><span class="pre">IRONPYTHONPATH</span></code> instead of
<code class="docutils literal"><span class="pre">PYTHONPATH</span></code>.</p>
</div>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">If you did not install SDL2 using the preferred way for your operation
system, please read the information about <a class="reference internal" href="integration.html#importing-pysdl2"><span class="std std-ref">Importing</span></a> in the
section <a class="reference internal" href="integration.html"><span class="doc">Integrating PySDL2</span></a>.</p>
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<div class="section" id="notes-on-mercurial-usage">
<h3>Notes on Mercurial usage<a class="headerlink" href="#notes-on-mercurial-usage" title="Permalink to this headline"></a></h3>
<p>The Mercurial version of PySDL2 is not intended to be used in a
production environment. Interfaces may change from one checkin to
another, methods, classes or modules can be broken and so on. If you
want more reliable code, please refer to the official releases.</p>
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<li><a class="reference internal" href="#prerequisites">Prerequisites</a></li>
<li><a class="reference internal" href="#installation">Installation</a><ul>
<li><a class="reference internal" href="#trying-out">Trying out</a></li>
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<div class="section" id="integrating-pysdl2">
<h1>Integrating PySDL2<a class="headerlink" href="#integrating-pysdl2" title="Permalink to this headline"></a></h1>
<p>PySDL2 consists of two packages, <a class="reference internal" href="modules/sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a>, which is a plain 1:1 API
wrapper around the SDL2 API, and <a class="reference internal" href="modules/sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext</span></code></a>, which offers enhanced
functionality for <a class="reference internal" href="modules/sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a>.</p>
<p>The <a class="reference internal" href="modules/sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a> package is implemented in a way that shall make it easy for
you to integrate and deploy it with your own software projects. You can rely
on PySDL2 as third-party package, so that the user needs to install it
before he can use your software. Alternatively, you can just copy the
whole package into your project to ship it within your own project
bundle.</p>
<div class="section" id="importing">
<span id="importing-pysdl2"></span><h2>Importing<a class="headerlink" href="#importing" title="Permalink to this headline"></a></h2>
<p>The <a class="reference internal" href="modules/sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a> package relies on an external SDL2 library for creating the
wrapper functions. This means that the user needs to have SDL2 installed or
that you ship a SDL2 library with your project.</p>
<p>If the user has a SDL2 library installed on the target system, the
<a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a> hooks of <a class="reference internal" href="modules/sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a> try to find it in the OS-specific standard
locations via <a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.util.find_library" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">ctypes.util.find_library()</span></code></a>. If you are going to ship your
own SDL2 library with the project or can not rely on the standard mechanism of
<a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a>, it is also possible to set the environment variable
<span class="target" id="index-0"></span><code class="xref std std-envvar docutils literal"><span class="pre">PYSDL2_DLL_PATH</span></code>, which shall point to the directory of the SDL2
library or consist of a list of directories, in which the SDL2 libraries can
be found.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last"><span class="target" id="index-1"></span><code class="xref std std-envvar docutils literal"><span class="pre">PYSDL2_DLL_PATH</span></code> is preferred over the standard
mechanism. If the module finds a SDL2 library in <span class="target" id="index-2"></span><code class="xref std std-envvar docutils literal"><span class="pre">PYSDL2_DLL_PATH</span></code>,
it will try to use that one in the first place, before using any SDL2
library installed on the target system.</p>
</div>
<p>Let&#8217;s assume, you ship your own library <em>SDL2.dll</em> within your project
location <em>fancy_project/third_party</em>. You can set the environment
variable <span class="target" id="index-3"></span><code class="xref std std-envvar docutils literal"><span class="pre">PYSDL2_DLL_PATH</span></code> before starting Python.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="c1"># Win32 platforms</span>
<span class="nb">set</span> <span class="n">PYSDL2_DLL_PATH</span><span class="o">=</span><span class="n">C</span><span class="p">:</span>\<span class="n">path</span>\<span class="n">to</span>\<span class="n">fancy_project</span>\<span class="n">third_party</span>
<span class="c1"># Unix/Posix-alike environments - bourne shells</span>
<span class="n">export</span> <span class="n">PYSDL2_DLL_PATH</span><span class="o">=/</span><span class="n">path</span><span class="o">/</span><span class="n">to</span><span class="o">/</span><span class="n">fancy_project</span><span class="o">/</span><span class="n">third_party</span>
<span class="c1"># Unix/Posix-alike environments - C shells</span>
<span class="n">setenv</span> <span class="n">PYSDL2_DLL_PATH</span> <span class="o">/</span><span class="n">path</span><span class="o">/</span><span class="n">to</span><span class="o">/</span><span class="n">fancy_project</span><span class="o">/</span><span class="n">third_party</span>
<span class="c1"># Define multiple paths to search for the libraries - Win32</span>
<span class="nb">set</span> <span class="n">PYSDL2_DLL_PATH</span><span class="o">=</span><span class="n">C</span><span class="p">:</span>\<span class="n">first</span>\<span class="n">path</span><span class="p">;</span><span class="n">C</span><span class="p">:</span>\<span class="n">second</span>\<span class="n">path</span>
</pre></div>
</div>
<p>You also can set the environment variable within Python using
<a class="reference external" href="http://docs.python.org/library/os.html#os.environ" title="(in Python v2.7)"><code class="xref py py-data docutils literal"><span class="pre">os.environ</span></code></a>.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">os</span><span class="o">.</span><span class="n">environ</span><span class="p">[</span><span class="s2">&quot;PYSDL2_DLL_PATH&quot;</span><span class="p">]</span> <span class="o">=</span> <span class="s2">&quot;C:</span><span class="se">\\</span><span class="s2">path</span><span class="se">\\</span><span class="s2">to</span><span class="se">\\</span><span class="s2">fancy_project</span><span class="se">\\</span><span class="s2">third_party&quot;</span>
<span class="n">os</span><span class="o">.</span><span class="n">environ</span><span class="p">[</span><span class="s2">&quot;PYSDL2_DLL_PATH&quot;</span><span class="p">]</span> <span class="o">=</span> <span class="s2">&quot;/path/to/fancy_project/third_party&quot;</span>
</pre></div>
</div>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">If you aim to integrate <code class="xref py py-mod docutils literal"><span class="pre">sdl</span></code> directly into your software and do
not want or are not allowed to change the environment variables, you
can also change the <code class="docutils literal"><span class="pre">os.getenv(&quot;PYSDL2_DLL_PATH&quot;)</span></code> query within the
<em>sdl2/dll.py</em> (or <em>sdl2/sdlimage.py</em>, <em>sdl2/sdlttf.py</em>, <em>sdl2/sdlgfx.py</em>)
file to point to the directory, in which you keep the DLL.</p>
</div>
</div>
<div class="section" id="using-different-sdl2-versions">
<h2>Using different SDL2 versions<a class="headerlink" href="#using-different-sdl2-versions" title="Permalink to this headline"></a></h2>
<p>PySDL2 tries to provide interfaces to the most recent versions of the
SDL2 libraries. Sometimes this means that PySDL2 tries to test for
functions that might not be available for your very own project or that
are not available on the target system due to a version of the specific
library. To check, if the SDL2 libraries do not provide certain
functions, you can enable the specific warnings for them.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">python</span> <span class="o">-</span><span class="n">W</span><span class="s2">&quot;module&quot;</span><span class="p">::</span><span class="ne">ImportWarning</span><span class="p">:</span><span class="n">sdl2</span><span class="o">.</span><span class="n">dll</span> <span class="n">yourfile</span><span class="o">.</span><span class="n">py</span>
</pre></div>
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<h1>sdl2 - SDL2 library wrapper<a class="headerlink" href="#sdl2-sdl2-library-wrapper" title="Permalink to this headline"></a></h1>
<p>The <a class="reference internal" href="#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a> package is a <a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a>-based wrapper around
the SDL2 library. It wraps nearly all publicly accessible structures and
functions of the SDL2 library to be accessible from Python code.</p>
<p>A detailed documentation about the behaviour of the different functions
can found within the <a class="reference external" href="http://wiki.libsdl.org/moin.cgi/CategoryAPI">SDL2 documentation</a>.</p>
<div class="section" id="usage">
<h2>Usage<a class="headerlink" href="#usage" title="Permalink to this headline"></a></h2>
<p>You can use <a class="reference internal" href="#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a> in nearly exactly the same way as you would do with
the SDL library and C code.</p>
<p>A brief example in C code:</p>
<div class="highlight-c"><div class="highlight"><pre><span></span><span class="cp">#include</span> <span class="cpf">&lt;SDL.h&gt;</span><span class="cp"></span>
<span class="kt">int</span> <span class="nf">main</span><span class="p">(</span><span class="kt">int</span> <span class="n">argc</span><span class="p">,</span> <span class="kt">char</span> <span class="o">*</span><span class="n">argv</span><span class="p">[])</span> <span class="p">{</span>
<span class="kt">int</span> <span class="n">running</span><span class="p">;</span>
<span class="n">SDL_Window</span> <span class="o">*</span><span class="n">window</span><span class="p">;</span>
<span class="n">SDL_Surface</span> <span class="o">*</span><span class="n">windowsurface</span><span class="p">;</span>
<span class="n">SDL_Surface</span> <span class="o">*</span><span class="n">image</span><span class="p">;</span>
<span class="n">SDL_Event</span> <span class="n">event</span><span class="p">;</span>
<span class="n">SDL_Init</span><span class="p">(</span><span class="n">SDL_INIT_VIDEO</span><span class="p">);</span>
<span class="n">window</span> <span class="o">=</span> <span class="n">SDL_CreateWindow</span><span class="p">(</span><span class="s">&quot;Hello World&quot;</span><span class="p">,</span>
<span class="n">SDL_WINDOWPOS_CENTERED</span><span class="p">,</span> <span class="n">SDL_WINDOWPOS_CENTERED</span><span class="p">,</span>
<span class="mi">592</span><span class="p">,</span> <span class="mi">460</span><span class="p">,</span> <span class="n">SDL_WINDOW_SHOWN</span><span class="p">);</span>
<span class="n">windowsurface</span> <span class="o">=</span> <span class="n">SDL_GetWindowSurface</span><span class="p">(</span><span class="n">window</span><span class="p">);</span>
<span class="n">image</span> <span class="o">=</span> <span class="n">SDL_LoadBMP</span><span class="p">(</span><span class="s">&quot;exampleimage.bmp&quot;</span><span class="p">);</span>
<span class="n">SDL_BlitSurface</span><span class="p">(</span><span class="n">image</span><span class="p">,</span> <span class="nb">NULL</span><span class="p">,</span> <span class="n">windowsurface</span><span class="p">,</span> <span class="nb">NULL</span><span class="p">);</span>
<span class="n">SDL_UpdateWindowSurface</span><span class="p">(</span><span class="n">window</span><span class="p">);</span>
<span class="n">SDL_FreeSurface</span><span class="p">(</span><span class="n">image</span><span class="p">);</span>
<span class="n">running</span> <span class="o">=</span> <span class="mi">1</span><span class="p">;</span>
<span class="k">while</span> <span class="p">(</span><span class="n">running</span><span class="p">)</span> <span class="p">{</span>
<span class="k">while</span> <span class="p">(</span><span class="n">SDL_PollEvent</span><span class="p">(</span><span class="o">&amp;</span><span class="n">event</span><span class="p">)</span> <span class="o">!=</span> <span class="mi">0</span><span class="p">)</span> <span class="p">{</span>
<span class="k">if</span> <span class="p">(</span><span class="n">event</span><span class="p">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">SDL_QUIT</span><span class="p">)</span> <span class="p">{</span>
<span class="n">running</span> <span class="o">=</span> <span class="mi">0</span><span class="p">;</span>
<span class="k">break</span><span class="p">;</span>
<span class="p">}</span>
<span class="p">}</span>
<span class="p">}</span>
<span class="n">SDL_DestroyWindow</span><span class="p">(</span><span class="n">window</span><span class="p">);</span>
<span class="n">SDL_Quit</span><span class="p">();</span>
<span class="k">return</span> <span class="mi">0</span><span class="p">;</span>
<span class="p">}</span>
</pre></div>
</div>
<p>Doing the same in Python:</p>
<div class="highlight-python"><div class="highlight"><pre><span></span><span class="kn">import</span> <span class="nn">sys</span>
<span class="kn">import</span> <span class="nn">ctypes</span>
<span class="kn">from</span> <span class="nn">sdl2</span> <span class="kn">import</span> <span class="o">*</span>
<span class="k">def</span> <span class="nf">main</span><span class="p">():</span>
<span class="n">SDL_Init</span><span class="p">(</span><span class="n">SDL_INIT_VIDEO</span><span class="p">)</span>
<span class="n">window</span> <span class="o">=</span> <span class="n">SDL_CreateWindow</span><span class="p">(</span><span class="n">b</span><span class="s2">&quot;Hello World&quot;</span><span class="p">,</span>
<span class="n">SDL_WINDOWPOS_CENTERED</span><span class="p">,</span> <span class="n">SDL_WINDOWPOS_CENTERED</span><span class="p">,</span>
<span class="mi">592</span><span class="p">,</span> <span class="mi">460</span><span class="p">,</span> <span class="n">SDL_WINDOW_SHOWN</span><span class="p">)</span>
<span class="n">windowsurface</span> <span class="o">=</span> <span class="n">SDL_GetWindowSurface</span><span class="p">(</span><span class="n">window</span><span class="p">)</span>
<span class="n">image</span> <span class="o">=</span> <span class="n">SDL_LoadBMP</span><span class="p">(</span><span class="n">b</span><span class="s2">&quot;exampleimage.bmp&quot;</span><span class="p">)</span>
<span class="n">SDL_BlitSurface</span><span class="p">(</span><span class="n">image</span><span class="p">,</span> <span class="bp">None</span><span class="p">,</span> <span class="n">windowsurface</span><span class="p">,</span> <span class="bp">None</span><span class="p">)</span>
<span class="n">SDL_UpdateWindowSurface</span><span class="p">(</span><span class="n">window</span><span class="p">)</span>
<span class="n">SDL_FreeSurface</span><span class="p">(</span><span class="n">image</span><span class="p">)</span>
<span class="n">running</span> <span class="o">=</span> <span class="bp">True</span>
<span class="n">event</span> <span class="o">=</span> <span class="n">SDL_Event</span><span class="p">()</span>
<span class="k">while</span> <span class="n">running</span><span class="p">:</span>
<span class="k">while</span> <span class="n">SDL_PollEvent</span><span class="p">(</span><span class="n">ctypes</span><span class="o">.</span><span class="n">byref</span><span class="p">(</span><span class="n">event</span><span class="p">))</span> <span class="o">!=</span> <span class="mi">0</span><span class="p">:</span>
<span class="k">if</span> <span class="n">event</span><span class="o">.</span><span class="n">type</span> <span class="o">==</span> <span class="n">SDL_QUIT</span><span class="p">:</span>
<span class="n">running</span> <span class="o">=</span> <span class="bp">False</span>
<span class="k">break</span>
<span class="n">SDL_DestroyWindow</span><span class="p">(</span><span class="n">window</span><span class="p">)</span>
<span class="n">SDL_Quit</span><span class="p">()</span>
<span class="k">return</span> <span class="mi">0</span>
<span class="k">if</span> <span class="n">__name__</span> <span class="o">==</span> <span class="s2">&quot;__main__&quot;</span><span class="p">:</span>
<span class="n">sys</span><span class="o">.</span><span class="n">exit</span><span class="p">(</span><span class="n">main</span><span class="p">())</span>
</pre></div>
</div>
<p>You can port code in a straightforward manner from one language to the other,
though it is important to know about the limitations and slight differences
mentioned below. Also, PySDL2 offers advanced functionality, which also feels
more <em>&#8216;pythonic&#8217;</em>, via the <a class="reference internal" href="sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext</span></code></a> package.</p>
</div>
<div class="section" id="missing-interfaces">
<h2>Missing interfaces<a class="headerlink" href="#missing-interfaces" title="Permalink to this headline"></a></h2>
<p>The following functions, classes, constants and macros of SDL2 are <em>not</em>
available within <a class="reference internal" href="#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a>.</p>
<ul class="simple">
<li><code class="xref c c-data docutils literal"><span class="pre">SDL_REVISION</span></code> and <code class="xref c c-data docutils literal"><span class="pre">SDL_REVISION_NUMBER</span></code> from <code class="docutils literal"><span class="pre">SDL_revision.h</span></code></li>
<li><code class="xref c c-data docutils literal"><span class="pre">SDL_NAME()</span></code> from <code class="docutils literal"><span class="pre">SDL_name.h</span></code></li>
<li><code class="xref c c-func docutils literal"><span class="pre">SDL_MostSignificantBitIndex32()</span></code> from <code class="docutils literal"><span class="pre">SDL_bits.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_main.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_system.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_assert.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_thread.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_atomic.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_opengl.h</span></code></li>
<li>Everything from <code class="docutils literal"><span class="pre">SDL_mutex.h</span></code></li>
</ul>
</div>
<div class="section" id="additional-interfaces">
<h2>Additional interfaces<a class="headerlink" href="#additional-interfaces" title="Permalink to this headline"></a></h2>
<p>The following functions, classes, constants and macros are are <em>not</em> part of
SDL2, but were introduced by <a class="reference internal" href="#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a>.</p>
<dl class="data">
<dt id="sdl2.ALL_PIXELFORMATS">
<code class="descclassname">sdl2.</code><code class="descname">ALL_PIXELFORMATS</code><a class="headerlink" href="#sdl2.ALL_PIXELFORMATS" title="Permalink to this definition"></a></dt>
<dd><p>Tuple containing all SDL2 pixel format constants (SDL_PIXELFORMAT_INDEX1LSB,
..., SDL_PIXELFORMAT_RGB565, ...).</p>
</dd></dl>
<dl class="data">
<dt id="sdl2.AUDIO_FORMATS">
<code class="descclassname">sdl2.</code><code class="descname">AUDIO_FORMATS</code><a class="headerlink" href="#sdl2.AUDIO_FORMATS" title="Permalink to this definition"></a></dt>
<dd><p>Set containing all SDL2 audio format constants (AUDIO_U8, AUDIO_S8,
... AUDIO_F32LSB, ... ).</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.sdl2.rw_from_object">
<code class="descclassname">sdl2.</code><code class="descname">rw_from_object</code><span class="sig-paren">(</span><em>obj : object</em><span class="sig-paren">)</span> &rarr; SDL_RWops<a class="headerlink" href="#sdl2.sdl2.rw_from_object" title="Permalink to this definition"></a></dt>
<dd><p>Creates a SDL_RWops from any Python object. The Python object must at least
support the following methods:</p>
<p>read(length) -&gt; data</p>
<blockquote>
<div>length is the size in bytes to be read. A call to len(data) must
return the correct amount of bytes for the data, so that
len(data) / [size in bytes for a single element from data] returns
the amount of elements. Must raise an error on failure.</div></blockquote>
<p>seek(offset, whence) -&gt; int</p>
<blockquote>
<div><p>offset denotes the offset to move the read/write pointer of the
object to. whence indicates the movement behaviour and can be one
of the following values:</p>
<ul class="simple">
<li>RW_SEEK_SET - move to offset from the start of the file</li>
<li>RW_SEEK_CUR - move by offset from the relative location</li>
<li>RW_SEEK_END - move to offset from the end of the file</li>
</ul>
<p>If it could not move read/write pointer to the desired location,
an error must be raised.</p>
</div></blockquote>
<p>tell() -&gt; int</p>
<blockquote>
<div>Must return the current offset. This method must only be
provided, if seek() does not return any value.</div></blockquote>
<p>close() -&gt; None</p>
<blockquote>
<div>Closes the object(or its internal data access methods). Must raise
an error on failure.</div></blockquote>
<p>write(data) -&gt; None</p>
<blockquote>
<div><p>Writes the passed data(which is a string of bytes) to the object.
Must raise an error on failure.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">The write() method is optional and only necessary, if the passed
object should be able to write data.</p>
</div>
</div></blockquote>
<p>The returned <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_RWops</span></code> is a pure Python object and
<strong>must not</strong> be freed via <code class="xref py py-func docutils literal"><span class="pre">sdl2.SDL_FreeRW()</span></code>.</p>
</dd></dl>
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<p>The <a class="reference internal" href="#module-sdl2.sdlttf" title="sdl2.sdlttf: SDL2_ttf library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlttf</span></code></a> module is a <a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a>-based wrapper
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<h1>Common algorithms<a class="headerlink" href="#common-algorithms" title="Permalink to this headline"></a></h1>
<dl class="function">
<dt id="sdl2.ext.cohensutherland">
<code class="descclassname">sdl2.ext.</code><code class="descname">cohensutherland</code><span class="sig-paren">(</span><em>left : int</em>, <em>top : int</em>, <em>right : int</em>, <em>bottom : int</em>, <em>x1 : int</em>, <em>y1 : int</em>, <em>x2 : int</em>, <em>y2 : int</em><span class="sig-paren">)</span> &rarr; int, int, int, int<a class="headerlink" href="#sdl2.ext.cohensutherland" title="Permalink to this definition"></a></dt>
<dd><p>This implements the Cohen-Sutherland line clipping
algorithm. <em>left</em>, <em>top</em>, <em>right</em> and <em>bottom</em> denote the
clipping area, into which the line defined by <em>x1</em>, <em>y1</em> (start
point) and <em>x2</em>, <em>y2</em> (end point) will be clipped.</p>
<p>If the line does not intersect with the rectangular clipping area,
four <code class="docutils literal"><span class="pre">None</span></code> values will be returned as tuple. Otherwise a tuple of
the clipped line points will be returned in the form <code class="docutils literal"><span class="pre">(cx1,</span> <span class="pre">cy1,</span>
<span class="pre">cx2,</span> <span class="pre">cy2)</span></code>.</p>
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<dt id="sdl2.ext.liangbarsky">
<code class="descclassname">sdl2.ext.</code><code class="descname">liangbarsky</code><span class="sig-paren">(</span><em>left : int</em>, <em>top : int</em>, <em>right : int</em>, <em>bottom : int</em>, <em>x1 : int</em>, <em>y1 : int</em>, <em>x2 : int</em>, <em>y2 : int</em><span class="sig-paren">)</span> &rarr; int, int, int, int<a class="headerlink" href="#sdl2.ext.liangbarsky" title="Permalink to this definition"></a></dt>
<dd><p>This implements the Liang-Barsky line clipping algorithm. <em>left</em>,
<em>top</em>, <em>right</em> and <em>bottom</em> denote the clipping area, into
which the line defined by <em>x1</em>, <em>y1</em> (start point) and <em>x2</em>,
<em>y2</em> (end point) will be clipped.</p>
<p>If the line does not intersect with the rectangular clipping area,
four <code class="docutils literal"><span class="pre">None</span></code> values will be returned as tuple. Otherwise a tuple of
the clipped line points will be returned in the form <code class="docutils literal"><span class="pre">(cx1,</span> <span class="pre">cy1,</span>
<span class="pre">cx2,</span> <span class="pre">cy2)</span></code>.</p>
</dd></dl>
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<dt id="sdl2.ext.clipline">
<code class="descclassname">sdl2.ext.</code><code class="descname">clipline</code><span class="sig-paren">(</span><em>left : int</em>, <em>top : int</em>, <em>right : int</em>, <em>bottom : int</em>, <em>x1 : int</em>, <em>y1 : int</em>, <em>x2 : int</em>, <em>y2 : int</em><span class="optional">[</span>, <em>method=liangbarsky</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; int, int, int, int<a class="headerlink" href="#sdl2.ext.clipline" title="Permalink to this definition"></a></dt>
<dd><p>Clips a line to a rectangular area.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.point_on_line">
<code class="descclassname">sdl2.ext.</code><code class="descname">point_on_line</code><span class="sig-paren">(</span><em>p1 : iterable</em>, <em>p2 : iterable</em>, <em>point : iterable</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.point_on_line" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if <em>point</em>, a two-value tuple, is on the line segment defined by <em>p1</em>
and <em>p2</em>.</p>
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<div class="section" id="converting-sequences">
<h1>Converting sequences<a class="headerlink" href="#converting-sequences" title="Permalink to this headline"></a></h1>
<p>This module provides various functions and classes to access sequences and
buffer-style objects in different ways. It also provides conversion routines
to improve the interoperability of sequences with <a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a> data types.</p>
<div class="section" id="providing-read-write-access-for-sequential-data">
<h2>Providing read-write access for sequential data<a class="headerlink" href="#providing-read-write-access-for-sequential-data" title="Permalink to this headline"></a></h2>
<p>Two classes allow you to access sequential data in different ways. The
<a class="reference internal" href="#sdl2.ext.CTypesView" title="sdl2.ext.CTypesView"><code class="xref py py-class docutils literal"><span class="pre">CTypesView</span></code></a> provides byte-wise access to iterable objects and allows
you to convert the object representation to matching byte-widths for
<a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a> or other modules.</p>
<p>Depending on the the underlying object and the chosen size of each particular
item of the object, the <a class="reference internal" href="#sdl2.ext.CTypesView" title="sdl2.ext.CTypesView"><code class="xref py py-class docutils literal"><span class="pre">CTypesView</span></code></a> allows you to operate directly
on different representations of the object&#8217;s contents.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">text</span> <span class="o">=</span> <span class="nb">bytearray</span><span class="p">(</span><span class="s2">&quot;Hello, I am a simple ASCII string!&quot;</span><span class="p">)</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">ctview</span> <span class="o">=</span> <span class="n">CTypesView</span><span class="p">(</span><span class="n">text</span><span class="p">,</span> <span class="n">itemsize</span><span class="o">=</span><span class="mi">1</span><span class="p">)</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">ctview</span><span class="o">.</span><span class="n">view</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">=</span> <span class="mh">0x61</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">text</span><span class="p">)</span>
<span class="go">aello, I am a simple ASCII string!&quot;</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">ctview</span><span class="o">.</span><span class="n">to_uint16</span><span class="p">()[</span><span class="mi">3</span><span class="p">]</span> <span class="o">=</span> <span class="mh">0x6554</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">text</span><span class="p">)</span>
<span class="go">aello,Te am a simple ASCII string!&quot;</span>
</pre></div>
</div>
<p>The snippet above provides a single-byte sized view on a <a class="reference external" href="http://docs.python.org/library/functions.html#bytearray" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">bytearray()</span></code></a>
object. Afterwards, the first item of the view is changed, which causes a
change on the <a class="reference external" href="http://docs.python.org/library/functions.html#bytearray" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">bytearray()</span></code></a>, on the first item as well, since both, the
<a class="reference internal" href="#sdl2.ext.CTypesView" title="sdl2.ext.CTypesView"><code class="xref py py-class docutils literal"><span class="pre">CTypesView</span></code></a> and the <a class="reference external" href="http://docs.python.org/library/functions.html#bytearray" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">bytearray()</span></code></a> provide a byte-wise access to
the contents.</p>
<p>By using <a class="reference internal" href="#sdl2.ext.CTypesView.to_uint16" title="sdl2.ext.CTypesView.to_uint16"><code class="xref py py-meth docutils literal"><span class="pre">CTypesView.to_uint16()</span></code></a>, we change the access representation to
a 2-byte unsigned integer <a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a> pointer and change the fourth 2-byte
value, <em>I</em> to something else.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span>&gt;&gt;&gt; text = bytearray(&quot;Hello, I am a simple ASCII string!&quot;)
&gt;&gt;&gt; ctview = CTypesView(text, itemsize=2)
&gt;&gt;&gt; ctview.view[0] = 0x61
&gt;&gt;&gt; print(text)
aello, I am a simple ASCII string!&quot;
&gt;&gt;&gt; ctview.to_uint16()[3] = 0x6554
&gt;&gt;&gt; print(text) aello,Te am a simple ASCII string!&quot;
</pre></div>
</div>
<p>If the encapsuled object does not provide a (writable) <a class="reference external" href="http://docs.python.org/library/functions.html#buffer" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">buffer()</span></code></a>
interface, but is iterable, the <a class="reference internal" href="#sdl2.ext.CTypesView" title="sdl2.ext.CTypesView"><code class="xref py py-class docutils literal"><span class="pre">CTypesView</span></code></a> will create an
internal copy of the object data using Python&#8217;s <a class="reference external" href="http://docs.python.org/library/array.html#module-array" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">array</span></code></a> module and
perform all operations on that copy.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">mylist</span> <span class="o">=</span> <span class="p">[</span><span class="mi">18</span><span class="p">,</span> <span class="mi">52</span><span class="p">,</span> <span class="mi">86</span><span class="p">,</span> <span class="mi">120</span><span class="p">,</span> <span class="mi">154</span><span class="p">,</span> <span class="mi">188</span><span class="p">,</span> <span class="mi">222</span><span class="p">,</span> <span class="mi">240</span><span class="p">]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">ctview</span> <span class="o">=</span> <span class="n">CTypesView</span><span class="p">(</span><span class="n">mylist</span><span class="p">,</span> <span class="n">itemsize</span><span class="o">=</span><span class="mi">1</span><span class="p">,</span> <span class="n">docopy</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">ctview</span><span class="o">.</span><span class="n">object</span><span class="p">)</span>
<span class="go">array(&#39;B&#39;, [18, 52, 86, 120, 154, 188, 222, 240])</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">ctview</span><span class="o">.</span><span class="n">view</span><span class="p">[</span><span class="mi">3</span><span class="p">]</span> <span class="o">=</span> <span class="mh">0xFF</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">mylist</span><span class="p">)</span>
<span class="go">[18, 52, 86, 120, 154, 188, 222, 240]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">ctview</span><span class="o">.</span><span class="n">object</span><span class="p">)</span>
<span class="go">array(&#39;B&#39;, [18, 52, 86, 255, 154, 188, 222, 240])</span>
</pre></div>
</div>
<p>As for directly accessible objects, you can define your own itemsize to
be used. If the iterable does not provide a direct byte access to their
contents, this won&#8217;t have any effect except for resizing the item
widths.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">mylist</span> <span class="o">=</span> <span class="p">[</span><span class="mi">18</span><span class="p">,</span> <span class="mi">52</span><span class="p">,</span> <span class="mi">86</span><span class="p">,</span> <span class="mi">120</span><span class="p">,</span> <span class="mi">154</span><span class="p">,</span> <span class="mi">188</span><span class="p">,</span> <span class="mi">222</span><span class="p">,</span> <span class="mi">240</span><span class="p">]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">ctview</span> <span class="o">=</span> <span class="n">CTypesView</span><span class="p">(</span><span class="n">mylist</span><span class="p">,</span> <span class="n">itemsize</span><span class="o">=</span><span class="mi">4</span><span class="p">,</span> <span class="n">docopy</span><span class="o">=</span><span class="kc">True</span><span class="p">)</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">ctview</span><span class="o">.</span><span class="n">object</span><span class="p">)</span>
<span class="go">array(&#39;I&#39;, [18L, 52L, 86L, 120L, 154L, 188L, 222L, 240L])</span>
</pre></div>
</div>
</div>
<div class="section" id="accessing-data-over-multiple-dimensions">
<h2>Accessing data over multiple dimensions<a class="headerlink" href="#accessing-data-over-multiple-dimensions" title="Permalink to this headline"></a></h2>
<p>The second class, <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> provides an interface to access
data over multiple dimensions. You can layout and access a simple
byte stream over e.g. two or more axes, providing a greater flexibility
for functional operations and complex data.</p>
<p>Let&#8217;s assume, we are reading image data from a file stream into some buffer
object and want to access and manipulate the image data. Images feature two
axes, one being the width, the other being the height, defining a rectangular
graphics area.</p>
<p>When we read all data from the file, we have an one-dimensional view of the
image graphics. The <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> allows us to define a
two-dimensional view over the image graphics, so that we can operate on
both, rows and columns of the image.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">imagedata</span> <span class="o">=</span> <span class="nb">bytearray</span><span class="p">(</span><span class="s2">&quot;some 1-byte graphics data&quot;</span><span class="p">)</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">view</span> <span class="o">=</span> <span class="n">MemoryView</span><span class="p">(</span><span class="n">imagedata</span><span class="p">,</span> <span class="mi">1</span><span class="p">,</span> <span class="p">(</span><span class="mi">5</span><span class="p">,</span> <span class="mi">5</span><span class="p">))</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">view</span><span class="p">)</span>
<span class="go">[[s, o, m, e, ], [1, -, b, y, t], [e, , g, r, a], [p, h, i, c, s], [ , d, a, t, a]]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="k">for</span> <span class="n">row</span> <span class="ow">in</span> <span class="n">view</span><span class="p">:</span>
<span class="gp">... </span> <span class="nb">print</span><span class="p">(</span><span class="n">row</span><span class="p">)</span>
<span class="gp">...</span>
<span class="go">[s, o, m, e, ]</span>
<span class="go">[1, -, b, y, t]</span>
<span class="go">[e, , g, r, a]</span>
<span class="go">[p, h, i, c, s]</span>
<span class="go">[ , d, a, t, a]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="k">for</span> <span class="n">row</span> <span class="ow">in</span> <span class="n">view</span><span class="p">:</span>
<span class="gp">... </span> <span class="n">row</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="s2">&quot;X&quot;</span>
<span class="gp">... </span> <span class="nb">print</span> <span class="n">row</span>
<span class="gp">...</span>
<span class="go">[s, X, m, e, ]</span>
<span class="go">[1, X, b, y, t]</span>
<span class="go">[e, X, g, r, a]</span>
<span class="go">[p, X, i, c, s]</span>
<span class="go">[ , X, a, t, a]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">imagedata</span><span class="p">)</span>
<span class="go">sXme 1XbyteXgrapXics Xata</span>
</pre></div>
</div>
<p>On accessing a particular dimension of a <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a>, a new
<a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> is created, if it does not access a single
element.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">firstrow</span> <span class="o">=</span> <span class="n">view</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">type</span><span class="p">(</span><span class="n">firstrow</span><span class="p">)</span>
<span class="go">&lt;class &#39;sdl2.ext.array.MemoryView&#39;&gt;</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">type</span><span class="p">(</span><span class="n">firstrow</span><span class="p">[</span><span class="mi">0</span><span class="p">])</span>
<span class="go">&lt;type &#39;bytearray&#39;&gt;</span>
</pre></div>
</div>
<p>A <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> features, similar to Python&#8217;s builtin
<a class="reference external" href="http://docs.python.org/library/stdtypes.html#memoryview" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">memoryview</span></code></a>, dimensions and strides, accessible via the
<a class="reference internal" href="#sdl2.ext.MemoryView.ndim" title="sdl2.ext.MemoryView.ndim"><code class="xref py py-attr docutils literal"><span class="pre">MemoryView.ndim</span></code></a> and <a class="reference internal" href="#sdl2.ext.MemoryView.strides" title="sdl2.ext.MemoryView.strides"><code class="xref py py-attr docutils literal"><span class="pre">MemoryView.strides</span></code></a> attributes.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">view</span><span class="o">.</span><span class="n">ndim</span>
<span class="go">2</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">view</span><span class="o">.</span><span class="n">strides</span>
<span class="go">(5, 5)</span>
</pre></div>
</div>
<p>The <a class="reference internal" href="#sdl2.ext.MemoryView.strides" title="sdl2.ext.MemoryView.strides"><code class="xref py py-attr docutils literal"><span class="pre">MemoryView.strides</span></code></a>, which have to be passed on creating a
new <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a>, define the layout of the data over different
dimensions. In the example above, we created a 5x5 two-dimensional view
to the image graphics.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">twobytes</span> <span class="o">=</span> <span class="n">MemoryView</span><span class="p">(</span><span class="n">imagedata</span><span class="p">,</span> <span class="mi">2</span><span class="p">,</span> <span class="p">(</span><span class="mi">5</span><span class="p">,</span> <span class="mi">1</span><span class="p">))</span>
<span class="gp">&gt;&gt;&gt; </span><span class="nb">print</span><span class="p">(</span><span class="n">twobytes</span><span class="p">)</span>
<span class="go">[[sX, me, 1, Xb, yt], [eX, gr, ap, Xi, cs]]</span>
</pre></div>
</div>
</div>
<div class="section" id="array-api">
<h2>Array API<a class="headerlink" href="#array-api" title="Permalink to this headline"></a></h2>
<dl class="class">
<dt id="sdl2.ext.CTypesView">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">CTypesView</code><span class="sig-paren">(</span><em>obj : iterable</em><span class="optional">[</span>, <em>itemsize=1</em><span class="optional">[</span>, <em>docopy=False</em><span class="optional">[</span>, <em>objsize=None</em><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.CTypesView" title="Permalink to this definition"></a></dt>
<dd><p>A proxy class for byte-wise accessible data types to be used in
ctypes bindings. The CTypesView provides a read-write access to
arbitrary objects that are iterable.</p>
<p>In case the object does not provide a <a class="reference external" href="http://docs.python.org/library/functions.html#buffer" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">buffer()</span></code></a> interface for
direct access, the CTypesView can copy the object&#8217;s contents into an
internal buffer, from which data can be retrieved, once the necessary
operations have been performed.</p>
<p>Depending on the item type stored in the iterable object, you might
need to provide a certain <em>itemsize</em>, which denotes the size per
item in bytes. The <em>objsize</em> argument might be necessary of iterables,
for which len() does not return the correct amount of objects or is not
implemented.</p>
<dl class="attribute">
<dt id="sdl2.ext.CTypesView.bytesize">
<code class="descname">bytesize</code><a class="headerlink" href="#sdl2.ext.CTypesView.bytesize" title="Permalink to this definition"></a></dt>
<dd><p>Returns the length of the encapsuled object in bytes.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.CTypesView.is_shared">
<code class="descname">is_shared</code><a class="headerlink" href="#sdl2.ext.CTypesView.is_shared" title="Permalink to this definition"></a></dt>
<dd><p>Indicates, if changes on the CTypesView data effect the encapsuled
object directly. if not, this means that the object was copied
internally and needs to be updated by the user code outside of the
CTypesView.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.CTypesView.object">
<code class="descname">object</code><a class="headerlink" href="#sdl2.ext.CTypesView.object" title="Permalink to this definition"></a></dt>
<dd><p>The encapsuled object.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.CTypesView.view">
<code class="descname">view</code><a class="headerlink" href="#sdl2.ext.CTypesView.view" title="Permalink to this definition"></a></dt>
<dd><p>Provides a read-write aware view of the encapsuled object data
that is suitable for usage from <a class="reference external" href="http://docs.python.org/library/ctypes.html#module-ctypes" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">ctypes</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.CTypesView.to_bytes">
<code class="descname">to_bytes</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; ctypes.POINTER<a class="headerlink" href="#sdl2.ext.CTypesView.to_bytes" title="Permalink to this definition"></a></dt>
<dd><p>Returns a byte representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The <a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.POINTER" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">ctypes.POINTER()</span></code></a> points to an array of
<a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.c_ubyte" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">ctypes.c_ubyte</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.CTypesView.to_uint16">
<code class="descname">to_uint16</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; ctypes.POINTER<a class="headerlink" href="#sdl2.ext.CTypesView.to_uint16" title="Permalink to this definition"></a></dt>
<dd><p>Returns a 16-bit representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The <a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.POINTER" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">ctypes.POINTER()</span></code></a> points to an array of
<a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.c_ushort" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">ctypes.c_ushort</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.CTypesView.to_uint32">
<code class="descname">to_uint32</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; ctypes.POINTER<a class="headerlink" href="#sdl2.ext.CTypesView.to_uint32" title="Permalink to this definition"></a></dt>
<dd><p>Returns a 32-bit representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The <a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.POINTER" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">ctypes.POINTER()</span></code></a> points to an array of
<a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.c_uint" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">ctypes.c_uint</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.CTypesView.to_uint64">
<code class="descname">to_uint64</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; ctypes.POINTER<a class="headerlink" href="#sdl2.ext.CTypesView.to_uint64" title="Permalink to this definition"></a></dt>
<dd><p>Returns a 64-bit representation of the encapsuled object. The return
value allows a direct read-write access to the object data, if it
is not copied. The <a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.POINTER" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">ctypes.POINTER()</span></code></a> points to an array of
<a class="reference external" href="http://docs.python.org/library/ctypes.html#ctypes.c_ulonglong" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">ctypes.c_ulonglong</span></code></a>.</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.MemoryView">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">MemoryView</code><span class="sig-paren">(</span><em>source : object</em>, <em>itemsize : int</em>, <em>strides : tuple</em><span class="optional">[</span>, <em>getfunc=None</em><span class="optional">[</span>, <em>setfunc=None</em><span class="optional">[</span>, <em>srcsize=None</em><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.MemoryView" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> provides a read-write access to arbitrary
data objects, which can be indexed.</p>
<p><em>itemsize</em> denotes the size of a single item. <em>strides</em> defines
the dimensions and the length (n items * <em>itemsize</em>) for each
dimension. <em>getfunc</em> and <em>setfunc</em> are optional parameters to
provide specialised read and write access to the underlying
<em>source</em>. <em>srcsize</em> can be used to provide the correct source
size, if <code class="docutils literal"><span class="pre">len(source)</span></code> does not return the absolute size of the
source object in all dimensions.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">The MemoryView is a pure Python-based implementation and makes
heavy use of recursion for multi-dimensional access. If you aim
for speed on accessing a n-dimensional object, you want to
consider using a specialised library such as numpy. If you need
n-dimensional access support, where such a library is not
supported, or if you need to provide access to objects, which do
not fulfill the requirements of that particular libray,
<a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> can act as solid fallback solution.</p>
</div>
<dl class="attribute">
<dt id="sdl2.ext.MemoryView.itemsize">
<code class="descname">itemsize</code><a class="headerlink" href="#sdl2.ext.MemoryView.itemsize" title="Permalink to this definition"></a></dt>
<dd><p>The size of a single item in bytes.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.MemoryView.ndim">
<code class="descname">ndim</code><a class="headerlink" href="#sdl2.ext.MemoryView.ndim" title="Permalink to this definition"></a></dt>
<dd><p>The number of dimensions of the <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a>.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.MemoryView.size">
<code class="descname">size</code><a class="headerlink" href="#sdl2.ext.MemoryView.size" title="Permalink to this definition"></a></dt>
<dd><p>The size in bytes of the underlying source object.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.MemoryView.source">
<code class="descname">source</code><a class="headerlink" href="#sdl2.ext.MemoryView.source" title="Permalink to this definition"></a></dt>
<dd><p>The underlying data source.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.MemoryView.strides">
<code class="descname">strides</code><a class="headerlink" href="#sdl2.ext.MemoryView.strides" title="Permalink to this definition"></a></dt>
<dd><p>A tuple defining the length in bytes for accessing all
elements in each dimension of the <a class="reference internal" href="#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a>.</p>
</dd></dl>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.to_ctypes">
<code class="descclassname">sdl2.ext.</code><code class="descname">to_ctypes</code><span class="sig-paren">(</span><em>dataseq : iterable</em>, <em>dtype</em><span class="optional">[</span>, <em>mcount=0</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; array, int<a class="headerlink" href="#sdl2.ext.to_ctypes" title="Permalink to this definition"></a></dt>
<dd><p>Converts an arbitrary sequence to a ctypes array of the specified
<em>dtype</em> and returns the ctypes array and amount of items as
two-value tuple.</p>
<p>Raises a <code class="xref py py-exc docutils literal"><span class="pre">TypeError</span></code>, if one or more elements in the passed
sequence do not match the passed <em>dtype</em>.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.to_list">
<code class="descclassname">sdl2.ext.</code><code class="descname">to_list</code><span class="sig-paren">(</span><em>dataseq : iterable</em><span class="sig-paren">)</span> &rarr; list<a class="headerlink" href="#sdl2.ext.to_list" title="Permalink to this definition"></a></dt>
<dd><p>Converts a ctypes array to a list.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.to_tuple">
<code class="descclassname">sdl2.ext.</code><code class="descname">to_tuple</code><span class="sig-paren">(</span><em>dataseq : iterable</em><span class="sig-paren">)</span> &rarr; tuple<a class="headerlink" href="#sdl2.ext.to_tuple" title="Permalink to this definition"></a></dt>
<dd><p>Converts a ctypes array to a tuple.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.create_array">
<code class="descclassname">sdl2.ext.</code><code class="descname">create_array</code><span class="sig-paren">(</span><em>obj : object</em>, <em>itemsize : int</em><span class="sig-paren">)</span> &rarr; array.array<a class="headerlink" href="#sdl2.ext.create_array" title="Permalink to this definition"></a></dt>
<dd><p>Creates an <a class="reference external" href="http://docs.python.org/library/array.html#array.array" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">array.array</span></code></a> based copy of the passed object.
<em>itemsize</em> denotes the size in bytes for a single element within
<em>obj</em>.</p>
</dd></dl>
</div>
</div>
</div>
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<li><a class="reference internal" href="#">Converting sequences</a><ul>
<li><a class="reference internal" href="#providing-read-write-access-for-sequential-data">Providing read-write access for sequential data</a></li>
<li><a class="reference internal" href="#accessing-data-over-multiple-dimensions">Accessing data over multiple dimensions</a></li>
<li><a class="reference internal" href="#array-api">Array API</a></li>
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<div class="section" id="color-handling">
<h1>Color handling<a class="headerlink" href="#color-handling" title="Permalink to this headline"></a></h1>
<dl class="class">
<dt id="sdl2.ext.Color">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">Color</code><span class="sig-paren">(</span><em>r=255</em>, <em>g=255</em>, <em>b=255</em>, <em>a=255</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Color" title="Permalink to this definition"></a></dt>
<dd><p>A simple RGBA-based color implementation. The Color class uses a
byte-wise representation of the 4 channels red, green, blue and alpha
transparency, so that the values range from 0 to 255. It allows basic
arithmetic operations, e.g. color addition or subtraction and
conversions to other color spaces such as HSV or CMY.</p>
<dl class="attribute">
<dt id="sdl2.ext.Color.r">
<code class="descname">r</code><a class="headerlink" href="#sdl2.ext.Color.r" title="Permalink to this definition"></a></dt>
<dd><p>The red channel value of the Color.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.g">
<code class="descname">g</code><a class="headerlink" href="#sdl2.ext.Color.g" title="Permalink to this definition"></a></dt>
<dd><p>The green channel value of the Color.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.b">
<code class="descname">b</code><a class="headerlink" href="#sdl2.ext.Color.b" title="Permalink to this definition"></a></dt>
<dd><p>The blue channel value of the Color.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.a">
<code class="descname">a</code><a class="headerlink" href="#sdl2.ext.Color.a" title="Permalink to this definition"></a></dt>
<dd><p>The alpha channel value of the Color.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.cmy">
<code class="descname">cmy</code><a class="headerlink" href="#sdl2.ext.Color.cmy" title="Permalink to this definition"></a></dt>
<dd><p>The CMY representation of the Color. The CMY components are in the
ranges C = [0, 1], M = [0, 1], Y = [0, 1]. Note that this will not
return the absolutely exact CMY values for the set RGB values in
all cases. Due to the RGB mapping from 0-255 and the CMY mapping
from 0-1 rounding errors may cause the CMY values to differ
slightly from what you might expect.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.hsla">
<code class="descname">hsla</code><a class="headerlink" href="#sdl2.ext.Color.hsla" title="Permalink to this definition"></a></dt>
<dd><p>The HSLA representation of the Color. The HSLA components are in
the ranges H = [0, 360], S = [0, 100], L = [0, 100], A = [0,
100]. Note that this will not return the absolutely exact HSL
values for the set RGB values in all cases. Due to the RGB mapping
from 0-255 and the HSL mapping from 0-100 and 0-360 rounding
errors may cause the HSL values to differ slightly from what you
might expect.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.hsva">
<code class="descname">hsva</code><a class="headerlink" href="#sdl2.ext.Color.hsva" title="Permalink to this definition"></a></dt>
<dd><p>The HSVA representation of the Color. The HSVA components are in
the ranges H = [0, 360], S = [0, 100], V = [0, 100], A = [0,
100]. Note that this will not return the absolutely exact HSV
values for the set RGB values in all cases. Due to the RGB mapping
from 0-255 and the HSV mapping from 0-100 and 0-360 rounding
errors may cause the HSV values to differ slightly from what you
might expect.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Color.i1i2i3">
<code class="descname">i1i2i3</code><a class="headerlink" href="#sdl2.ext.Color.i1i2i3" title="Permalink to this definition"></a></dt>
<dd><p>The I1I2I3 representation of the Color. The I1I2I3 components are
in the ranges I1 = [0, 1], I2 = [-0.5, 0.5], I3 = [-0.5,
0.5]. Note that this will not return the absolutely exact I1I2I3
values for the set RGB values in all cases. Due to the RGB mapping
from 0-255 and the I1I2I3 from 0-1 rounding errors may cause the
I1I2I3 values to differ slightly from what you might expect.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Color.normalize">
<code class="descname">normalize</code><span class="sig-paren">(</span><em>) -&gt; (float</em>, <em>float</em>, <em>float</em>, <em>float</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Color.normalize" title="Permalink to this definition"></a></dt>
<dd><p>Returns the normalised RGBA values of the Color as floating point
values in the range [0, 1].</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Color.__add__">
<code class="descname">__add__</code><span class="sig-paren">(</span><em>self</em>, <em>color</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.Color.__add__" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.Color.__sub__">
<code class="descname">__sub__</code><span class="sig-paren">(</span><em>self</em>, <em>color</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.Color.__sub__" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.Color.__mul__">
<code class="descname">__mul__</code><span class="sig-paren">(</span><em>self</em>, <em>color</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.Color.__mul__" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.Color.__div__">
<code class="descname">__div__</code><span class="sig-paren">(</span><em>self</em>, <em>color</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.Color.__div__" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.Color.__truediv__">
<code class="descname">__truediv__</code><span class="sig-paren">(</span><em>self</em>, <em>color</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.Color.__truediv__" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.Color.__mod__">
<code class="descname">__mod__</code><span class="sig-paren">(</span><em>self</em>, <em>color</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.Color.__mod__" title="Permalink to this definition"></a></dt>
<dd><p>Basic arithmetic functions for <a class="reference internal" href="#sdl2.ext.Color" title="sdl2.ext.Color"><code class="xref py py-class docutils literal"><span class="pre">Color</span></code></a> values. The arithmetic
operations <code class="docutils literal"><span class="pre">+,</span> <span class="pre">-,</span> <span class="pre">*,</span> <span class="pre">/,</span> <span class="pre">%</span></code> are supported by the <a class="reference internal" href="#sdl2.ext.Color" title="sdl2.ext.Color"><code class="xref py py-class docutils literal"><span class="pre">Color</span></code></a> class
and work on a per-channel basis. This means, that the operation</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">color</span> <span class="o">=</span> <span class="n">color1</span> <span class="o">+</span> <span class="n">color2</span>
</pre></div>
</div>
<p>is the same as</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">color</span> <span class="o">=</span> <span class="n">Color</span><span class="p">()</span>
<span class="n">color</span><span class="o">.</span><span class="n">r</span> <span class="o">=</span> <span class="nb">min</span><span class="p">(</span><span class="n">color1</span><span class="o">.</span><span class="n">r</span> <span class="o">+</span> <span class="n">color2</span><span class="o">.</span><span class="n">r</span><span class="p">,</span> <span class="mi">255</span><span class="p">)</span>
<span class="n">color</span><span class="o">.</span><span class="n">g</span> <span class="o">=</span> <span class="nb">min</span><span class="p">(</span><span class="n">color1</span><span class="o">.</span><span class="n">g</span> <span class="o">+</span> <span class="n">color2</span><span class="o">.</span><span class="n">g</span><span class="p">,</span> <span class="mi">255</span><span class="p">)</span>
<span class="o">...</span>
</pre></div>
</div>
<p>The operations guarantee that the channel values stay in the allowed
range of [0, 255].</p>
</dd></dl>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.argb_to_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">argb_to_color</code><span class="sig-paren">(</span><em>v : int</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.argb_to_color" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.ARGB">
<code class="descclassname">sdl2.ext.</code><code class="descname">ARGB</code><span class="sig-paren">(</span><em>v : int</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.ARGB" title="Permalink to this definition"></a></dt>
<dd><p>Converts an integer value to a Color, assuming the integer represents
a 32-bit ARGB value.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.convert_to_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">convert_to_color</code><span class="sig-paren">(</span><em>v : object</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.convert_to_color" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.COLOR">
<code class="descclassname">sdl2.ext.</code><code class="descname">COLOR</code><span class="sig-paren">(</span><em>v : object</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.COLOR" title="Permalink to this definition"></a></dt>
<dd><p>Tries to convert the passed value to a Color object. The value can be
an arbitrary Python object, which is passed to the different other
conversion functions. If one of them succeeds, the Color will be
returned to the caller. If none succeeds, a <code class="xref py py-exc docutils literal"><span class="pre">ValueError</span></code> will be
raised.</p>
<p>If the color is an integer value, it is assumed to be in ARGB layout.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.rgba_to_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">rgba_to_color</code><span class="sig-paren">(</span><em>v : int</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.rgba_to_color" title="Permalink to this definition"></a></dt>
<dt id="sdl2.ext.RGBA">
<code class="descclassname">sdl2.ext.</code><code class="descname">RGBA</code><span class="sig-paren">(</span><em>v : int</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.RGBA" title="Permalink to this definition"></a></dt>
<dd><p>Converts an integer value to a Color, assuming the integer represents
a 32-bit RGBA value.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.is_rgb_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">is_rgb_color</code><span class="sig-paren">(</span><em>v : object</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.is_rgb_color" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if the passed value is an item that could be converted to a
RGB color.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.is_rgba_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">is_rgba_color</code><span class="sig-paren">(</span><em>v : object</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.is_rgba_color" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if the passed value is an item that could be converted to a
RGBA color.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.string_to_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">string_to_color</code><span class="sig-paren">(</span><em>v : string</em><span class="sig-paren">)</span> &rarr; Color<a class="headerlink" href="#sdl2.ext.string_to_color" title="Permalink to this definition"></a></dt>
<dd><p>Converts a hex color string or color name to a Color value. Supported
hex values are:</p>
<ul class="simple">
<li>#RGB</li>
<li>#RGBA</li>
<li>#RRGGBB</li>
<li>#RRGGBBAA</li>
<li>0xRGB</li>
<li>0xRGBA</li>
<li>0xRRGGBB</li>
<li>0xRRGGBBAA</li>
</ul>
</dd></dl>
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<span class="target" id="module-sdl2.ext.colorpalettes"></span><div class="section" id="sdl2-ext-colorpalettes-predefined-sets-of-colors">
<h1>sdl2.ext.colorpalettes - predefined sets of colors<a class="headerlink" href="#sdl2-ext-colorpalettes-predefined-sets-of-colors" title="Permalink to this headline"></a></h1>
<p>Indexed color palettes. Each palette is a tuple of
<a class="reference internal" href="sdl2ext_color.html#sdl2.ext.Color" title="sdl2.ext.Color"><code class="xref py py-class docutils literal"><span class="pre">sdl2.ext.Color</span></code></a> objects.</p>
<p>The following palettes are currently available:</p>
<table border="1" class="docutils">
<colgroup>
<col width="26%" />
<col width="74%" />
</colgroup>
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<tr class="row-odd"><th class="head">Palette Identifier</th>
<th class="head">Description</th>
</tr>
</thead>
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<tr class="row-even"><td>MONOPALETTE</td>
<td>1-bit monochrome palette (black and white).</td>
</tr>
<tr class="row-odd"><td>GRAY2PALETTE</td>
<td>2-bit grayscale palette with black, white and two
shades of gray.</td>
</tr>
<tr class="row-even"><td>GRAY4PALETTE</td>
<td>4-bit grayscale palette with black, white and 14
shades shades of gray.</td>
</tr>
<tr class="row-odd"><td>GRAY8PALETTE</td>
<td>8-bit grayscale palette with black, white and 254
shades shades of gray.</td>
</tr>
<tr class="row-even"><td>RGB3PALETTE</td>
<td>3-bit RGB color palette with pure red, green and
blue and their complementary colors as well as black
and white.</td>
</tr>
<tr class="row-odd"><td>CGAPALETTE</td>
<td>CGA color palette.</td>
</tr>
<tr class="row-even"><td>EGAPALETTE</td>
<td>EGA color palette.</td>
</tr>
<tr class="row-odd"><td>VGAPALETTE</td>
<td>8-bit VGA color palette.</td>
</tr>
<tr class="row-even"><td>WEBPALETTE</td>
<td>&#8220;Safe&#8221; web color palette with 225 colors.</td>
</tr>
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<div class="section" id="initialization-routines">
<h1>Initialization routines<a class="headerlink" href="#initialization-routines" title="Permalink to this headline"></a></h1>
<p>TODO</p>
<div class="section" id="api">
<h2>API<a class="headerlink" href="#api" title="Permalink to this headline"></a></h2>
<dl class="exception">
<dt id="sdl2.ext.SDLError">
<em class="property">exception </em><code class="descclassname">sdl2.ext.</code><code class="descname">SDLError</code><span class="sig-paren">(</span><em>msg=None</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.SDLError" title="Permalink to this definition"></a></dt>
<dd><p>An SDL2 specific <code class="xref py py-class docutils literal"><span class="pre">Exception</span></code> class. if no <em>msg</em> is provided,
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<dt id="sdl2.ext.init">
<code class="descclassname">sdl2.ext.</code><code class="descname">init</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.init" title="Permalink to this definition"></a></dt>
<dd><p>Initialises the underlying SDL2 video subsystem. Raises a
<a class="reference internal" href="#sdl2.ext.SDLError" title="sdl2.ext.SDLError"><code class="xref py py-exc docutils literal"><span class="pre">SDLError</span></code></a>, if the SDL2 video subsystem could not be
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<dd><p>Quits the underlying SDL2 video subysystem. If no other SDL2
subsystems are active, this will also call <a class="reference internal" href="#sdl2.ext.quit" title="sdl2.ext.quit"><code class="xref py py-func docutils literal"><span class="pre">quit()</span></code></a>,
<code class="xref py py-func docutils literal"><span class="pre">sdl2.sdlttf.TTF_Quit()</span></code> and <code class="xref py py-func docutils literal"><span class="pre">sdl2.sdlimage.IMG_Quit()</span></code>.</p>
</dd></dl>
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<dt id="sdl2.ext.get_events">
<code class="descclassname">sdl2.ext.</code><code class="descname">get_events</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; [SDL_Event, SDL_Event, ...]<a class="headerlink" href="#sdl2.ext.get_events" title="Permalink to this definition"></a></dt>
<dd><p>Gets all SDL events that are currently on the event queue.</p>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.TestEventProcessor">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">TestEventProcessor</code><a class="headerlink" href="#sdl2.ext.TestEventProcessor" title="Permalink to this definition"></a></dt>
<dd><p>A simple event processor for testing purposes.</p>
<dl class="method">
<dt id="sdl2.ext.TestEventProcessor.run">
<code class="descname">run</code><span class="sig-paren">(</span><em>window : Window</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.TestEventProcessor.run" title="Permalink to this definition"></a></dt>
<dd><p>Starts an event loop without actually processing any event. The method
will run endlessly until a <code class="docutils literal"><span class="pre">SDL_QUIT</span></code> event occurs.</p>
</dd></dl>
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<span class="target" id="module-sdl2.ext.compat"></span><div class="section" id="sdl2-ext-compat-python-compatibility-helpers">
<h1>sdl2.ext.compat - Python compatibility helpers<a class="headerlink" href="#sdl2-ext-compat-python-compatibility-helpers" title="Permalink to this headline"></a></h1>
<p>The <a class="reference internal" href="#module-sdl2.ext.compat" title="sdl2.ext.compat: Python compatibility helpers."><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext.compat</span></code></a> module is for internal purposes of the <a class="reference internal" href="sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a>
package and should not be used outside of the package. Classes, methods and
interfaces might change between versions and there is no guarantee of API
compatibility on different platforms and python implementations or between
releases.</p>
<dl class="data">
<dt id="sdl2.ext.compat.ISPYTHON2">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">ISPYTHON2</code><a class="headerlink" href="#sdl2.ext.compat.ISPYTHON2" title="Permalink to this definition"></a></dt>
<dd><p><code class="docutils literal"><span class="pre">True</span></code>, if executed in a Python 2.x compatible interpreter, <code class="docutils literal"><span class="pre">False</span></code>
otherwise.</p>
</dd></dl>
<dl class="data">
<dt id="sdl2.ext.compat.ISPYTHON3">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">ISPYTHON3</code><a class="headerlink" href="#sdl2.ext.compat.ISPYTHON3" title="Permalink to this definition"></a></dt>
<dd><p><code class="docutils literal"><span class="pre">True</span></code>, if executed in a Python 3.x compatible interpreter, <code class="docutils literal"><span class="pre">False</span></code>
otherwise.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.long">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">long</code><span class="sig-paren">(</span><span class="optional">[</span><em>x</em><span class="optional">[</span>, <em>base</em><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.compat.long" title="Permalink to this definition"></a></dt>
<dd><div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">Only defined for Python 3.x, for which it is the same as <a class="reference external" href="http://docs.python.org/library/functions.html#int" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">int()</span></code></a>.</p>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.unichr">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">unichr</code><span class="sig-paren">(</span><em>i</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.compat.unichr" title="Permalink to this definition"></a></dt>
<dd><div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">Only defined for Python 3.x, for which it is the same as <a class="reference external" href="http://docs.python.org/library/functions.html#chr" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">chr()</span></code></a>.</p>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.unicode">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">unicode</code><span class="sig-paren">(</span><em>string</em><span class="optional">[</span>, <em>encoding</em><span class="optional">[</span>, <em>errors</em><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.compat.unicode" title="Permalink to this definition"></a></dt>
<dd><div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">Only defined for Python 3.x, for which it is the same as <a class="reference external" href="http://docs.python.org/library/functions.html#str" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">str()</span></code></a>.</p>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.callable">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">callable</code><span class="sig-paren">(</span><em>x</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.compat.callable" title="Permalink to this definition"></a></dt>
<dd><div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">Only defined for Python 3.x, for which it is the same as
<code class="docutils literal"><span class="pre">isinstance(x,</span> <span class="pre">collections.Callable)</span></code></p>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.byteify">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">byteify</code><span class="sig-paren">(</span><em>x : string</em>, <em>enc : string</em><span class="sig-paren">)</span> &rarr; bytes<a class="headerlink" href="#sdl2.ext.compat.byteify" title="Permalink to this definition"></a></dt>
<dd><p>Converts a string to a <code class="xref py py-func docutils literal"><span class="pre">bytes()</span></code> object.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.stringify">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">stringify</code><span class="sig-paren">(</span><em>x : bytes</em>, <em>enc : string</em><span class="sig-paren">)</span> &rarr; string<a class="headerlink" href="#sdl2.ext.compat.stringify" title="Permalink to this definition"></a></dt>
<dd><p>Converts a <code class="xref py py-func docutils literal"><span class="pre">bytes()</span></code> to a string object.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.isiterable">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">isiterable</code><span class="sig-paren">(</span><em>x</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.compat.isiterable" title="Permalink to this definition"></a></dt>
<dd><p>Shortcut for <code class="docutils literal"><span class="pre">isinstance(x,</span> <span class="pre">collections.Iterable)</span></code>.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.platform_is_64bit">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">platform_is_64bit</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.compat.platform_is_64bit" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if the interpreter is 64-bit capable.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.deprecated">
<code class="descclassname">&#64;</code><code class="descclassname">sdl2.ext.compat.</code><code class="descname">deprecated</code><a class="headerlink" href="#sdl2.ext.compat.deprecated" title="Permalink to this definition"></a></dt>
<dd><p>A simple decorator to mark functions and methods as deprecated. This will
print a deprecation message each time the function or method is invoked.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.deprecation">
<code class="descclassname">sdl2.ext.compat.</code><code class="descname">deprecation</code><span class="sig-paren">(</span><em>message : string</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.compat.deprecation" title="Permalink to this definition"></a></dt>
<dd><p>Prints a deprecation message using the <a class="reference external" href="http://docs.python.org/library/warnings.html#warnings.warn" title="(in Python v2.7)"><code class="xref py py-func docutils literal"><span class="pre">warnings.warn()</span></code></a> function.</p>
</dd></dl>
<dl class="exception">
<dt id="sdl2.ext.compat.UnsupportedError">
<em class="property">exception </em><code class="descclassname">sdl2.ext.compat.</code><code class="descname">UnsupportedError</code><span class="sig-paren">(</span><em>obj : object</em><span class="optional">[</span>, <em>msg=None</em><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.compat.UnsupportedError" title="Permalink to this definition"></a></dt>
<dd><p>Indicates that a certain class, function or behaviour is not supported in
the specific execution environment.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.compat.experimental">
<code class="descclassname">&#64;</code><code class="descclassname">sdl2.ext.compat.</code><code class="descname">experimental</code><a class="headerlink" href="#sdl2.ext.compat.experimental" title="Permalink to this definition"></a></dt>
<dd><p>A simple decorator to mark functions and methods as
experimental. This will print a warning each time the function or
method is invoked.</p>
</dd></dl>
<dl class="exception">
<dt id="sdl2.ext.compat.ExperimentalWarning">
<em class="property">exception </em><code class="descclassname">sdl2.ext.compat.</code><code class="descname">ExperimentalWarning</code><span class="sig-paren">(</span><em>obj : object</em><span class="optional">[</span>, <em>msg=None</em><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.compat.ExperimentalWarning" title="Permalink to this definition"></a></dt>
<dd><p>Indicates that a certain class, function or behaviour is in an
experimental state.</p>
</dd></dl>
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<div class="section" id="d-drawing-routines-for-software-surfaces">
<h1>2D drawing routines for software surfaces<a class="headerlink" href="#d-drawing-routines-for-software-surfaces" title="Permalink to this headline"></a></h1>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">The drawing functions within this module are unoptimised and should not be
considered fast. If you want improved drawing of 2D primitives, including
hardware acceleration, you should use the methods of the
<a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.Renderer" title="sdl2.ext.Renderer"><code class="xref py py-class docutils literal"><span class="pre">Renderer</span></code></a> instead.</p>
</div>
<dl class="function">
<dt id="sdl2.ext.prepare_color">
<code class="descclassname">sdl2.ext.</code><code class="descname">prepare_color</code><span class="sig-paren">(</span><em>color : object</em>, <em>target : object</em><span class="sig-paren">)</span> &rarr; int<a class="headerlink" href="#sdl2.ext.prepare_color" title="Permalink to this definition"></a></dt>
<dd><p>Prepares the passed <em>color</em> for a specific <em>target</em>. <em>color</em> can be any
object type that can be processed by
<a class="reference internal" href="sdl2ext_color.html#sdl2.ext.convert_to_color" title="sdl2.ext.convert_to_color"><code class="xref py py-func docutils literal"><span class="pre">convert_to_color()</span></code></a>. <em>target</em> can be any
<code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_PixelFormat</span></code>, <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code> or
<a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SoftwareSprite" title="sdl2.ext.SoftwareSprite"><code class="xref py py-class docutils literal"><span class="pre">SoftwareSprite</span></code></a> instance.</p>
<p>The returned integer will be a color value matching the target&#8217;s pixel
format.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.fill">
<code class="descclassname">sdl2.ext.</code><code class="descname">fill</code><span class="sig-paren">(</span><em>target : object</em>, <em>color : object</em><span class="optional">[</span>, <em>area=None</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.fill" title="Permalink to this definition"></a></dt>
<dd><p>Fills a certain area on the passed <em>target</em> with a <em>color</em>. If no <em>area</em> is
provided, the entire target will be filled with the passed color. If an
iterable item is provided as <em>area</em> (such as a list or tuple), it will be
first checked, if the item denotes a single rectangular area
(4 integer values) before assuming it to be a sequence of rectangular areas
to fill with the color.</p>
<p><em>target</em> can be any <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code> or <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SoftwareSprite" title="sdl2.ext.SoftwareSprite"><code class="xref py py-class docutils literal"><span class="pre">SoftwareSprite</span></code></a>
instance.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.line">
<code class="descclassname">sdl2.ext.</code><code class="descname">line</code><span class="sig-paren">(</span><em>target : object</em>, <em>color : object</em><span class="optional">[</span>, <em>width=1</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.line" title="Permalink to this definition"></a></dt>
<dd><p>Draws one or multiple lines on the passed <em>target</em>. <em>line</em> can be a
sequence of four integers for a single line in the form <code class="docutils literal"><span class="pre">(x1,</span> <span class="pre">y1,</span>
<span class="pre">x2,</span> <span class="pre">y2)</span></code> or a sequence of a multiple of 4 for drawing multiple lines
at once, e.g. <code class="docutils literal"><span class="pre">(x1,</span> <span class="pre">y1,</span> <span class="pre">x2,</span> <span class="pre">y2,</span> <span class="pre">x3,</span> <span class="pre">y3,</span> <span class="pre">x4,</span> <span class="pre">y4,</span> <span class="pre">...)</span></code>.</p>
<p><em>target</em> can be any <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code> or <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SoftwareSprite" title="sdl2.ext.SoftwareSprite"><code class="xref py py-class docutils literal"><span class="pre">SoftwareSprite</span></code></a>
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<div class="section" id="working-with-component-based-entities">
<span id="ref-ebs"></span><h1>Working with component-based entities<a class="headerlink" href="#working-with-component-based-entities" title="Permalink to this headline"></a></h1>
<p><a class="reference internal" href="sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext</span></code></a> supports a component oriented programming pattern to separate
object instances, carried data and processing logic within applications
or games. It uses an entity based approach, in which object instances are
unique identifiers, while their data is managed within components, which
are stored separately. For each individual component type a processing
system will take care of all necessary updates on running the application.</p>
<div class="section" id="component-based-patterns">
<h2>Component-based patterns<a class="headerlink" href="#component-based-patterns" title="Permalink to this headline"></a></h2>
<p>Component-based means that - instead of a traditional OOP approach - object
information are split up into separate data bags for reusability and that those
data bags are separated from any application logic.</p>
<div class="section" id="behavioural-design">
<h3>Behavioural design<a class="headerlink" href="#behavioural-design" title="Permalink to this headline"></a></h3>
<p>Imagine a car class in traditional OOP, which might look like</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Car</span><span class="p">:</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="s2">&quot;red&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">position</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">velocity</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">sprite</span> <span class="o">=</span> <span class="n">get_some_car_image</span><span class="p">()</span>
<span class="o">...</span>
<span class="k">def</span> <span class="nf">drive</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">timedelta</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">velocity</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">*</span> <span class="n">timedelta</span>
<span class="bp">self</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="bp">self</span><span class="o">.</span><span class="n">velocity</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">*</span> <span class="n">timedelta</span>
<span class="o">...</span>
<span class="k">def</span> <span class="nf">stop</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">velocity</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
<span class="o">...</span>
<span class="k">def</span> <span class="nf">render</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">screen</span><span class="p">):</span>
<span class="n">screen</span><span class="o">.</span><span class="n">display</span><span class="p">(</span><span class="bp">self</span><span class="o">.</span><span class="n">sprite</span><span class="p">)</span>
<span class="n">mycar</span> <span class="o">=</span> <span class="n">new</span> <span class="n">Car</span><span class="p">()</span>
<span class="n">mycar</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="s2">&quot;green&quot;</span>
<span class="n">mycar</span><span class="o">.</span><span class="n">velocity</span> <span class="o">=</span> <span class="mi">10</span><span class="p">,</span> <span class="mi">0</span>
</pre></div>
</div>
<p>The car features information stored in attributes (<code class="docutils literal"><span class="pre">color</span></code>, <code class="docutils literal"><span class="pre">position</span></code>,
...) and behaviour (application logic, <code class="docutils literal"><span class="pre">drive()</span></code>, <code class="docutils literal"><span class="pre">stop()</span></code> ...).</p>
<p>A component-based approach aims to split and reduce the car to a set of
information and external systems providing the application logic.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Car</span><span class="p">:</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">color</span> <span class="o">=</span> <span class="s2">&quot;red&quot;</span>
<span class="bp">self</span><span class="o">.</span><span class="n">position</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">velocity</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
<span class="bp">self</span><span class="o">.</span><span class="n">sprite</span> <span class="o">=</span> <span class="n">get_some_car_image</span><span class="p">()</span>
<span class="k">class</span> <span class="nc">CarMovement</span><span class="p">:</span>
<span class="k">def</span> <span class="nf">drive</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">car</span><span class="p">,</span> <span class="n">timedelta</span><span class="p">):</span>
<span class="n">car</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">=</span> <span class="n">car</span><span class="o">.</span><span class="n">velocity</span><span class="p">[</span><span class="mi">0</span><span class="p">]</span> <span class="o">*</span> <span class="n">timedelta</span>
<span class="n">car</span><span class="o">.</span><span class="n">position</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">=</span> <span class="n">car</span><span class="o">.</span><span class="n">velocity</span><span class="p">[</span><span class="mi">1</span><span class="p">]</span> <span class="o">*</span> <span class="n">timedelta</span>
<span class="o">...</span>
<span class="k">def</span> <span class="nf">stop</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="n">car</span><span class="o">.</span><span class="n">velocity</span> <span class="o">=</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span>
<span class="k">class</span> <span class="nc">CarRenderer</span><span class="p">:</span>
<span class="k">def</span> <span class="nf">render</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">car</span><span class="p">,</span> <span class="n">screen</span><span class="p">):</span>
<span class="n">screen</span><span class="o">.</span><span class="n">display</span><span class="p">(</span><span class="n">car</span><span class="o">.</span><span class="n">sprite</span><span class="p">)</span>
</pre></div>
</div>
<p>At this point of time, there is no notable difference between both approaches,
except that the latter one adds additional overhead.</p>
<p>The benefit comes in, when you</p>
<ul class="simple">
<li>use subclassing in your OOP design</li>
<li>want to change behavioural patterns on a global scale or based on states</li>
<li>want to refactor code logic in central locations</li>
<li>want to cascade application behaviours</li>
</ul>
<p>The initial <code class="docutils literal"><span class="pre">Car</span></code> class from above defines, how it should be displayed
on the screen. If you now want to add a feature for rescaling the screen
size after the user activates the magnifier mode, you need to refactor
the <code class="docutils literal"><span class="pre">Car</span></code> and all other classes that render things on the screen, have
to consider all subclasses that override the method and so on.
Refactoring the <code class="docutils literal"><span class="pre">CarRenderer</span></code> code by adding a check for the magnifier
mode sounds quite simple in contrast to that, not?</p>
<p>The same applies to the movement logic - inverting the movement logic
requires you to refactor all your classes instead of a single piece of
application code.</p>
</div>
<div class="section" id="information-design">
<h3>Information design<a class="headerlink" href="#information-design" title="Permalink to this headline"></a></h3>
<p>Subclassing with traditional OOP for behavioural changes also might
bloat your classes with unnecessary information, causing the memory
footprint for your application to rise without any need. Let&#8217;s assume
you have a <code class="docutils literal"><span class="pre">Truck</span></code> class that inherits from <code class="docutils literal"><span class="pre">Car</span></code>. Let&#8217;s further
assume that all trucks in your application look the same. Why should any
of those carry a <code class="docutils literal"><span class="pre">sprite</span></code> or <code class="docutils literal"><span class="pre">color</span></code> attribute? You would need to
refactor your <code class="docutils literal"><span class="pre">Car</span></code> class to get rid of those superfluous information,
adding another level of subclassing. If at a later point of time you
decide to give your trucks different colors, you need to refactor
everything again.</p>
<p>Wouldn&#8217;t it be easier to deal with colors, if they are available on the
truck and leave them out, if they are not? We initially stated that the
component-based approach aims to separate data (information) from code
logic. That said, if the truck has a color, we can handle it easily, if
it has not, we will do as usual.</p>
<p>Also, checking for the color of an object (regardless, if it is a truck,
car, aeroplane or death star) allows us to apply the same or similar
behaviour for every object. If the information is available, we will
process it, if it is not, we will not do anything.</p>
</div>
<div class="section" id="all-in-all">
<h3>All in all<a class="headerlink" href="#all-in-all" title="Permalink to this headline"></a></h3>
<p>Once we split up the previously OOP-style classes into pure data containers and
some separate processing code for the behaviour, we are talking about components
and (processing) systems. A component is a data container, ideally grouping
related information on a granular level, so that it is easy to (re)use.
When you combine different components to build your in-application objects and
instantiate those, we are talking about entities.</p>
<img alt="../_images/ebs.png" src="../_images/ebs.png" />
<dl class="docutils">
<dt><em>Component</em></dt>
<dd>provides information (data bag)</dd>
<dt><em>Entity</em></dt>
<dd>In-application instance that consists of <em>component</em> items</dd>
<dt><em>System</em></dt>
<dd>Application logic for working with <em>Entity</em> items and their
<em>component</em> data</dd>
<dt><em>World</em></dt>
<dd>The environment that contains the different <em>System</em> instances and
all <em>Entity</em> items with their <em>component</em> data</dd>
</dl>
<p>Within a strict COP design, the application logic (ideally) only knows about
data to process. It does not know anything about entities or complex classes
and only operates on the data.</p>
<img alt="../_images/copprocessing.png" src="../_images/copprocessing.png" />
<p>To keep things simple, modular and easy to maintain and change, you usually
create small processing systems, which perform the necessary operations on the
data they shall handle. That said, a <code class="docutils literal"><span class="pre">MovementSystem</span></code> for our car entity would
only operate on the position and velocity component of the car entity. It does
not know anything about the the car&#8217;s sprite or sounds that the car makes,
since <em>this is nothing it has to deal with</em>.</p>
<p>To display the car on the screen, a <code class="docutils literal"><span class="pre">RenderingSystem</span></code> might pick up the
sprite component of the car, maybe along with the position information (so it
knows, where to place the sprite) and render it on the screen.</p>
<p>If you want the car to play sounds, you would add an audio playback system,
that can perform the task. Afterwards you can add the necessary audio
information via a sound component to the car and it will make noise.</p>
</div>
</div>
<div class="section" id="component-based-design-with-sdl2-ext">
<h2>Component-based design with sdl2.ext<a class="headerlink" href="#component-based-design-with-sdl2-ext" title="Permalink to this headline"></a></h2>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">This section will deal with the specialities of COP patterns and
provide the bare minimum of information. If you are just starting with
such a design, it is recommended to read through the <a class="reference internal" href="../tutorial/pong.html#pong-tutorial"><span class="std std-ref">The Pong Game</span></a>
tutorial.</p>
</div>
<p><a class="reference internal" href="sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext</span></code></a> provides a <a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a> class in which all other objects
will reside. The <a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a> will maintain both, <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> and
component items, and allows you to set up the processing logic via
the <a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> and <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a> classes.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="n">appworld</span> <span class="o">=</span> <span class="n">World</span><span class="p">()</span>
</pre></div>
</div>
<p>Components can be created from any class that inherits from the
<code class="xref py py-class docutils literal"><span class="pre">object</span></code> type and represent the data bag of information for the
entity and application world. Ideally, they should avoid any
application logic (except from getter and setter properties).</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Position2D</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">x</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="n">y</span><span class="o">=</span><span class="mi">0</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">x</span> <span class="o">=</span> <span class="n">x</span>
<span class="bp">self</span><span class="o">.</span><span class="n">y</span> <span class="o">=</span> <span class="n">y</span>
</pre></div>
</div>
<p><a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> objects define the in-application objects and only consist of
component-based attributes. They also require a <a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a> at
object instantiation time.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">CarEntity</span><span class="p">(</span><span class="n">Entity</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">,</span> <span class="n">x</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="n">y</span><span class="o">=</span><span class="mi">0</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">position2d</span> <span class="o">=</span> <span class="n">Position2D</span><span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">)</span>
</pre></div>
</div>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">The <em>world</em> argument in <code class="docutils literal"><span class="pre">__init__()</span></code> is necessary. It will be
passed to the internal <code class="docutils literal"><span class="pre">__new__()</span></code> constructor of the
<a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> and stores a reference to the <a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a> and also
allows the <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> to store its information in the
<a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a>.</p>
</div>
<p>The <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> also requries its attributes to be named exactly as
their component class name, but in lowercase letters. If you name a
component <code class="docutils literal"><span class="pre">MyAbsolutelyAwesomeDataContainer</span></code>, an <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> will
force you to write the following:</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">SomeEntity</span><span class="p">(</span><span class="n">Entity</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">myabsolutelyawesomedatacontainer</span> <span class="o">=</span> <span class="n">MyAbsolutelyAwesomeDataContainer</span><span class="p">()</span>
</pre></div>
</div>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p>This is not entirely true. A reference of the object will be stored on a
per-class-in-mro basis. This means that if <code class="docutils literal"><span class="pre">MyAbsolutelyAwesomeDataContainer</span></code>
inherits from <code class="docutils literal"><span class="pre">ShortName</span></code>, you can also do:</p>
<div class="last highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">SomeEntity</span><span class="p">(</span><span class="n">Entity</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">shortname</span> <span class="o">=</span> <span class="n">MyAbsolutelyAwesomeDataContainer</span><span class="p">()</span>
</pre></div>
</div>
</div>
<p>Components should be as atomic as possible and avoid complex
inheritance. Since each value of an <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> is stored per class
in its mro list, components inheriting from the same class(es) will
overwrite each other on conflicting classes:</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">Vector</span><span class="p">(</span><span class="n">Position2D</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">x</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="n">y</span><span class="o">=</span><span class="mi">0</span><span class="p">,</span> <span class="n">z</span><span class="o">=</span><span class="mi">0</span><span class="p">):</span>
<span class="nb">super</span><span class="p">(</span><span class="n">Vector</span><span class="p">,</span> <span class="bp">self</span><span class="p">)</span><span class="o">.</span><span class="n">__init__</span><span class="p">(</span><span class="n">x</span><span class="p">,</span> <span class="n">y</span><span class="p">)</span>
<span class="k">class</span> <span class="nc">SomeEntity</span><span class="p">(</span><span class="n">Entity</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">):</span>
<span class="c1"># This will associate self.position2d with the new Position2D</span>
<span class="c1"># value, while the previous Vector association is overwritten</span>
<span class="bp">self</span><span class="o">.</span><span class="n">position2d</span> <span class="o">=</span> <span class="n">Position2D</span><span class="p">(</span><span class="mi">4</span><span class="p">,</span> <span class="mi">4</span><span class="p">)</span>
<span class="c1"># self.vector will also associate a self.position2d attribute</span>
<span class="c1"># with the Entity, since Vector inherits from Position2D. The</span>
<span class="c1"># original association will vanish, and each call to</span>
<span class="c1"># entity.position2d will effectively manipulate the vector!</span>
<span class="bp">self</span><span class="o">.</span><span class="n">vector</span> <span class="o">=</span> <span class="n">Vector</span><span class="p">(</span><span class="mi">1</span><span class="p">,</span><span class="mi">2</span><span class="p">,</span><span class="mi">3</span><span class="p">)</span>
</pre></div>
</div>
</div>
<div class="section" id="api">
<h2>API<a class="headerlink" href="#api" title="Permalink to this headline"></a></h2>
<dl class="class">
<dt id="sdl2.ext.Entity">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">Entity</code><span class="sig-paren">(</span><em>world : World</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Entity" title="Permalink to this definition"></a></dt>
<dd><blockquote>
<div><p>An entity is a specific object living in the application world. It
does not carry any data or application logic, but merely acts as
identifier label for data that is maintained in the application
world itself.</p>
<p>As such, it is a composition of components, which would not exist
without the entity identifier. The entity itself is non-existent to
the application world as long as it does not carry any data that can
be processed by a system within the application world.</p>
</div></blockquote>
<dl class="attribute">
<dt id="sdl2.ext.Entity.id">
<code class="descname">id</code><a class="headerlink" href="#sdl2.ext.Entity.id" title="Permalink to this definition"></a></dt>
<dd><p>The id of the Entity. Every Entity has a unique id, that is
represented by a <a class="reference external" href="http://docs.python.org/library/uuid.html#uuid.UUID" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">uuid.UUID</span></code></a> instance.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Entity.world">
<code class="descname">world</code><a class="headerlink" href="#sdl2.ext.Entity.world" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a> the entity resides in.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Entity.delete">
<code class="descname">delete</code><span class="sig-paren">(</span><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.Entity.delete" title="Permalink to this definition"></a></dt>
<dd><p>Deletes the <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> from its <a class="reference internal" href="#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a>. This
basically calls <a class="reference internal" href="#sdl2.ext.World.delete" title="sdl2.ext.World.delete"><code class="xref py py-meth docutils literal"><span class="pre">World.delete()</span></code></a> with the <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a>.</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.Applicator">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">Applicator</code><a class="headerlink" href="#sdl2.ext.Applicator" title="Permalink to this definition"></a></dt>
<dd><p>A processing system for combined data sets. The <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a>
is an enhanced <a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> that receives combined data sets based
on its set <a class="reference internal" href="#sdl2.ext.System.componenttypes" title="sdl2.ext.System.componenttypes"><code class="xref py py-attr docutils literal"><span class="pre">System.componenttypes</span></code></a></p>
<dl class="attribute">
<dt id="sdl2.ext.Applicator.is_applicator">
<code class="descname">is_applicator</code><a class="headerlink" href="#sdl2.ext.Applicator.is_applicator" title="Permalink to this definition"></a></dt>
<dd><p>A boolean flag indicating that this class operates on combined data sets.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.Applicator.componenttypes">
<code class="descname">componenttypes</code><a class="headerlink" href="#sdl2.ext.Applicator.componenttypes" title="Permalink to this definition"></a></dt>
<dd><p>A tuple of class identifiers that shall be processed by the
<a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a>.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.Applicator.process">
<code class="descname">process</code><span class="sig-paren">(</span><em>world : World</em>, <em>componentsets : iterable</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Applicator.process" title="Permalink to this definition"></a></dt>
<dd><p>Processes tuples of component items. <em>componentsets</em> will
contain object tuples, that match the <a class="reference internal" href="#sdl2.ext.Applicator.componenttypes" title="sdl2.ext.Applicator.componenttypes"><code class="xref py py-attr docutils literal"><span class="pre">componenttypes</span></code></a>
of the <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a>. If, for example, the <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a>
is defined as</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">MyApplicator</span><span class="p">(</span><span class="n">Applicator</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">componenttypes</span> <span class="o">=</span> <span class="p">(</span><span class="n">Foo</span><span class="p">,</span> <span class="n">Bar</span><span class="p">)</span>
</pre></div>
</div>
<p>its process method will receive <code class="docutils literal"><span class="pre">(Foo,</span> <span class="pre">Bar)</span></code> tuples</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">process</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">,</span> <span class="n">componentsets</span><span class="p">):</span>
<span class="k">for</span> <span class="n">foo_item</span><span class="p">,</span> <span class="n">bar_item</span> <span class="ow">in</span> <span class="n">componentsets</span><span class="p">:</span>
<span class="o">...</span>
</pre></div>
</div>
<p>Additionally, the <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a> will not process all possible
combinations of valid components, but only those, which are associated
with the same <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a>. That said, an <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> <em>must</em>
contain a <code class="docutils literal"><span class="pre">Foo</span></code> as well as a <code class="docutils literal"><span class="pre">Bar</span></code> component in order to
have them both processed by the <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a> (while a
<a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> with the same <code class="docutils literal"><span class="pre">componenttypes</span></code> would pick either of
them, depending on their availability).</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.System">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">System</code><a class="headerlink" href="#sdl2.ext.System" title="Permalink to this definition"></a></dt>
<dd><p>A processing system within an application world consumes the
components of all entities, for which it was set up. At time of
processing, the system does not know about any other component type
that might be bound to any entity.</p>
<p>Also, the processing system does not know about any specific entity,
but only is aware of the data carried by all entities.</p>
<dl class="attribute">
<dt id="sdl2.ext.System.componenttypes">
<code class="descname">componenttypes</code><a class="headerlink" href="#sdl2.ext.System.componenttypes" title="Permalink to this definition"></a></dt>
<dd><p>A tuple of class identifiers that shall be processed by the
<a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a></p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.System.process">
<code class="descname">process</code><span class="sig-paren">(</span><em>world : World</em>, <em>components : iterable</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.System.process" title="Permalink to this definition"></a></dt>
<dd><p>Processes component items.</p>
<p>This method has to be implemented by inheriting classes.</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.World">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">World</code><a class="headerlink" href="#sdl2.ext.World" title="Permalink to this definition"></a></dt>
<dd><p>An application world defines the combination of application data and
processing logic and how the data will be processed. As such, it is a
container object in which the application is defined.</p>
<p>The application world maintains a set of entities and their related
components as well as a set of systems that process the data of the
entities. Each processing system within the application world only
operates on a certain set of components, but not all components of an
entity at once.</p>
<p>The order in which data is processed depends on the order of the
added systems.</p>
<dl class="attribute">
<dt id="sdl2.ext.World.systems">
<code class="descname">systems</code><a class="headerlink" href="#sdl2.ext.World.systems" title="Permalink to this definition"></a></dt>
<dd><p>The processing system objects bound to the world.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.add_system">
<code class="descname">add_system</code><span class="sig-paren">(</span><em>system : object</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.World.add_system" title="Permalink to this definition"></a></dt>
<dd><p>Adds a processing system to the world. The system will be
added as last item in the processing order.</p>
<p>The passed system does not have to inherit from <a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a>, but
must feature a <code class="docutils literal"><span class="pre">componenttypes</span></code> attribute and a <code class="docutils literal"><span class="pre">process()</span></code> method,
which match the signatures of the <a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> class</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">MySystem</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="c1"># componenttypes can be any iterable as long as it</span>
<span class="c1"># contains the classes the system should take care of</span>
<span class="bp">self</span><span class="o">.</span><span class="n">componenttypes</span> <span class="o">=</span> <span class="p">[</span><span class="n">AClass</span><span class="p">,</span> <span class="n">AnotherClass</span><span class="p">,</span> <span class="o">...</span><span class="p">]</span>
<span class="k">def</span> <span class="nf">process</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">,</span> <span class="n">components</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
<p>If the system shall operate on combined component sets as specified
by the <a class="reference internal" href="#sdl2.ext.Applicator" title="sdl2.ext.Applicator"><code class="xref py py-class docutils literal"><span class="pre">Applicator</span></code></a>, the class instance must contain a
<code class="docutils literal"><span class="pre">is_applicator</span></code> property, that evaluates to <code class="docutils literal"><span class="pre">True</span></code></p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">class</span> <span class="nc">MyApplicator</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
<span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="bp">self</span><span class="o">.</span><span class="n">is_applicator</span> <span class="o">=</span> <span class="kc">True</span>
<span class="bp">self</span><span class="o">.</span><span class="n">componenttypes</span> <span class="o">=</span> <span class="p">[</span><span class="o">...</span><span class="p">]</span>
<span class="k">def</span> <span class="nf">process</span><span class="p">(</span><span class="bp">self</span><span class="p">,</span> <span class="n">world</span><span class="p">,</span> <span class="n">components</span><span class="p">):</span>
<span class="k">pass</span>
</pre></div>
</div>
<p>The behaviour can be changed at run-time. The <code class="docutils literal"><span class="pre">is_applicator</span></code> attribute
is evaluated for every call to <a class="reference internal" href="#sdl2.ext.World.process" title="sdl2.ext.World.process"><code class="xref py py-meth docutils literal"><span class="pre">World.process()</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.delete">
<code class="descname">delete</code><span class="sig-paren">(</span><em>entity : Entity</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.World.delete" title="Permalink to this definition"></a></dt>
<dd><p>Removes an <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> from the World, including all its
component data.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.delete_entities">
<code class="descname">delete_entities</code><span class="sig-paren">(</span><em>entities : iterable</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.World.delete_entities" title="Permalink to this definition"></a></dt>
<dd><p>Removes a set of <a class="reference internal" href="#sdl2.ext.Entity" title="sdl2.ext.Entity"><code class="xref py py-class docutils literal"><span class="pre">Entity</span></code></a> instances from the World,
including all their component data.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.insert_system">
<code class="descname">insert_system</code><span class="sig-paren">(</span><em>index : int</em>, <em>system : System</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.World.insert_system" title="Permalink to this definition"></a></dt>
<dd><p>Adds a processing <a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> to the world. The system will be
added at the specified position in the processing order.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.get_entities">
<code class="descname">get_entities</code><span class="sig-paren">(</span><em>component : object</em><span class="sig-paren">)</span> &rarr; [Entity, ...]<a class="headerlink" href="#sdl2.ext.World.get_entities" title="Permalink to this definition"></a></dt>
<dd><p>Gets the entities using the passed component.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">This will not perform an identity check on the component
but rely on its <code class="docutils literal"><span class="pre">__eq__</span></code> implementation instead.</p>
</div>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.process">
<code class="descname">process</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.World.process" title="Permalink to this definition"></a></dt>
<dd><p>Processes all component items within their corresponding
<a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> instances.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.World.remove_system">
<code class="descname">remove_system</code><span class="sig-paren">(</span><em>system : System</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.World.remove_system" title="Permalink to this definition"></a></dt>
<dd><p>Removes a processing <a class="reference internal" href="#sdl2.ext.System" title="sdl2.ext.System"><code class="xref py py-class docutils literal"><span class="pre">System</span></code></a> from the world.</p>
</dd></dl>
</dd></dl>
</div>
</div>
</div>
</div>
</div>
<div class="sphinxsidebar" role="navigation" aria-label="main navigation">
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<h3><a href="../index.html">Table Of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">Working with component-based entities</a><ul>
<li><a class="reference internal" href="#component-based-patterns">Component-based patterns</a><ul>
<li><a class="reference internal" href="#behavioural-design">Behavioural design</a></li>
<li><a class="reference internal" href="#information-design">Information design</a></li>
<li><a class="reference internal" href="#all-in-all">All in all</a></li>
</ul>
</li>
<li><a class="reference internal" href="#component-based-design-with-sdl2-ext">Component-based design with sdl2.ext</a></li>
<li><a class="reference internal" href="#api">API</a></li>
</ul>
</li>
</ul>
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<div class="section" id="general-purpose-event-handling-routines">
<h1>General purpose event handling routines<a class="headerlink" href="#general-purpose-event-handling-routines" title="Permalink to this headline"></a></h1>
<dl class="class">
<dt id="sdl2.ext.EventHandler">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">EventHandler</code><span class="sig-paren">(</span><em>sender</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.EventHandler" title="Permalink to this definition"></a></dt>
<dd><p>A simple event handling class, which manages callbacks to be
executed.</p>
<p>The EventHandler does not need to be kept as separate instance, but
is mainly intended to be used as attribute in event-aware class
objects.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="gp">&gt;&gt;&gt; </span><span class="k">def</span> <span class="nf">myfunc</span><span class="p">(</span><span class="n">sender</span><span class="p">):</span>
<span class="gp">... </span> <span class="nb">print</span><span class="p">(</span><span class="s2">&quot;event triggered by </span><span class="si">%s</span><span class="s2">&quot;</span> <span class="o">%</span> <span class="n">sender</span><span class="p">)</span>
<span class="gp">...</span>
<span class="gp">&gt;&gt;&gt; </span><span class="k">class</span> <span class="nc">MyClass</span><span class="p">(</span><span class="nb">object</span><span class="p">):</span>
<span class="gp">... </span> <span class="k">def</span> <span class="nf">__init__</span><span class="p">(</span><span class="bp">self</span><span class="p">):</span>
<span class="gp">... </span> <span class="bp">self</span><span class="o">.</span><span class="n">anevent</span> <span class="o">=</span> <span class="n">EventHandler</span><span class="p">(</span><span class="bp">self</span><span class="p">)</span>
<span class="gp">...</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">myobj</span> <span class="o">=</span> <span class="n">MyClass</span><span class="p">()</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">myobj</span><span class="o">.</span><span class="n">anevent</span> <span class="o">+=</span> <span class="n">myfunc</span>
<span class="gp">&gt;&gt;&gt; </span><span class="n">myobj</span><span class="o">.</span><span class="n">anevent</span><span class="p">()</span>
<span class="go">event triggered by &lt;__main__.MyClass object at 0x801864e50&gt;</span>
</pre></div>
</div>
<dl class="attribute">
<dt id="sdl2.ext.EventHandler.callbacks">
<code class="descname">callbacks</code><a class="headerlink" href="#sdl2.ext.EventHandler.callbacks" title="Permalink to this definition"></a></dt>
<dd><p>A list of callbacks currently bound to the <a class="reference internal" href="#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a>.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.EventHandler.sender">
<code class="descname">sender</code><a class="headerlink" href="#sdl2.ext.EventHandler.sender" title="Permalink to this definition"></a></dt>
<dd><p>The responsible object that executes the <a class="reference internal" href="#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.EventHandler.add">
<code class="descname">add</code><span class="sig-paren">(</span><em>callback : Callable</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.EventHandler.add" title="Permalink to this definition"></a></dt>
<dd><p>Adds a callback to the <a class="reference internal" href="#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.EventHandler.remove">
<code class="descname">remove</code><span class="sig-paren">(</span><em>callback : Callable</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.EventHandler.remove" title="Permalink to this definition"></a></dt>
<dd><p>Removes a callback from the <a class="reference internal" href="#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.EventHandler.__call__">
<code class="descname">__call__</code><span class="sig-paren">(</span><em>*args</em><span class="sig-paren">)</span> &rarr; [ ... ]<a class="headerlink" href="#sdl2.ext.EventHandler.__call__" title="Permalink to this definition"></a></dt>
<dd><p>Executes all connected callbacks in the order of addition,
passing the <a class="reference internal" href="#sdl2.ext.EventHandler.sender" title="sdl2.ext.EventHandler.sender"><code class="xref py py-attr docutils literal"><span class="pre">sender</span></code></a> of the <a class="reference internal" href="#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> as first
argument and the optional args as second, third, ... argument to
them.</p>
<p>This will return a list containing the return values of the callbacks
in the order of their execution.</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.MPEventHandler">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">MPEventHandler</code><span class="sig-paren">(</span><em>sender</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.MPEventHandler" title="Permalink to this definition"></a></dt>
<dd><p>An asynchronous event handling class based on <a class="reference internal" href="#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a>,
in which callbacks are executed in parallel. It is the responsibility
of the caller code to ensure that every object used maintains a
consistent state. The <a class="reference internal" href="#sdl2.ext.MPEventHandler" title="sdl2.ext.MPEventHandler"><code class="xref py py-class docutils literal"><span class="pre">MPEventHandler</span></code></a> class will not apply
any locks, synchronous state changes or anything else to the
arguments or callbacks being used. Consider it a &#8220;fire-and-forget&#8221; event
handling strategy.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p>The <a class="reference internal" href="#sdl2.ext.MPEventHandler" title="sdl2.ext.MPEventHandler"><code class="xref py py-class docutils literal"><span class="pre">MPEventHandler</span></code></a> relies on the <a class="reference external" href="http://docs.python.org/library/multiprocessing.html#module-multiprocessing" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">multiprocessing</span></code></a>
module. If the module is not available in the target environment,
a <a class="reference internal" href="sdl2ext_compat.html#sdl2.ext.compat.UnsupportedError" title="sdl2.ext.compat.UnsupportedError"><code class="xref py py-exc docutils literal"><span class="pre">sdl2.ext.compat.UnsupportedError</span></code></a> is raised.</p>
<p class="last">Also, please be aware of the restrictions that apply to the
<a class="reference external" href="http://docs.python.org/library/multiprocessing.html#module-multiprocessing" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">multiprocessing</span></code></a> module; arguments and callback functions for
example have to be pickable, etc.</p>
</div>
<dl class="method">
<dt id="sdl2.ext.MPEventHandler.__call__">
<code class="descname">__call__</code><span class="sig-paren">(</span><em>*args</em><span class="sig-paren">)</span> &rarr; AsyncResult<a class="headerlink" href="#sdl2.ext.MPEventHandler.__call__" title="Permalink to this definition"></a></dt>
<dd><p>Executes all connected callbacks within a
<code class="xref py py-class docutils literal"><span class="pre">multiprocessing.pool.Pool</span></code>, passing the <code class="xref py py-attr docutils literal"><span class="pre">sender</span></code> as first
argument and the optional <em>args</em> as second, third, ... argument to them.</p>
<p>This will return a <a class="reference external" href="http://docs.python.org/library/multiprocessing.html#multiprocessing.pool.AsyncResult" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">multiprocessing.pool.AsyncResult</span></code></a> containing
the return values of the callbacks in the order of their execution.</p>
</dd></dl>
</dd></dl>
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<div class="section" id="text-rendering-routines">
<h1>Text rendering routines<a class="headerlink" href="#text-rendering-routines" title="Permalink to this headline"></a></h1>
<dl class="class">
<dt id="sdl2.ext.BitmapFont">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">BitmapFont</code><span class="sig-paren">(</span><em>surface : Sprite, size : iterable[, mapping=None</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.BitmapFont" title="Permalink to this definition"></a></dt>
<dd><p>A bitmap graphics to character mapping. The <a class="reference internal" href="#sdl2.ext.BitmapFont" title="sdl2.ext.BitmapFont"><code class="xref py py-class docutils literal"><span class="pre">BitmapFont</span></code></a> class
uses an image <em>surface</em> to find and render font character glyphs for
text. It requires a mapping table, which denotes the characters
available on the image.</p>
<p>The mapping table is a list of strings, where each string reflects a
<em>line</em> of characters on the image. Each character within each line
has the same size as specified by the size argument.</p>
<p>A typical mapping table might look like</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="p">[</span> <span class="s1">&#39;0123456789&#39;</span><span class="p">,</span>
<span class="s1">&#39;ABCDEFGHIJ&#39;</span><span class="p">,</span>
<span class="s1">&#39;KLMNOPQRST&#39;</span><span class="p">,</span>
<span class="s1">&#39;UVWXYZ &#39;</span><span class="p">,</span>
<span class="s1">&#39;abcdefghij&#39;</span><span class="p">,</span>
<span class="s1">&#39;klmnopqrst&#39;</span><span class="p">,</span>
<span class="s1">&#39;uvwxyz &#39;</span><span class="p">,</span>
<span class="s1">&#39;,;.:!?+-()&#39;</span> <span class="p">]</span>
</pre></div>
</div>
<dl class="attribute">
<dt id="sdl2.ext.BitmapFont.surface">
<code class="descname">surface</code><a class="headerlink" href="#sdl2.ext.BitmapFont.surface" title="Permalink to this definition"></a></dt>
<dd><p>The <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code> containing the character bitmaps.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.BitmapFont.offsets">
<code class="descname">offsets</code><a class="headerlink" href="#sdl2.ext.BitmapFont.offsets" title="Permalink to this definition"></a></dt>
<dd><p>A dict containing the character offsets on the <a class="reference internal" href="#sdl2.ext.BitmapFont.surface" title="sdl2.ext.BitmapFont.surface"><code class="xref py py-attr docutils literal"><span class="pre">surface</span></code></a>.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.BitmapFont.mapping">
<code class="descname">mapping</code><a class="headerlink" href="#sdl2.ext.BitmapFont.mapping" title="Permalink to this definition"></a></dt>
<dd><p>The character mapping table, a list of strings.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.BitmapFont.size">
<code class="descname">size</code><a class="headerlink" href="#sdl2.ext.BitmapFont.size" title="Permalink to this definition"></a></dt>
<dd><p>The size of an individual glyph bitmap on the font.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.BitmapFont.render">
<code class="descname">render</code><span class="sig-paren">(</span><em>text : string</em><span class="optional">[</span>, <em>bpp=None</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.BitmapFont.render" title="Permalink to this definition"></a></dt>
<dd><p>Renders the passed text on a new <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.Sprite" title="sdl2.ext.Sprite"><code class="xref py py-class docutils literal"><span class="pre">Sprite</span></code></a> and returns it.
If no explicit <em>bpp</em> are provided, the bpp settings of the
<a class="reference internal" href="#sdl2.ext.BitmapFont.surface" title="sdl2.ext.BitmapFont.surface"><code class="xref py py-attr docutils literal"><span class="pre">surface</span></code></a> are used.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.BitmapFont.render_on">
<code class="descname">render_on</code><span class="sig-paren">(</span><em>surface : Sprite, text : string[, offset=(0, 0)]) -&gt; (int, int, int, int</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.BitmapFont.render_on" title="Permalink to this definition"></a></dt>
<dd><p>Renders a text on the passed sprite, starting at a specific
offset. The top-left start position of the text will be the
passed <em>offset</em> and a 4-value tuple with the changed area will be
returned.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.BitmapFont.contains">
<code class="descname">contains</code><span class="sig-paren">(</span><em>c : string</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.BitmapFont.contains" title="Permalink to this definition"></a></dt>
<dd><p>Checks, whether a certain character exists in the font.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.BitmapFont.can_render">
<code class="descname">can_render</code><span class="sig-paren">(</span><em>text : string</em><span class="sig-paren">)</span> &rarr; bool<a class="headerlink" href="#sdl2.ext.BitmapFont.can_render" title="Permalink to this definition"></a></dt>
<dd><p>Checks, whether all characters in the passed <em>text</em> can be rendered.</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.FontManager">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">FontManager</code><span class="sig-paren">(</span><em>font_path : str</em><span class="optional">[</span>, <em>alias=None</em><span class="optional">[</span>, <em>size=16</em><span class="optional">[</span>, <em>color=Color(255</em>, <em>255</em>, <em>255)</em><span class="optional">[</span>, <em>bg_color=Color(0</em>, <em>0</em>, <em>0)</em><span class="optional">[</span>, <em>index=0</em><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.FontManager" title="Permalink to this definition"></a></dt>
<dd><p>Manage fonts and rendering of text.</p>
<p>One font path must be given to initialise the FontManager.
<a class="reference internal" href="#sdl2.ext.FontManager.default_font" title="sdl2.ext.FontManager.default_font"><code class="xref py py-attr docutils literal"><span class="pre">default_font</span></code></a> will be set to this font. <em>size</em> is the default
font size in pixels. <em>color</em> and <em>bg_color</em> will give the FontManager
a default color. <em>index</em> will select a specific font face from a file
containing multiple font faces. The first face is always at index 0. It can
be used for TTC (TrueType Font Collection) fonts.</p>
<dl class="attribute">
<dt id="sdl2.ext.FontManager.bg_color">
<code class="descname">bg_color</code><a class="headerlink" href="#sdl2.ext.FontManager.bg_color" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="sdl2ext_color.html#sdl2.ext.Color" title="sdl2.ext.Color"><code class="xref py py-class docutils literal"><span class="pre">sdl2.ext.Color</span></code></a> to be used as background color.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.FontManager.color">
<code class="descname">color</code><a class="headerlink" href="#sdl2.ext.FontManager.color" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="sdl2ext_color.html#sdl2.ext.Color" title="sdl2.ext.Color"><code class="xref py py-class docutils literal"><span class="pre">sdl2.ext.Color</span></code></a> to be used for rendering text.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.FontManager.default_font">
<code class="descname">default_font</code><a class="headerlink" href="#sdl2.ext.FontManager.default_font" title="Permalink to this definition"></a></dt>
<dd><p>Returns the name of the current default font being used by the
<a class="reference internal" href="#sdl2.ext.FontManager" title="sdl2.ext.FontManager"><code class="xref py py-class docutils literal"><span class="pre">FontManager</span></code></a>. On assigning <a class="reference internal" href="#sdl2.ext.FontManager.default_font" title="sdl2.ext.FontManager.default_font"><code class="xref py py-attr docutils literal"><span class="pre">default_font</span></code></a>,
the value must be a loaded font alias.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.FontManager.size">
<code class="descname">size</code><a class="headerlink" href="#sdl2.ext.FontManager.size" title="Permalink to this definition"></a></dt>
<dd><p>The default font size in pixels.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.FontManager.add">
<code class="descname">add</code><span class="sig-paren">(</span><em>font_path : str[, alias=None[, size=None[, index=0]]])</em><span class="sig-paren">)</span> &rarr; sdl2.sdlttf.TTF_Font<a class="headerlink" href="#sdl2.ext.FontManager.add" title="Permalink to this definition"></a></dt>
<dd><p>Add a font to the <a class="reference internal" href="#sdl2.ext.FontManager" title="sdl2.ext.FontManager"><code class="xref py py-class docutils literal"><span class="pre">FontManager</span></code></a>. <em>alias</em> is by default the
font name, any other name can be passed, <em>size</em> is the font size
in pixels and defaults to <a class="reference internal" href="#sdl2.ext.FontManager.size" title="sdl2.ext.FontManager.size"><code class="xref py py-attr docutils literal"><span class="pre">size</span></code></a>. <em>index</em> selects a specific font
face from a TTC (TrueType Font Collection) file. Returns the font pointer
stored in <code class="xref py py-attr docutils literal"><span class="pre">fonts</span></code>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.FontManager.close">
<code class="descname">close</code><span class="sig-paren">(</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.FontManager.close" title="Permalink to this definition"></a></dt>
<dd><p>Closes all fonts used by the <a class="reference internal" href="#sdl2.ext.FontManager" title="sdl2.ext.FontManager"><code class="xref py py-class docutils literal"><span class="pre">FontManager</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.FontManager.render">
<code class="descname">render</code><span class="sig-paren">(</span><em>text : str</em><span class="optional">[</span>, <em>alias=None</em><span class="optional">[</span>, <em>size=None</em><span class="optional">[</span>, <em>width=None</em><span class="optional">[</span>, <em>color=None</em><span class="optional">[</span>, <em>bg_color=None</em><span class="optional">[</span>, <em>**kwargs</em><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span> &rarr; sdl2.SDL_Surface<a class="headerlink" href="#sdl2.ext.FontManager.render" title="Permalink to this definition"></a></dt>
<dd><p>Renders text to a surface. This method uses the font designated by
the passed <em>alias</em> or, if <em>alias</em> is omitted, by the set
<a class="reference internal" href="#sdl2.ext.FontManager.default_font" title="sdl2.ext.FontManager.default_font"><code class="xref py py-attr docutils literal"><span class="pre">default_font</span></code></a>. A <em>size</em> can be passed even if the font was
not loaded with this size. A <em>width</em> can be given for automatic line
wrapping. If no <em>bg_color</em> or <em>color</em> are given, it will default to
the FontManager&#8217;s <a class="reference internal" href="#sdl2.ext.FontManager.bg_color" title="sdl2.ext.FontManager.bg_color"><code class="xref py py-attr docutils literal"><span class="pre">bg_color</span></code></a> and <a class="reference internal" href="#sdl2.ext.FontManager.color" title="sdl2.ext.FontManager.color"><code class="xref py py-attr docutils literal"><span class="pre">color</span></code></a>.</p>
</dd></dl>
</dd></dl>
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<div class="section" id="user-interface-elements">
<h1>User interface elements<a class="headerlink" href="#user-interface-elements" title="Permalink to this headline"></a></h1>
<p>User interface elements within <a class="reference internal" href="sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.ext</span></code></a> are simple
<a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.Sprite" title="sdl2.ext.Sprite"><code class="xref py py-class docutils literal"><span class="pre">Sprite</span></code></a> objects, which are enhanced by certain input hooks; as such,
they are not classes on their own, but implemented as mixins. The user input
itself is handled by an <a class="reference internal" href="#sdl2.ext.UIProcessor" title="sdl2.ext.UIProcessor"><code class="xref py py-class docutils literal"><span class="pre">UIProcessor</span></code></a> object, which takes care of
delegating input events, such as mouse movements, clicks and keyboard input,
to the correct UI element.</p>
<p>Depending on the event type (e.g. pressing a mouse button), the UIProcessor
will execute its matching method (e.g. <code class="docutils literal"><span class="pre">mousedown()</span></code>) with only those UI
elements, which support the event type.</p>
<img alt="../_images/uiprocessing.png" src="../_images/uiprocessing.png" />
<div class="section" id="ui-element-types">
<span id="ui-elem-types"></span><h2>UI element types<a class="headerlink" href="#ui-element-types" title="Permalink to this headline"></a></h2>
<p>Every <a class="reference internal" href="sdl2ext.html#module-sdl2.ext" title="sdl2.ext: Python extensions for SDL2"><code class="xref py py-class docutils literal"><span class="pre">sdl2.ext</span></code></a> UI element is a simple <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.Sprite" title="sdl2.ext.Sprite"><code class="xref py py-class docutils literal"><span class="pre">Sprite</span></code></a> object, to
which additional attributes and methods are bound.</p>
<p>Every UI element features the following attributes</p>
<p><code class="docutils literal"><span class="pre">element.uitype</span></code></p>
<blockquote>
<div><p>The <code class="docutils literal"><span class="pre">uitype</span></code> attribute can have one of the following values,
identifying the UI element:</p>
<ul class="simple">
<li><code class="docutils literal"><span class="pre">BUTTON</span></code> - a UI element, which can react on mouse input</li>
<li><code class="docutils literal"><span class="pre">CHECKBUTTON</span></code> - as <code class="docutils literal"><span class="pre">BUTTON</span></code>, but it retains its state on clicks</li>
<li><code class="docutils literal"><span class="pre">TEXTENTRY</span></code> - a UI element that reacts on keyboard input</li>
</ul>
</div></blockquote>
<p><code class="docutils literal"><span class="pre">element.events</span></code></p>
<blockquote>
<div>A dictionary containing the SDL2 event mappings. Each supported SDL2 event
(e.g. <code class="docutils literal"><span class="pre">SDL_MOUSEMOTION</span></code>) is associated with a bound
<a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> acting as callback for user code
(e.g. <code class="docutils literal"><span class="pre">mousemotion()</span></code>).</div></blockquote>
<p>Depending on the exact type of the element, it will feature additional methods
and attributes explained below.</p>
<div class="section" id="button-elements">
<h3>Button elements<a class="headerlink" href="#button-elements" title="Permalink to this headline"></a></h3>
<p><code class="docutils literal"><span class="pre">BUTTON</span></code> UI elements feature a <code class="docutils literal"><span class="pre">state</span></code> attribute, which can be one of the
following values.</p>
<table border="1" class="docutils">
<colgroup>
<col width="10%" />
<col width="90%" />
</colgroup>
<thead valign="bottom">
<tr class="row-odd"><th class="head">state</th>
<th class="head">Description</th>
</tr>
</thead>
<tbody valign="top">
<tr class="row-even"><td>RELEASED</td>
<td>Indicates that the UI element is not pressed.</td>
</tr>
<tr class="row-odd"><td>HOVERED</td>
<td>Indicates that the mouse cursor is currently hovering the UI element.</td>
</tr>
<tr class="row-even"><td>PRESSED</td>
<td>Indicates that a mouse button is pressed on the UI element.</td>
</tr>
</tbody>
</table>
<p><code class="docutils literal"><span class="pre">BUTTON</span></code> UI elements react with the following event handlers on events:</p>
<p><code class="docutils literal"><span class="pre">button.motion(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if the mouse moves around while
being over the <code class="docutils literal"><span class="pre">BUTTON</span></code>.</div></blockquote>
<p><code class="docutils literal"><span class="pre">button.pressed(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if a mouse button is pressed on
the <code class="docutils literal"><span class="pre">BUTTON</span></code>.</div></blockquote>
<p><code class="docutils literal"><span class="pre">button.released(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if a mouse button is released on
the <code class="docutils literal"><span class="pre">BUTTON</span></code>.</div></blockquote>
<p><code class="docutils literal"><span class="pre">button.click(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if a mouse button is pressed and
released on the <code class="docutils literal"><span class="pre">BUTTON</span></code>.</div></blockquote>
<p>Besides the <code class="docutils literal"><span class="pre">BUTTON</span></code> a special <code class="docutils literal"><span class="pre">CHECKBUTTON</span></code> UI element type exists,
which enhances the <code class="docutils literal"><span class="pre">BUTTON</span></code> bindings by an additional <code class="docutils literal"><span class="pre">checked</span></code> attribute.
The <code class="docutils literal"><span class="pre">checked</span></code> attribute switches its status (<code class="docutils literal"><span class="pre">False</span></code> to <code class="docutils literal"><span class="pre">True</span></code> and
<code class="docutils literal"><span class="pre">True</span></code> to <code class="docutils literal"><span class="pre">False</span></code>) every time the UI element is clicked.</p>
</div>
<div class="section" id="text-input-elements">
<h3>Text input elements<a class="headerlink" href="#text-input-elements" title="Permalink to this headline"></a></h3>
<p><code class="docutils literal"><span class="pre">TEXTENTRY</span></code> elements react on text input, once they are activated. Text being
input, once a <code class="docutils literal"><span class="pre">TEXTENTRY</span></code> has been activated, is stored in its <code class="docutils literal"><span class="pre">text</span></code>
attribute.</p>
<p>The <code class="docutils literal"><span class="pre">TEXTENTRY</span></code> reacts with the following event handlers on events:</p>
<p><code class="docutils literal"><span class="pre">textentry.motion(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if the mouse moves around while
being over the <code class="docutils literal"><span class="pre">TEXTENTRY</span></code>.</div></blockquote>
<p><code class="docutils literal"><span class="pre">textentry.pressed(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if a mouse button is pressed on
the <code class="docutils literal"><span class="pre">TEXTENTRY</span></code>.</div></blockquote>
<p><code class="docutils literal"><span class="pre">textentry.released(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked, if a mouse button is released on
the <code class="docutils literal"><span class="pre">TEXTENTRY</span></code>.</div></blockquote>
<p><code class="docutils literal"><span class="pre">textentry.keydown(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked on pressing a key.</div></blockquote>
<p><code class="docutils literal"><span class="pre">textentry.keyup(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked on releasing a key.</div></blockquote>
<p><code class="docutils literal"><span class="pre">textentry.input(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked on text input events.
Text input events are automatically created, once the <a class="reference internal" href="#sdl2.ext.UIProcessor" title="sdl2.ext.UIProcessor"><code class="xref py py-class docutils literal"><span class="pre">UIProcessor</span></code></a>
activates a <code class="docutils literal"><span class="pre">TEXTENTRY</span></code> UI element.</div></blockquote>
<p><code class="docutils literal"><span class="pre">textentry.editing(event</span> <span class="pre">:</span> <span class="pre">sdl2.events.SDL_Event)</span></code></p>
<blockquote>
<div><p>An <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> that is invoked on text editing events. Text
editing events are automatically created, once the <a class="reference internal" href="#sdl2.ext.UIProcessor" title="sdl2.ext.UIProcessor"><code class="xref py py-class docutils literal"><span class="pre">UIProcessor</span></code></a>
activates a <code class="docutils literal"><span class="pre">TEXTENTRY</span></code> UI element.</p>
<p>Text editing events are however only raised, if an IME system is involved,
which combines glyphs and symbols to characters or word fragments.</p>
</div></blockquote>
</div>
</div>
<div class="section" id="api">
<h2>API<a class="headerlink" href="#api" title="Permalink to this headline"></a></h2>
<dl class="class">
<dt id="sdl2.ext.UIFactory">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">UIFactory</code><span class="sig-paren">(</span><em>spritefactory : SpriteFactory</em><span class="optional">[</span>, <em>**kwargs</em><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.UIFactory" title="Permalink to this definition"></a></dt>
<dd><p>A factory class for creating UI elements. The <a class="reference internal" href="#sdl2.ext.UIFactory" title="sdl2.ext.UIFactory"><code class="xref py py-class docutils literal"><span class="pre">UIFactory</span></code></a>
allows you to create UI elements based on the
<a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.Sprite" title="sdl2.ext.Sprite"><code class="xref py py-class docutils literal"><span class="pre">Sprite</span></code></a> class. To do this, it requires a <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SpriteFactory" title="sdl2.ext.SpriteFactory"><code class="xref py py-class docutils literal"><span class="pre">SpriteFactory</span></code></a>,
which will create the sprites, to which the <a class="reference internal" href="#sdl2.ext.UIFactory" title="sdl2.ext.UIFactory"><code class="xref py py-class docutils literal"><span class="pre">UIFactory</span></code></a> then binds
the additional methods and attributes.</p>
<p>The additional <em>kwargs</em> are used as default arguments for creating
<strong>sprites</strong> within the factory methods.</p>
<dl class="attribute">
<dt id="sdl2.ext.UIFactory.default_args">
<code class="descname">default_args</code><a class="headerlink" href="#sdl2.ext.UIFactory.default_args" title="Permalink to this definition"></a></dt>
<dd><p>A dictionary containing the default arguments to be passed to the
sprite creation methods of the bound <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SpriteFactory" title="sdl2.ext.SpriteFactory"><code class="xref py py-class docutils literal"><span class="pre">SpriteFactory</span></code></a>.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.UIFactory.spritefactory">
<code class="descname">spritefactory</code><a class="headerlink" href="#sdl2.ext.UIFactory.spritefactory" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SpriteFactory" title="sdl2.ext.SpriteFactory"><code class="xref py py-class docutils literal"><span class="pre">SpriteFactory</span></code></a> being used for creating new <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.Sprite" title="sdl2.ext.Sprite"><code class="xref py py-class docutils literal"><span class="pre">Sprite</span></code></a>
objects.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.create_button">
<code class="descname">create_button</code><span class="sig-paren">(</span><em>**kwargs</em><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.create_button" title="Permalink to this definition"></a></dt>
<dd><p>Creates a new button UI element.</p>
<p><em>kwargs</em> are the arguments to be passed for the sprite
construction and can vary depending on the sprite type.
See <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SpriteFactory.create_sprite" title="sdl2.ext.SpriteFactory.create_sprite"><code class="xref py py-meth docutils literal"><span class="pre">SpriteFactory.create_sprite()</span></code></a> for further details.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.create_check_button">
<code class="descname">create_check_button</code><span class="sig-paren">(</span><em>**kwargs</em><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.create_check_button" title="Permalink to this definition"></a></dt>
<dd><p>Creates a new checkbutton UI element.</p>
<p><em>kwargs</em> are the arguments to be passed for the sprite
construction and can vary depending on the sprite type.
See <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SpriteFactory.create_sprite" title="sdl2.ext.SpriteFactory.create_sprite"><code class="xref py py-meth docutils literal"><span class="pre">SpriteFactory.create_sprite()</span></code></a> for further details.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.create_text_entry">
<code class="descname">create_text_entry</code><span class="sig-paren">(</span><em>**kwargs</em><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.create_text_entry" title="Permalink to this definition"></a></dt>
<dd><p>Creates a new textentry UI element.</p>
<p><em>kwargs</em> are the arguments to be passed for the sprite
construction and can vary depending on the sprite type.
See <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SpriteFactory.create_sprite" title="sdl2.ext.SpriteFactory.create_sprite"><code class="xref py py-meth docutils literal"><span class="pre">SpriteFactory.create_sprite()</span></code></a> for further details.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.from_color">
<code class="descname">from_color</code><span class="sig-paren">(</span><em>color : object</em>, <em>size</em><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.from_color" title="Permalink to this definition"></a></dt>
<dd><p>Creates a UI element with a specific color.</p>
<p><em>uitype</em> must be one of the supported <a class="reference internal" href="#ui-elem-types"><span class="std std-ref">UI element types</span></a> classifying
the type of UI element to be created.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.from_image">
<code class="descname">from_image</code><span class="sig-paren">(</span><em>uitype : int</em>, <em>fname : str</em><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.from_image" title="Permalink to this definition"></a></dt>
<dd><p>Creates a UI element from an image file. The image must be
loadable via <a class="reference internal" href="sdl2ext_image.html#sdl2.ext.load_image" title="sdl2.ext.load_image"><code class="xref py py-func docutils literal"><span class="pre">load_image()</span></code></a>.</p>
<p><em>uitype</em> must be one of the supported <a class="reference internal" href="#ui-elem-types"><span class="std std-ref">UI element types</span></a> classifying
the type of UI element to be created.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.from_object">
<code class="descname">from_object</code><span class="sig-paren">(</span><em>uitype : int</em>, <em>obj: object</em><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.from_object" title="Permalink to this definition"></a></dt>
<dd><p>Creates a UI element from an object. The object will be passed through
<code class="xref py py-func docutils literal"><span class="pre">sdl2.rwops_from_object()</span></code> in order to try to load image data from
it.</p>
<p><em>uitype</em> must be one of the supported <a class="reference internal" href="#ui-elem-types"><span class="std std-ref">UI element types</span></a> classifying
the type of UI element to be created.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIFactory.from_surface">
<code class="descname">from_surface</code><span class="sig-paren">(</span><em>uitype : int</em>, <em>surface : SDL_Surface</em><span class="optional">[</span>, <em>free=False</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; Sprite<a class="headerlink" href="#sdl2.ext.UIFactory.from_surface" title="Permalink to this definition"></a></dt>
<dd><p>Creates a UI element from the passed
<code class="xref py py-class docutils literal"><span class="pre">sdl2.surface.SDL_Surface</span></code>. If <em>free</em> is set to
<code class="docutils literal"><span class="pre">True</span></code>, the passed <em>surface</em> will be freed automatically.</p>
<p><em>uitype</em> must be one of the supported <a class="reference internal" href="#ui-elem-types"><span class="std std-ref">UI element types</span></a> classifying
the type of UI element to be created.</p>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.UIProcessor">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">UIProcessor</code><a class="headerlink" href="#sdl2.ext.UIProcessor" title="Permalink to this definition"></a></dt>
<dd><p>A processing system for user interface elements and events.</p>
<dl class="attribute">
<dt id="sdl2.ext.UIProcessor.handlers">
<code class="descname">handlers</code><a class="headerlink" href="#sdl2.ext.UIProcessor.handlers" title="Permalink to this definition"></a></dt>
<dd><p>A dict containing the mapping of SDL2 events to the available
<a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> bindings of the <a class="reference internal" href="#sdl2.ext.UIProcessor" title="sdl2.ext.UIProcessor"><code class="xref py py-class docutils literal"><span class="pre">UIProcessor</span></code></a>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.activate">
<code class="descname">activate</code><span class="sig-paren">(</span><em>component : object</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.activate" title="Permalink to this definition"></a></dt>
<dd><p>Activates a UI control to receive text input.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.deactivate">
<code class="descname">deactivate</code><span class="sig-paren">(</span><em>component : object</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.deactivate" title="Permalink to this definition"></a></dt>
<dd><p>Deactivate the currently active UI control.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.passevent">
<code class="descname">passevent</code><span class="sig-paren">(</span><em>component : object</em>, <em>event : SDL_Event</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.passevent" title="Permalink to this definition"></a></dt>
<dd><p>Passes the <em>event</em> to a <em>component</em> without any additional checks or
restrictions.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.mousemotion">
<code class="descname">mousemotion</code><span class="sig-paren">(</span><em>component : object</em>, <em>event : SDL_Event</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.mousemotion" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if the event&#8217;s motion position is on the <em>component</em> and
executes the component&#8217;s event handlers on demand. If the motion event
position is not within the area of the <em>component</em>, nothing will be
done. In case the component is a <code class="docutils literal"><span class="pre">BUTTON</span></code>, its <code class="xref py py-attr docutils literal"><span class="pre">state</span></code> will be
adjusted to reflect, if it is currently hovered or not.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.mousedown">
<code class="descname">mousedown</code><span class="sig-paren">(</span><em>component : object</em>, <em>event : SDL_Event</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.mousedown" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if the event&#8217;s button press position is on the <em>component</em> and
executes the component&#8217;s event handlers on demand. If the button press
position is not within the area of the component, nothing will be done.</p>
<p>In case the component is a <code class="docutils literal"><span class="pre">BUTTON</span></code>, its <code class="xref py py-attr docutils literal"><span class="pre">state</span></code>
will be adjusted to reflect, if it is currently pressed or not.</p>
<p>In case the component is a <code class="docutils literal"><span class="pre">TEXTENTRY</span></code> and the pressed button is
the primary mouse button, the component will be marked as the next
control to activate for text input.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.mouseup">
<code class="descname">mouseup</code><span class="sig-paren">(</span><em>self</em>, <em>component</em>, <em>event</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.mouseup" title="Permalink to this definition"></a></dt>
<dd><p>Checks, if the event&#8217;s button release position is on the <em>component</em> and
executes the component&#8217;s event handlers on demand. If the button release
position is not within the area of the component, nothing will be done.</p>
<p>In case the component is a <code class="docutils literal"><span class="pre">BUTTON</span></code>, its <code class="xref py py-attr docutils literal"><span class="pre">state</span></code>
will be adjusted to reflect, whether it is hovered or not.</p>
<p>If the button release followed a button press on the same component and
if the button is the primary button, the <code class="docutils literal"><span class="pre">click()</span></code> event handler is
invoked, if the component is a <code class="docutils literal"><span class="pre">BUTTON</span></code>.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.dispatch">
<code class="descname">dispatch</code><span class="sig-paren">(</span><em>obj : object</em>, <em>event : SDL_Event</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.dispatch" title="Permalink to this definition"></a></dt>
<dd><p>Passes an event to the given object. If <em>obj</em> is a
<a class="reference internal" href="sdl2ext_ebs.html#sdl2.ext.World" title="sdl2.ext.World"><code class="xref py py-class docutils literal"><span class="pre">World</span></code></a> object, UI relevant components will receive
the event, if they support the event type. If <em>obj</em> is a single object,
<code class="docutils literal"><span class="pre">obj.events</span></code> <strong>must</strong> be a dict consisting of SDL event type
identifiers and <a class="reference internal" href="sdl2ext_events.html#sdl2.ext.EventHandler" title="sdl2.ext.EventHandler"><code class="xref py py-class docutils literal"><span class="pre">EventHandler</span></code></a> instances bound
to the object. If <em>obj</em> is a iterable, such as a list or set, every
item within <em>obj</em> <strong>must</strong> feature an <code class="docutils literal"><span class="pre">events</span></code> attribute as
described above.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.UIProcessor.process">
<code class="descname">process</code><span class="sig-paren">(</span><em>world : World</em>, <em>components : iterable</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.UIProcessor.process" title="Permalink to this definition"></a></dt>
<dd><p>The <a class="reference internal" href="#sdl2.ext.UIProcessor" title="sdl2.ext.UIProcessor"><code class="xref py py-class docutils literal"><span class="pre">UIProcessor</span></code></a> class does not implement the <cite>process()</cite>
method by default. Instead it uses <a class="reference internal" href="#sdl2.ext.UIProcessor.dispatch" title="sdl2.ext.UIProcessor.dispatch"><code class="xref py py-meth docutils literal"><span class="pre">dispatch()</span></code></a> to send events
around to components. <a class="reference internal" href="#sdl2.ext.UIProcessor.process" title="sdl2.ext.UIProcessor.process"><code class="xref py py-meth docutils literal"><span class="pre">process()</span></code></a> does nothing.</p>
</dd></dl>
</dd></dl>
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<h3><a href="../index.html">Table Of Contents</a></h3>
<ul>
<li><a class="reference internal" href="#">User interface elements</a><ul>
<li><a class="reference internal" href="#ui-element-types">UI element types</a><ul>
<li><a class="reference internal" href="#button-elements">Button elements</a></li>
<li><a class="reference internal" href="#text-input-elements">Text input elements</a></li>
</ul>
</li>
<li><a class="reference internal" href="#api">API</a></li>
</ul>
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<h1>Image loaders<a class="headerlink" href="#image-loaders" title="Permalink to this headline"></a></h1>
<dl class="function">
<dt id="sdl2.ext.get_image_formats">
<code class="descclassname">sdl2.ext.</code><code class="descname">get_image_formats</code><span class="sig-paren">(</span><em>) -&gt; (str</em>, <em>str</em>, <em>...</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.get_image_formats" title="Permalink to this definition"></a></dt>
<dd><p>Gets the formats supported by PySDL2 in the default installation.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.load_image">
<code class="descclassname">sdl2.ext.</code><code class="descname">load_image</code><span class="sig-paren">(</span><em>fname : str</em><span class="optional">[</span>, <em>enforce=None</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; sdl2.SDL_Surface<a class="headerlink" href="#sdl2.ext.load_image" title="Permalink to this definition"></a></dt>
<dd><p>Creates a <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code> from an image file.</p>
<p>This function makes use of the <a class="reference external" href="http://www.pythonware.com/products/pil/">Python Imaging Library</a>, if it is available on the
target execution environment. The function will try to load the file via
<a class="reference internal" href="sdl2.html#module-sdl2" title="sdl2: SDL2 library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2</span></code></a> first. If the file could not be loaded, it will try to load it
via <a class="reference internal" href="sdl2_sdlimage.html#module-sdl2.sdlimage" title="sdl2.sdlimage: SDL2_image library wrapper"><code class="xref py py-mod docutils literal"><span class="pre">sdl2.sdlimage</span></code></a> and PIL.</p>
<p>You can force the function to use only one of them, by passing the
<em>enforce</em> as either <code class="docutils literal"><span class="pre">&quot;PIL&quot;</span></code> or <code class="docutils literal"><span class="pre">&quot;SDL&quot;</span></code>.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">This will call <code class="xref py py-func docutils literal"><span class="pre">sdl2.sdlimage.IMG_Init()</span></code> implicitly with the
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<h1>sdl2.ext.particles - A simple particle system<a class="headerlink" href="#sdl2-ext-particles-a-simple-particle-system" title="Permalink to this headline"></a></h1>
<dl class="class">
<dt id="sdl2.ext.particles.ParticleEngine">
<em class="property">class </em><code class="descclassname">sdl2.ext.particles.</code><code class="descname">ParticleEngine</code><a class="headerlink" href="#sdl2.ext.particles.ParticleEngine" title="Permalink to this definition"></a></dt>
<dd><p>A simple particle processing system. The <a class="reference internal" href="#sdl2.ext.particles.ParticleEngine" title="sdl2.ext.particles.ParticleEngine"><code class="xref py py-class docutils literal"><span class="pre">ParticleEngine</span></code></a>
takes care of creating, updating and deleting particles via callback
functions. It only decreases the life of the particles by itself and
marks them as dead, once the particle&#8217;s life attribute has reached 0
or below.</p>
<dl class="attribute">
<dt id="sdl2.ext.particles.ParticleEngine.createfunc">
<code class="descname">createfunc</code><a class="headerlink" href="#sdl2.ext.particles.ParticleEngine.createfunc" title="Permalink to this definition"></a></dt>
<dd><p>Function for creating new particles. The function needs to take
two arguments, the <code class="docutils literal"><span class="pre">world</span></code> argument passed to <a class="reference internal" href="#sdl2.ext.particles.ParticleEngine.process" title="sdl2.ext.particles.ParticleEngine.process"><code class="xref py py-meth docutils literal"><span class="pre">process()</span></code></a>
and a list of the particles considered dead (<a class="reference internal" href="#sdl2.ext.particles.Particle.life" title="sdl2.ext.particles.Particle.life"><code class="xref py py-attr docutils literal"><span class="pre">Particle.life</span></code></a>
&lt;= 0).</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">creation_func</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="n">deadparticles</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.particles.ParticleEngine.updatefunc">
<code class="descname">updatefunc</code><a class="headerlink" href="#sdl2.ext.particles.ParticleEngine.updatefunc" title="Permalink to this definition"></a></dt>
<dd><p>Function for updating existing, living particles. The function
needs to take two arguments, the <code class="docutils literal"><span class="pre">world</span></code> argument passed to
<a class="reference internal" href="#sdl2.ext.particles.ParticleEngine.process" title="sdl2.ext.particles.ParticleEngine.process"><code class="xref py py-meth docutils literal"><span class="pre">process()</span></code></a> and a <a class="reference external" href="http://docs.python.org/library/stdtypes.html#set" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">set</span></code></a> of the still living
particles.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">update_func</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="n">livingparticles</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.particles.ParticleEngine.deletefunc">
<code class="descname">deletefunc</code><a class="headerlink" href="#sdl2.ext.particles.ParticleEngine.deletefunc" title="Permalink to this definition"></a></dt>
<dd><p>Function for deleting dead particles. The function needs to take
two arguments, the <code class="docutils literal"><span class="pre">world</span></code> argument passed to <a class="reference internal" href="#sdl2.ext.particles.ParticleEngine.process" title="sdl2.ext.particles.ParticleEngine.process"><code class="xref py py-meth docutils literal"><span class="pre">process()</span></code></a>
and a list of the particles considered dead (<a class="reference internal" href="#sdl2.ext.particles.Particle.life" title="sdl2.ext.particles.Particle.life"><code class="xref py py-attr docutils literal"><span class="pre">Particle.life</span></code></a>
&lt;= 0).</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">deletion_func</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="n">deadparticles</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.particles.ParticleEngine.process">
<code class="descname">process</code><span class="sig-paren">(</span><em>world : World</em>, <em>components : iterable</em><span class="sig-paren">)</span> &rarr; None<a class="headerlink" href="#sdl2.ext.particles.ParticleEngine.process" title="Permalink to this definition"></a></dt>
<dd><p>Processes all particle components, decreasing their life by 1.</p>
<p>Once the life of all particle components has been decreased
properly and the particles considered dead (life &lt;= 0) are
identified, the creation, update and deletion callbacks are
invoked.</p>
<p>The creation callback takes the passed world as first and the
list of dead particles as second argument.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">particle_createfunc</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="n">list_of_dead_ones</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
<p>Afterwards the still living particles are passed to the update
callback, which also take the passed world as first and the
living particles as set as second argument.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">particle_updatefunc</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="n">set_of_living_ones</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
<p>Finally, the dead particles need to be deleted in some way or
another, which is done by the deletion callback, taking the
passed world as first and the list of dead particles as second
argument.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="k">def</span> <span class="nf">particle_deletefunc</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="n">list_of_dead_ones</span><span class="p">):</span>
<span class="o">...</span>
</pre></div>
</div>
</dd></dl>
</dd></dl>
<dl class="class">
<dt id="sdl2.ext.particles.Particle">
<em class="property">class </em><code class="descclassname">sdl2.ext.particles.</code><code class="descname">Particle</code><span class="sig-paren">(</span><em>x</em>, <em>y</em>, <em>life : int</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.particles.Particle" title="Permalink to this definition"></a></dt>
<dd><p>A simple particle component type. It only contains information about
a x- and y-coordinate and its current life time. The life time will
be decreased by 1, every time the particle is processed by the
<a class="reference internal" href="#sdl2.ext.particles.ParticleEngine" title="sdl2.ext.particles.ParticleEngine"><code class="xref py py-class docutils literal"><span class="pre">ParticleEngine</span></code></a>.</p>
<dl class="attribute">
<dt id="sdl2.ext.particles.Particle.x">
<code class="descname">x</code><a class="headerlink" href="#sdl2.ext.particles.Particle.x" title="Permalink to this definition"></a></dt>
<dd><p>The x coordinate of the particle.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.particles.Particle.y">
<code class="descname">y</code><a class="headerlink" href="#sdl2.ext.particles.Particle.y" title="Permalink to this definition"></a></dt>
<dd><p>The y coordinate of the particle.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.particles.Particle.life">
<code class="descname">life</code><a class="headerlink" href="#sdl2.ext.particles.Particle.life" title="Permalink to this definition"></a></dt>
<dd><p>The remaining life time of the particle.</p>
</dd></dl>
<dl class="attribute">
<dt id="sdl2.ext.particles.Particle.position">
<code class="descname">position</code><a class="headerlink" href="#sdl2.ext.particles.Particle.position" title="Permalink to this definition"></a></dt>
<dd><p>The x- and y-coordinate of the particle as tuple.</p>
</dd></dl>
</dd></dl>
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<div class="section" id="d-and-3d-direct-pixel-access">
<h1>2D and 3D direct pixel access<a class="headerlink" href="#d-and-3d-direct-pixel-access" title="Permalink to this headline"></a></h1>
<dl class="class">
<dt id="sdl2.ext.PixelView">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">PixelView</code><span class="sig-paren">(</span><em>source : object</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.PixelView" title="Permalink to this definition"></a></dt>
<dd><p>2D <a class="reference internal" href="sdl2ext_array.html#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a> for <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SoftwareSprite" title="sdl2.ext.SoftwareSprite"><code class="xref py py-class docutils literal"><span class="pre">SoftwareSprite</span></code></a> and
<code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_surface</span></code> pixel access.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<blockquote>
<div>If necessary, the <em>source</em> surface will be locked for accessing its
pixel data. The lock will be removed once the <a class="reference internal" href="#sdl2.ext.PixelView" title="sdl2.ext.PixelView"><code class="xref py py-class docutils literal"><span class="pre">PixelView</span></code></a> is
garbage-collected or deleted.</div></blockquote>
<p>The <a class="reference internal" href="#sdl2.ext.PixelView" title="sdl2.ext.PixelView"><code class="xref py py-class docutils literal"><span class="pre">PixelView</span></code></a> uses a y/x-layout. Accessing <code class="docutils literal"><span class="pre">view[N]</span></code> will
operate on the Nth row of the underlying surface. To access a specific
column within that row, <code class="docutils literal"><span class="pre">view[N][C]</span></code> has to be used.</p>
<div class="last admonition note">
<p class="first admonition-title">Note</p>
<p class="last"><a class="reference internal" href="#sdl2.ext.PixelView" title="sdl2.ext.PixelView"><code class="xref py py-class docutils literal"><span class="pre">PixelView</span></code></a> is implemented on top of the <a class="reference internal" href="sdl2ext_array.html#sdl2.ext.MemoryView" title="sdl2.ext.MemoryView"><code class="xref py py-class docutils literal"><span class="pre">MemoryView</span></code></a>
class. As such it makes heavy use of recursion to access rows and
columns and can be considered as slow in contrast to optimised
ndim-array solutions such as <code class="xref py py-mod docutils literal"><span class="pre">numpy</span></code>.</p>
</div>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.pixels2d">
<code class="descclassname">sdl2.ext.</code><code class="descname">pixels2d</code><span class="sig-paren">(</span><em>source : object</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.pixels2d" title="Permalink to this definition"></a></dt>
<dd><p>Creates a 2D pixel array, based on <code class="docutils literal"><span class="pre">numpy.ndarray</span></code>, from the passed
<em>source</em>. <em>source</em> can be a <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SoftwareSprite" title="sdl2.ext.SoftwareSprite"><code class="xref py py-class docutils literal"><span class="pre">SoftwareSprite</span></code></a> or
<code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code>. The <code class="docutils literal"><span class="pre">SDL_Surface</span></code> of the <em>source</em> will be
locked and unlocked automatically.</p>
<p>The <em>source</em> pixels will be accessed and manipulated directly.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last"><a class="reference internal" href="#sdl2.ext.pixels2d" title="sdl2.ext.pixels2d"><code class="xref py py-func docutils literal"><span class="pre">pixels2d()</span></code></a> is only usable, if the numpy package is available
within the target environment. If numpy could not be imported, a
<a class="reference internal" href="sdl2ext_compat.html#sdl2.ext.compat.UnsupportedError" title="sdl2.ext.compat.UnsupportedError"><code class="xref py py-exc docutils literal"><span class="pre">sdl2.ext.compat.UnsupportedError</span></code></a> will be raised.</p>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.pixels3d">
<code class="descclassname">sdl2.ext.</code><code class="descname">pixels3d</code><span class="sig-paren">(</span><em>source : object</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.pixels3d" title="Permalink to this definition"></a></dt>
<dd><p>Creates a 3D pixel array, based on <code class="docutils literal"><span class="pre">numpy.ndarray</span></code>, from the passed
<em>source</em>. <em>source</em> can be a <a class="reference internal" href="sdl2ext_sprite.html#sdl2.ext.SoftwareSprite" title="sdl2.ext.SoftwareSprite"><code class="xref py py-class docutils literal"><span class="pre">SoftwareSprite</span></code></a>
or <code class="xref py py-class docutils literal"><span class="pre">sdl2.SDL_Surface</span></code>. The <code class="docutils literal"><span class="pre">SDL_Surface</span></code> of the <em>source</em>
will be locked and unlocked automatically.</p>
<p>The <em>source</em> pixels will be accessed and manipulated directly.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last"><a class="reference internal" href="#sdl2.ext.pixels3d" title="sdl2.ext.pixels3d"><code class="xref py py-func docutils literal"><span class="pre">pixels3d()</span></code></a> is only usable, if the numpy package is available
within the target environment. If numpy could not be imported, a
<a class="reference internal" href="sdl2ext_compat.html#sdl2.ext.compat.UnsupportedError" title="sdl2.ext.compat.UnsupportedError"><code class="xref py py-exc docutils literal"><span class="pre">sdl2.ext.compat.UnsupportedError</span></code></a> will be raised.</p>
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<h1>Resource management<a class="headerlink" href="#resource-management" title="Permalink to this headline"></a></h1>
<p>Every application usually ships with various resources, such as image and data
files, configuration files and so on. Accessing those files in the folder
hierarchy or in a bundled format for various platforms can become a complex
task. The <a class="reference internal" href="#sdl2.ext.Resources" title="sdl2.ext.Resources"><code class="xref py py-class docutils literal"><span class="pre">Resources</span></code></a> class allows you to manage different application
data in a certain directory, providing a dictionary-style access functionality
for your in-application resources.</p>
<p>Let&#8217;s assume, your application has the following installation layout</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">Application</span> <span class="n">Directory</span>
<span class="n">Application</span><span class="o">.</span><span class="n">exe</span>
<span class="n">Application</span><span class="o">.</span><span class="n">conf</span>
<span class="n">data</span><span class="o">/</span>
<span class="n">background</span><span class="o">.</span><span class="n">jpg</span>
<span class="n">button1</span><span class="o">.</span><span class="n">jpg</span>
<span class="n">button2</span><span class="o">.</span><span class="n">jpg</span>
<span class="n">info</span><span class="o">.</span><span class="n">dat</span>
</pre></div>
</div>
<p>Within the <code class="docutils literal"><span class="pre">Application.exe</span></code> code, you can - completely system-agnostic -
define a new resource that keeps track of all <code class="docutils literal"><span class="pre">data</span></code> items.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">apppath</span> <span class="o">=</span> <span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">dirname</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">abspath</span><span class="p">(</span><span class="n">__file__</span><span class="p">))</span>
<span class="n">appresources</span> <span class="o">=</span> <span class="n">Resources</span><span class="p">(</span><span class="n">os</span><span class="o">.</span><span class="n">path</span><span class="o">.</span><span class="n">join</span><span class="p">(</span><span class="n">apppath</span><span class="p">,</span> <span class="s2">&quot;data&quot;</span><span class="p">))</span>
<span class="c1"># Access some images</span>
<span class="n">bgimage</span> <span class="o">=</span> <span class="n">appresources</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s2">&quot;background.jpg&quot;</span><span class="p">)</span>
<span class="n">btn1image</span> <span class="o">=</span> <span class="n">appresources</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s2">&quot;button1.jpg&quot;</span><span class="p">)</span>
<span class="o">...</span>
</pre></div>
</div>
<p>To access individual files, you do not need to concat paths the whole
time and regardless of the current directory, your application operates
on, you can access your resource files at any time through the
<a class="reference internal" href="#sdl2.ext.Resources" title="sdl2.ext.Resources"><code class="xref py py-class docutils literal"><span class="pre">Resources</span></code></a> instance, you created initially.</p>
<p>The <a class="reference internal" href="#sdl2.ext.Resources" title="sdl2.ext.Resources"><code class="xref py py-class docutils literal"><span class="pre">Resources</span></code></a> class is also able to scan an index archived files,
compressed via ZIP or TAR (gzip or bzip2 compression), and subdiectories
automatically.</p>
<div class="highlight-default"><div class="highlight"><pre><span></span><span class="n">Application</span> <span class="n">Directory</span>
<span class="n">Application</span><span class="o">.</span><span class="n">exe</span>
<span class="n">Application</span><span class="o">.</span><span class="n">conf</span>
<span class="n">data</span><span class="o">/</span>
<span class="n">audio</span><span class="o">/</span>
<span class="n">example</span><span class="o">.</span><span class="n">wav</span>
<span class="n">background</span><span class="o">.</span><span class="n">jpg</span>
<span class="n">button1</span><span class="o">.</span><span class="n">jpg</span>
<span class="n">button2</span><span class="o">.</span><span class="n">jpg</span>
<span class="n">graphics</span><span class="o">.</span><span class="n">zip</span>
<span class="p">[</span><span class="n">tileset1</span><span class="o">.</span><span class="n">bmp</span>
<span class="n">tileset2</span><span class="o">.</span><span class="n">bmp</span>
<span class="n">tileset3</span><span class="o">.</span><span class="n">bmp</span>
<span class="p">]</span>
<span class="n">info</span><span class="o">.</span><span class="n">dat</span>
<span class="n">tilesimage</span> <span class="o">=</span> <span class="n">appresources</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s2">&quot;tileset1.bmp&quot;</span><span class="p">)</span>
<span class="n">audiofile</span> <span class="o">=</span> <span class="n">appresources</span><span class="o">.</span><span class="n">get</span><span class="p">(</span><span class="s2">&quot;example.wav&quot;</span><span class="p">)</span>
</pre></div>
</div>
<p>If you request an indexed file via <a class="reference internal" href="#sdl2.ext.Resources.get" title="sdl2.ext.Resources.get"><code class="xref py py-meth docutils literal"><span class="pre">Resources.get()</span></code></a>, you will receive
a <a class="reference external" href="http://docs.python.org/library/io.html#io.BytesIO" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">io.BytesIO</span></code></a> stream, containing the file data, for further processing.</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">The scanned files act as keys within the <a class="reference internal" href="#sdl2.ext.Resources" title="sdl2.ext.Resources"><code class="xref py py-class docutils literal"><span class="pre">Resources</span></code></a> class. This
means that two files, that have the same name, but are located in different
directories, will not be indexed. Only one of them will be accessible
through the <a class="reference internal" href="#sdl2.ext.Resources" title="sdl2.ext.Resources"><code class="xref py py-class docutils literal"><span class="pre">Resources</span></code></a> class.</p>
</div>
<div class="section" id="api">
<h2>API<a class="headerlink" href="#api" title="Permalink to this headline"></a></h2>
<dl class="class">
<dt id="sdl2.ext.Resources">
<em class="property">class </em><code class="descclassname">sdl2.ext.</code><code class="descname">Resources</code><span class="sig-paren">(</span><span class="optional">[</span><em>path=None</em><span class="optional">[</span>, <em>subdir=None</em><span class="optional">[</span>, <em>excludepattern=None</em><span class="optional">]</span><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Resources" title="Permalink to this definition"></a></dt>
<dd><p>The Resources class manages a set of file resources and eases
accessing them by using relative paths, scanning archives
automatically and so on.</p>
<dl class="method">
<dt id="sdl2.ext.Resources.add">
<code class="descname">add</code><span class="sig-paren">(</span><em>filename : string</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Resources.add" title="Permalink to this definition"></a></dt>
<dd><p>Adds a file to the resource container. Depending on the
file type (determined by the file suffix or name) the file will be
automatically scanned (if it is an archive) or checked for
availability (if it is a stream or network resource).</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Resources.add_archive">
<code class="descname">add_archive</code><span class="sig-paren">(</span><em>filename : string</em><span class="optional">[</span>, <em>typehint=&quot;zip&quot;</em><span class="optional">]</span><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Resources.add_archive" title="Permalink to this definition"></a></dt>
<dd><p>Adds an archive file to the resource container. This will scan the
passed archive and add its contents to the list of available and
accessible resources.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Resources.add_file">
<code class="descname">add_file</code><span class="sig-paren">(</span><em>filename : string</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Resources.add_file" title="Permalink to this definition"></a></dt>
<dd><p>Adds a file to the resource container. This will only add the
passed file and do not scan an archive or check the file for
availability.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Resources.get">
<code class="descname">get</code><span class="sig-paren">(</span><em>filename : string</em><span class="sig-paren">)</span> &rarr; BytesIO<a class="headerlink" href="#sdl2.ext.Resources.get" title="Permalink to this definition"></a></dt>
<dd><p>Gets a specific file from the resource container.</p>
<p>Raises a <code class="xref py py-exc docutils literal"><span class="pre">KeyError</span></code>, if the <em>filename</em> could not be found.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Resources.get_filelike">
<code class="descname">get_filelike</code><span class="sig-paren">(</span><em>filename : string</em><span class="sig-paren">)</span> &rarr; file object<a class="headerlink" href="#sdl2.ext.Resources.get_filelike" title="Permalink to this definition"></a></dt>
<dd><p>Similar to <a class="reference internal" href="#sdl2.ext.Resources.get" title="sdl2.ext.Resources.get"><code class="xref py py-meth docutils literal"><span class="pre">get()</span></code></a>, but tries to return the original file
handle, if possible. If the found file is only available within an
archive, a <a class="reference external" href="http://docs.python.org/library/io.html#io.BytesIO" title="(in Python v2.7)"><code class="xref py py-class docutils literal"><span class="pre">io.BytesIO</span></code></a> instance will be returned.</p>
<p>Raises a <code class="xref py py-exc docutils literal"><span class="pre">KeyError</span></code>, if the <em>filename</em> could not be found.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Resources.get_path">
<code class="descname">get_path</code><span class="sig-paren">(</span><em>filename : string</em><span class="sig-paren">)</span> &rarr; string<a class="headerlink" href="#sdl2.ext.Resources.get_path" title="Permalink to this definition"></a></dt>
<dd><p>Gets the path of the passed <em>filename</em>. If <em>filename</em> is only
available within an archive, a string in the form
<code class="docutils literal"><span class="pre">filename&#64;archivename</span></code> will be returned.</p>
<p>Raises a <code class="xref py py-exc docutils literal"><span class="pre">KeyError</span></code>, if the <em>filename</em> could not be found.</p>
</dd></dl>
<dl class="method">
<dt id="sdl2.ext.Resources.scan">
<code class="descname">scan</code><span class="sig-paren">(</span><em>path : string[, subdir=None[, excludepattern=None]</em><span class="sig-paren">)</span><a class="headerlink" href="#sdl2.ext.Resources.scan" title="Permalink to this definition"></a></dt>
<dd><p>Scans a path and adds all found files to the resource
container. If a file within the path is a supported archive (ZIP
or TAR), its contents will be indexed aut added automatically.</p>
<p>The method will consider the directory part (<code class="docutils literal"><span class="pre">os.path.dirname</span></code>)
of the provided <em>path</em> as path to scan, if the path is not a
directory. If <em>subdir</em> is provided, it will be appended to the
path and used as starting point for adding files to the resource
container.</p>
<p><em>excludepattern</em> can be a regular expression to skip
directories, which match the pattern.</p>
</dd></dl>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.open_tarfile">
<code class="descclassname">sdl2.ext.</code><code class="descname">open_tarfile</code><span class="sig-paren">(</span><em>archive : string</em>, <em>filename : string</em><span class="optional">[</span>, <em>directory=None</em><span class="optional">[</span>, <em>ftype=None</em><span class="optional">]</span><span class="optional">]</span><span class="sig-paren">)</span> &rarr; BytesIO<a class="headerlink" href="#sdl2.ext.open_tarfile" title="Permalink to this definition"></a></dt>
<dd><p>Opens and reads a certain file from a TAR archive. The result is
returned as <code class="xref py py-class docutils literal"><span class="pre">BytesIO</span></code> stream. <em>filename</em> can be a relative
or absolute path within the TAR archive. The optional <em>directory</em>
argument can be used to supply a relative directory path, under which
<em>filename</em> will be searched.</p>
<p><em>ftype</em> is used to supply additional compression information, in
case the system cannot determine the compression type itself, and can
be either <strong>&#8220;gz&#8221;</strong> for gzip compression or <strong>&#8220;bz2&#8221;</strong> for bzip2
compression.</p>
<p>If the filename could not be found or an error occurred on reading it,
<code class="docutils literal"><span class="pre">None</span></code> will be returned.</p>
<p>Raises a <code class="xref py py-exc docutils literal"><span class="pre">TypeError</span></code>, if <em>archive</em> is not a valid TAR archive or
if <em>ftype</em> is not a valid value of (&#8220;gz&#8221;, &#8220;bz2&#8221;).</p>
<div class="admonition note">
<p class="first admonition-title">Note</p>
<p class="last">If <em>ftype</em> is supplied, the compression mode will be enforced for
opening and reading.</p>
</div>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.open_url">
<code class="descclassname">sdl2.ext.</code><code class="descname">open_url</code><span class="sig-paren">(</span><em>filename : string</em><span class="optional">[</span>, <em>basepath=None</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; file object<a class="headerlink" href="#sdl2.ext.open_url" title="Permalink to this definition"></a></dt>
<dd><p>Opens and reads a certain file from a web or remote location. This
function utilizes the <a class="reference external" href="http://docs.python.org/library/urllib2.html#module-urllib2" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">urllib2</span></code></a> module for Python 2.7 and
<a class="reference external" href="http://docs.python.org/library/urllib.html#module-urllib" title="(in Python v2.7)"><code class="xref py py-mod docutils literal"><span class="pre">urllib</span></code></a> for Python 3.x, which means that it is restricted to
the types of remote locations supported by the module.</p>
<p><em>basepath</em> can be used to supply an additional location prefix.</p>
</dd></dl>
<dl class="function">
<dt id="sdl2.ext.open_zipfile">
<code class="descclassname">sdl2.ext.</code><code class="descname">open_zipfile</code><span class="sig-paren">(</span><em>archive : string</em>, <em>filename : string</em><span class="optional">[</span>, <em>directory : string</em><span class="optional">]</span><span class="sig-paren">)</span> &rarr; BytesIO<a class="headerlink" href="#sdl2.ext.open_zipfile" title="Permalink to this definition"></a></dt>
<dd><p>Opens and reads a certain file from a ZIP archive. The result is
returned as <code class="xref py py-class docutils literal"><span class="pre">BytesIO</span></code> stream. <em>filename</em> can be a relative
or absolute path within the ZIP archive. The optional <em>directory</em>
argument can be used to supply a relative directory path, under which
<em>filename</em> will be searched.</p>
<p>If the filename could not be found, a <code class="xref py py-exc docutils literal"><span class="pre">KeyError</span></code> will be raised.
Raises a <code class="xref py py-exc docutils literal"><span class="pre">TypeError</span></code>, if <em>archive</em> is not a valid ZIP archive.</p>
</dd></dl>
</div>
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<h3><a href="../index.html">Table Of Contents</a></h3>
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