"""The almighty Hello World! example""" # We'll use sys to properly exit with an error code. import sys import sdl2.ext # Create a resource container, so that we can easily access all # resource, we bundle with our application. We are using the current # file's location and define the "resources" subdirectory as the # location, in which we keep all data. RESOURCES = sdl2.ext.Resources(__file__, "resources") def run(): # Initialize the video system - this implicitly initializes some # necessary parts within the SDL2 DLL used by the video module. # # You SHOULD call this before using any video related methods or # classes. sdl2.ext.init() # Create a new window (like your browser window or editor window, # etc.) and give it a meaningful title and size. We definitely need # this, if we want to present something to the user. window = sdl2.ext.Window("Hello World!", size=(592, 460)) # By default, every Window is hidden, not shown on the screen right # after creation. Thus we need to tell it to be shown now. window.show() # Create a sprite factory that allows us to create visible 2D elements # easily. Depending on what the user chosses, we either create a factory # that supports hardware-accelerated sprites or software-based ones. # The hardware-accelerated SpriteFactory requres a rendering context # (or SDL_Renderer), which will create the underlying textures for us. if "-hardware" in sys.argv: print("Using hardware acceleration") renderer = sdl2.ext.Renderer(window) factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=renderer) else: print("Using software rendering") factory = sdl2.ext.SpriteFactory(sdl2.ext.SOFTWARE) # Creates a simple rendering system for the Window. The # SpriteRenderSystem can draw Sprite objects on the window. spriterenderer = factory.create_sprite_render_system(window) # Creates a new 2D pixel-based surface to be displayed, processed or # manipulated. We will use the one of the shipped example images # from the resource package to display. sprite = factory.from_image(RESOURCES.get_path("hello.bmp")) # Display the surface on the window. This will copy the contents # (pixels) of the surface to the window. The surface will be # displayed at surface.position on the window. Play around with the # surface.x and surface.y values or surface.position (which is just # surface.x and surface.y grouped as tuple)! spriterenderer.render(sprite) # Set up an example event loop processing system. This is a necessity, # so the application can exit correctly, mouse movements, etc. are # recognised and so on. The TestEventProcessor class is just for # testing purposes and does not do anything meaningful. Take a look # at its code to better understand how the event processing can be # done and customized! processor = sdl2.ext.TestEventProcessor() # Start the event processing. This will run in an endless loop, so # everything following after processor.run() will not be executed # before some quitting event is raised. processor.run(window) # We called video.init(), so we have to call video.quit() as well to # release the resources hold by the SDL DLL. sdl2.ext.quit() return 0 if __name__ == "__main__": sys.exit(run())