treasurehunting2/PySDL2-0.9.5/sdl2/ext/sprite.py
2017-05-13 11:00:53 +02:00

775 lines
28 KiB
Python

"""Sprite, texture and pixel surface routines."""
import abc
from ctypes import byref, cast, POINTER, c_int, c_float
from .common import SDLError
from .compat import *
from .color import convert_to_color
from .ebs import System
from .surface import subsurface
from .window import Window
from .image import load_image
from .. import blendmode, surface, rect, video, pixels, render, rwops
from ..stdinc import Uint8, Uint32
__all__ = ["Sprite", "SoftwareSprite", "TextureSprite", "SpriteFactory",
"SoftwareSpriteRenderSystem", "SpriteRenderSystem",
"TextureSpriteRenderSystem", "Renderer", "TEXTURE", "SOFTWARE"
]
TEXTURE = 0
SOFTWARE = 1
class Renderer(object):
"""SDL2-based renderer for windows and sprites."""
def __init__(self, target, index=-1, logical_size=None,
flags=render.SDL_RENDERER_ACCELERATED):
"""Creates a new Renderer for the given target.
If target is a Window or SDL_Window, index and flags are passed
to the relevant sdl.render.create_renderer() call. If target is
a SoftwareSprite or SDL_Surface, the index and flags arguments are
ignored.
"""
self.sdlrenderer = None
self.rendertaget = None
if isinstance(target, Window):
self.sdlrenderer = render.SDL_CreateRenderer(target.window, index,
flags)
self.rendertarget = target.window
elif isinstance(target, video.SDL_Window):
self.sdlrenderer = render.SDL_CreateRenderer(target, index, flags)
self.rendertarget = target
elif isinstance(target, SoftwareSprite):
self.sdlrenderer = render.SDL_CreateSoftwareRenderer(target.surface)
self.rendertarget = target.surface
elif isinstance(target, surface.SDL_Surface):
self.sdlrenderer = render.SDL_CreateSoftwareRenderer(target)
self.rendertarget = target
else:
raise TypeError("unsupported target type")
if logical_size is not None:
self.logical_size = logical_size
def __del__(self):
if self.sdlrenderer:
render.SDL_DestroyRenderer(self.sdlrenderer)
self.rendertarget = None
@property
@deprecated
def renderer(self):
return self.sdlrenderer
@property
def logical_size(self):
"""The logical pixel size of the Renderer"""
w, h = c_int(), c_int()
render.SDL_RenderGetLogicalSize(self.sdlrenderer, byref(w), byref(h))
return w.value, h.value
@logical_size.setter
def logical_size(self, size):
"""The logical pixel size of the Renderer"""
width, height = size
ret = render.SDL_RenderSetLogicalSize(self.sdlrenderer, width, height)
if ret != 0:
raise SDLError()
@property
def color(self):
"""The drawing color of the Renderer."""
r, g, b, a = Uint8(), Uint8(), Uint8(), Uint8()
ret = render.SDL_GetRenderDrawColor(self.sdlrenderer, byref(r), byref(g),
byref(b), byref(a))
if ret == -1:
raise SDLError()
return convert_to_color((r.value, g.value, b.value, a.value))
@color.setter
def color(self, value):
"""The drawing color of the Renderer."""
c = convert_to_color(value)
ret = render.SDL_SetRenderDrawColor(self.sdlrenderer, c.r, c.g, c.b, c.a)
if ret == -1:
raise SDLError()
@property
def blendmode(self):
"""The blend mode used for drawing operations (fill and line)."""
mode = blendmode.SDL_BlendMode()
ret = render.SDL_GetRenderDrawBlendMode(self.sdlrenderer, byref(mode))
if ret == -1:
raise SDLError()
return mode
@blendmode.setter
def blendmode(self, value):
"""The blend mode used for drawing operations (fill and line)."""
ret = render.SDL_SetRenderDrawBlendMode(self.sdlrenderer, value)
if ret == -1:
raise SDLError()
@property
def scale(self):
"""The horizontal and vertical drawing scale."""
sx = c_float(0.0)
sy = c_float(0.0)
render.SDL_RenderGetScale(self.sdlrenderer, byref(sx), byref(sy))
return sx.value, sy.value
@scale.setter
def scale(self, value):
"""The horizontal and vertical drawing scale."""
ret = render.SDL_RenderSetScale(self.sdlrenderer, value[0], value[1])
if ret != 0:
raise SDLError()
def clear(self, color=None):
"""Clears the renderer with the currently set or passed color."""
if color is not None:
tmp = self.color
self.color = color
ret = render.SDL_RenderClear(self.sdlrenderer)
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
def copy(self, src, srcrect=None, dstrect=None, angle=0, center=None,
flip=render.SDL_FLIP_NONE):
"""Copies (blits) the passed source to the target of the Renderer."""
if isinstance(src, TextureSprite):
texture = src.texture
angle = angle or src.angle
center = center or src.center
flip = flip or src.flip
elif isinstance(src, render.SDL_Texture):
texture = src
else:
raise TypeError("src must be a TextureSprite or SDL_Texture")
if srcrect is not None:
x, y, w, h = srcrect
srcrect = rect.SDL_Rect(x, y, w, h)
if dstrect is not None:
x, y, w, h = dstrect
dstrect = rect.SDL_Rect(x, y, w, h)
ret = render.SDL_RenderCopyEx(self.sdlrenderer, texture, srcrect,
dstrect, angle, center, flip)
if ret == -1:
raise SDLError()
def present(self):
"""Refreshes the target of the Renderer."""
render.SDL_RenderPresent(self.sdlrenderer)
def draw_line(self, points, color=None):
"""Draws one or multiple connected lines on the renderer."""
# (x1, y1, x2, y2, ...)
pcount = len(points)
if (pcount % 2) != 0:
raise ValueError("points does not contain a valid set of points")
if pcount < 4:
raise ValueError("points must contain more that one point")
if pcount == 4:
if color is not None:
tmp = self.color
self.color = color
x1, y1, x2, y2 = points
ret = render.SDL_RenderDrawLine(self.sdlrenderer, x1, y1, x2, y2)
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
else:
x = 0
off = 0
count = pcount // 2
SDL_Point = rect.SDL_Point
ptlist = (SDL_Point * count)()
while x < pcount:
ptlist[off] = SDL_Point(points[x], points[x + 1])
x += 2
off += 1
if color is not None:
tmp = self.color
self.color = color
ptr = cast(ptlist, POINTER(SDL_Point))
ret = render.SDL_RenderDrawLines(self.sdlrenderer, ptr, count)
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
def draw_point(self, points, color=None):
"""Draws one or multiple points on the renderer."""
# (x1, y1, x2, y2, ...)
pcount = len(points)
if (pcount % 2) != 0:
raise ValueError("points does not contain a valid set of points")
if pcount == 2:
if color is not None:
tmp = self.color
self.color = color
ret = render.SDL_RenderDrawPoint(self.sdlrenderer, points[0],
points[1])
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
else:
x = 0
off = 0
count = pcount // 2
SDL_Point = rect.SDL_Point
ptlist = (SDL_Point * count)()
while x < pcount:
ptlist[off] = SDL_Point(points[x], points[x + 1])
x += 2
off += 1
if color is not None:
tmp = self.color
self.color = color
ptr = cast(ptlist, POINTER(SDL_Point))
ret = render.SDL_RenderDrawPoints(self.sdlrenderer, ptr, count)
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
def draw_rect(self, rects, color=None):
"""Draws one or multiple rectangles on the renderer."""
SDL_Rect = rect.SDL_Rect
# ((x, y, w, h), ...)
if type(rects[0]) == int:
# single rect
if color is not None:
tmp = self.color
self.color = color
x, y, w, h = rects
ret = render.SDL_RenderDrawRect(self.sdlrenderer, SDL_Rect(x, y, w, h))
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
else:
x = 0
rlist = (SDL_Rect * len(rects))()
for idx, r in enumerate(rects):
rlist[idx] = SDL_Rect(r[0], r[1], r[2], r[3])
if color is not None:
tmp = self.color
self.color = color
ptr = cast(rlist, POINTER(SDL_Rect))
ret = render.SDL_RenderDrawRects(self.sdlrenderer, ptr, len(rects))
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
def fill(self, rects, color=None):
"""Fills one or multiple rectangular areas on the renderer."""
SDL_Rect = rect.SDL_Rect
# ((x, y, w, h), ...)
if type(rects[0]) == int:
# single rect
if color is not None:
tmp = self.color
self.color = color
x, y, w, h = rects
ret = render.SDL_RenderFillRect(self.sdlrenderer, SDL_Rect(x, y, w, h))
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
else:
x = 0
rlist = (SDL_Rect * len(rects))()
for idx, r in enumerate(rects):
rlist[idx] = SDL_Rect(r[0], r[1], r[2], r[3])
if color is not None:
tmp = self.color
self.color = color
ptr = cast(rlist, POINTER(SDL_Rect))
ret = render.SDL_RenderFillRects(self.sdlrenderer, ptr, len(rects))
if color is not None:
self.color = tmp
if ret == -1:
raise SDLError()
class Sprite(object):
"""A simple 2D object."""
__metaclass__ = abc.ABCMeta
def __init__(self):
"""Creates a new Sprite."""
super(Sprite, self).__init__()
self.x = 0
self.y = 0
self.depth = 0
@property
def position(self):
"""The top-left position of the Sprite as tuple."""
return self.x, self.y
@position.setter
def position(self, value):
"""The top-left position of the Sprite as tuple."""
self.x = value[0]
self.y = value[1]
@property
@abc.abstractmethod
def size(self):
"""The size of the Sprite as tuple."""
return
@property
def area(self):
"""The rectangular area occupied by the Sprite."""
w, h = self.size
return (self.x, self.y, self.x + w, self.y + h)
class SoftwareSprite(Sprite):
"""A simple, visible, pixel-based 2D object using software buffers."""
def __init__(self, imgsurface, free):
"""Creates a new SoftwareSprite."""
super(SoftwareSprite, self).__init__()
self.free = free
if not isinstance(imgsurface, surface.SDL_Surface):
raise TypeError("surface must be a SDL_Surface")
self.surface = imgsurface
def __del__(self):
"""Releases the bound SDL_Surface, if it was created by the
SoftwareSprite.
"""
imgsurface = getattr(self, "surface", None)
if self.free and imgsurface is not None:
surface.SDL_FreeSurface(imgsurface)
self.surface = None
@property
def size(self):
"""The size of the SoftwareSprite as tuple."""
return self.surface.w, self.surface.h
def subsprite(self, area):
"""Creates another SoftwareSprite from a part of the 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."""
ssurface = subsurface(self.surface, area)
ssprite = SoftwareSprite(ssurface, True)
# Keeps the parent surface alive until subsprite is freed
if self.free:
ssprite._parent = self
return ssprite
def __repr__(self):
return "SoftwareSprite(size=%s, bpp=%d)" % \
(self.size, self.surface.format.contents.BitsPerPixel)
class TextureSprite(Sprite):
"""A simple, visible, texture-based 2D object, using a renderer."""
def __init__(self, texture):
"""Creates a new TextureSprite."""
super(TextureSprite, self).__init__()
self.texture = texture
flags = Uint32()
access = c_int()
w = c_int()
h = c_int()
ret = render.SDL_QueryTexture(texture, byref(flags), byref(access),
byref(w), byref(h))
if ret == -1:
raise SDLError()
self.angle = 0.0
self.flip = render.SDL_FLIP_NONE
self._size = w.value, h.value
self._center = None
def __del__(self):
"""Releases the bound SDL_Texture."""
if self.texture is not None:
render.SDL_DestroyTexture(self.texture)
self.texture = None
@property
def center(self):
"""The center of the TextureSprite as tuple."""
return self._center
@center.setter
def center(self, value):
"""Sets the center of the TextureSprite."""
if value != None:
self._center = rect.SDL_Point(value[0], value[1])
else:
self._center = None
@property
def size(self):
"""The size of the TextureSprite as tuple."""
return self._size
def __repr__(self):
flags = Uint32()
access = c_int()
w = c_int()
h = c_int()
ret = render.SDL_QueryTexture(self.texture, byref(flags),
byref(access), byref(w), byref(h))
if ret == -1:
raise SDLError()
return "TextureSprite(format=%d, access=%d, size=%s, angle=%f, center=%s)" % \
(flags.value, access.value, (w.value, h.value), self.angle,
(self.center.x, self.center.y))
class SpriteFactory(object):
"""A factory class for creating Sprite components."""
def __init__(self, sprite_type=TEXTURE, **kwargs):
"""Creates a new SpriteFactory.
The SpriteFactory can create TextureSprite or 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.
"""
if sprite_type == TEXTURE:
if "renderer" not in kwargs:
raise ValueError("you have to provide a renderer=<arg> argument")
elif sprite_type != SOFTWARE:
raise ValueError("sprite_type must be TEXTURE or SOFTWARE")
self._spritetype = sprite_type
self.default_args = kwargs
@property
def sprite_type(self):
"""The sprite type created by the factory."""
return self._spritetype
def __repr__(self):
stype = "TEXTURE"
if self.sprite_type == SOFTWARE:
stype = "SOFTWARE"
return "SpriteFactory(sprite_type=%s, default_args=%s)" % \
(stype, self.default_args)
def create_sprite_render_system(self, *args, **kwargs):
"""Creates a new SpriteRenderSystem.
For TEXTURE mode, the passed args and kwargs are ignored and the
Renderer or SDL_Renderer passed to the SpriteFactory is used.
"""
if self.sprite_type == TEXTURE:
return TextureSpriteRenderSystem(self.default_args["renderer"])
else:
return SoftwareSpriteRenderSystem(*args, **kwargs)
def from_image(self, fname):
"""Creates a Sprite from the passed image file."""
return self.from_surface(load_image(fname), True)
def from_surface(self, tsurface, free=False):
"""Creates a Sprite from the passed SDL_Surface.
If free is set to True, the passed surface will be freed
automatically.
"""
if self.sprite_type == TEXTURE:
renderer = self.default_args["renderer"]
texture = render.SDL_CreateTextureFromSurface(renderer.sdlrenderer,
tsurface)
if not texture:
raise SDLError()
sprite = TextureSprite(texture.contents)
if free:
surface.SDL_FreeSurface(tsurface)
return sprite
elif self.sprite_type == SOFTWARE:
return SoftwareSprite(tsurface, free)
raise ValueError("sprite_type must be TEXTURE or SOFTWARE")
def from_object(self, obj):
"""Creates a Sprite from an arbitrary object."""
if self.sprite_type == TEXTURE:
rw = rwops.rw_from_object(obj)
# TODO: support arbitrary objects.
imgsurface = surface.SDL_LoadBMP_RW(rw, True)
if not imgsurface:
raise SDLError()
return self.from_surface(imgsurface.contents, True)
elif self.sprite_type == SOFTWARE:
rw = rwops.rw_from_object(obj)
imgsurface = surface.SDL_LoadBMP_RW(rw, True)
if not imgsurface:
raise SDLError()
return SoftwareSprite(imgsurface.contents, True)
raise ValueError("sprite_type must be TEXTURE or SOFTWARE")
def from_color(self, color, size, bpp=32, masks=None):
"""Creates a sprite with a certain color.
"""
color = convert_to_color(color)
if masks:
rmask, gmask, bmask, amask = masks
else:
rmask = gmask = bmask = amask = 0
sfc = surface.SDL_CreateRGBSurface(0, size[0], size[1], bpp, rmask,
gmask, bmask, amask)
if not sfc:
raise SDLError()
sfc = sfc.contents
fmt = sfc.format.contents
if fmt.Amask != 0:
# Target has an alpha mask
col = pixels.SDL_MapRGBA(fmt, color.r, color.g, color.b, color.a)
else:
col = pixels.SDL_MapRGB(fmt, color.r, color.g, color.b)
ret = surface.SDL_FillRect(sfc, None, col)
if ret == -1:
raise SDLError()
return self.from_surface(sfc, True)
def from_text(self, text, **kwargs):
"""Creates a Sprite from a string of text."""
args = self.default_args.copy()
args.update(kwargs)
fontmanager = args['fontmanager']
sfc = fontmanager.render(text, **args)
return self.from_surface(sfc, free=True)
def create_sprite(self, **kwargs):
"""Creates an empty Sprite.
This will invoke create_software_sprite() or
create_texture_sprite() with the passed arguments and the set
default arguments.
"""
args = self.default_args.copy()
args.update(kwargs)
if self.sprite_type == TEXTURE:
return self.create_texture_sprite(**args)
else:
return self.create_software_sprite(**args)
def create_software_sprite(self, size, bpp=32, masks=None):
"""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.
"""
if masks:
rmask, gmask, bmask, amask = masks
else:
rmask = gmask = bmask = amask = 0
imgsurface = surface.SDL_CreateRGBSurface(0, size[0], size[1], bpp,
rmask, gmask, bmask, amask)
if not imgsurface:
raise SDLError()
return SoftwareSprite(imgsurface.contents, True)
def create_texture_sprite(self, renderer, size,
pformat=pixels.SDL_PIXELFORMAT_RGBA8888,
access=render.SDL_TEXTUREACCESS_STATIC):
"""Creates a texture sprite.
A size tuple containing the width and height of the sprite needs
to be provided.
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.
"""
if isinstance(renderer, render.SDL_Renderer):
sdlrenderer = renderer
elif isinstance(renderer, Renderer):
sdlrenderer = renderer.sdlrenderer
else:
raise TypeError("renderer must be a Renderer or SDL_Renderer")
texture = render.SDL_CreateTexture(sdlrenderer, pformat, access,
size[0], size[1])
if not texture:
raise SDLError()
return TextureSprite(texture.contents)
class SpriteRenderSystem(System):
"""A rendering system for Sprite components.
This is a base class for rendering systems capable of drawing and
displaying Sprite-based objects. Inheriting classes need to
implement the rendering capability by overriding the render()
method.
"""
def __init__(self):
super(SpriteRenderSystem, self).__init__()
self.componenttypes = (Sprite,)
self._sortfunc = lambda e: e.depth
def render(self, sprites, x=None, y=None):
"""Renders the passed sprites.
This is a no-op function and needs to be implemented by inheriting
classes.
"""
pass
def process(self, world, components):
"""Draws the passed SoftSprite objects on the Window's surface."""
self.render(sorted(components, key=self._sortfunc))
@property
def sortfunc(self):
"""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.
"""
return self._sortfunc
@sortfunc.setter
def sortfunc(self, value):
"""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 not callable(value):
raise TypeError("sortfunc must be callable")
self._sortfunc = value
class SoftwareSpriteRenderSystem(SpriteRenderSystem):
"""A rendering system for SoftwareSprite components.
The SoftwareSpriteRenderSystem class uses a Window as drawing device to
display Sprite surfaces. It uses the Window's internal SDL surface as
drawing context, so that GL operations, such as texture handling or
using SDL renderers is not possible.
"""
def __init__(self, window):
"""Creates a new SoftwareSpriteRenderSystem for a specific Window."""
super(SoftwareSpriteRenderSystem, self).__init__()
if isinstance(window, Window):
self.window = window.window
elif isinstance(window, video.SDL_Window):
self.window = window
else:
raise TypeError("unsupported window type")
sfc = video.SDL_GetWindowSurface(self.window)
if not sfc:
raise SDLError()
self.surface = sfc.contents
self.componenttypes = (SoftwareSprite,)
def render(self, sprites, x=None, y=None):
"""Draws the passed sprites (or sprite) on the Window's 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
SoftwareSprite objects, x and y are relative location values that will
be added to each individual sprite's position. If sprites is a single
SoftwareSprite, x and y denote the absolute position of the
SoftwareSprite, if set.
"""
r = rect.SDL_Rect(0, 0, 0, 0)
if isiterable(sprites):
blit_surface = surface.SDL_BlitSurface
imgsurface = self.surface
x = x or 0
y = y or 0
for sprite in sprites:
r.x = x + sprite.x
r.y = y + sprite.y
blit_surface(sprite.surface, None, imgsurface, r)
else:
r.x = sprites.x
r.y = sprites.y
if x is not None and y is not None:
r.x = x
r.y = y
surface.SDL_BlitSurface(sprites.surface, None, self.surface, r)
video.SDL_UpdateWindowSurface(self.window)
class TextureSpriteRenderSystem(SpriteRenderSystem):
"""A rendering system for TextureSprite components.
The TextureSpriteRenderSystem class uses a SDL_Renderer as drawing
device to display TextureSprite objects.
"""
def __init__(self, target):
"""Creates a new TextureSpriteRenderSystem.
target can be a Window, SDL_Window, Renderer or SDL_Renderer.
If it is a Window or SDL_Window instance, a Renderer will be
created to acquire the SDL_Renderer.
"""
super(TextureSpriteRenderSystem, self).__init__()
if isinstance(target, (Window, video.SDL_Window)):
# Create a Renderer for the window and use that one.
target = Renderer(target)
if isinstance(target, Renderer):
self._renderer = target # Used to prevent GC
sdlrenderer = target.sdlrenderer
elif isinstance(target, render.SDL_Renderer):
sdlrenderer = target
else:
raise TypeError("unsupported object type")
self.sdlrenderer = sdlrenderer
self.componenttypes = (TextureSprite,)
def render(self, sprites, x=None, y=None):
"""Draws the passed sprites (or sprite).
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 TextureSprite objects, x and y are
relative location values that will be added to each individual
sprite's position. If sprites is a single TextureSprite, x and y
denote the absolute position of the TextureSprite, if set.
"""
r = rect.SDL_Rect(0, 0, 0, 0)
rcopy = render.SDL_RenderCopyEx
if isiterable(sprites):
renderer = self.sdlrenderer
x = x or 0
y = y or 0
for sprite in sprites:
r.x = x + sprite.x
r.y = y + sprite.y
r.w, r.h = sprite.size
if rcopy(renderer, sprite.texture, None, r, sprite.angle,
sprite.center, sprite.flip) == -1:
raise SDLError()
else:
r.x = sprites.x
r.y = sprites.y
r.w, r.h = sprites.size
if x is not None and y is not None:
r.x = x
r.y = y
if rcopy(self.sdlrenderer, sprites.texture, None, r, sprites.angle,
sprites.center, sprites.flip) == -1:
raise SDLError()
render.SDL_RenderPresent(self.sdlrenderer)