treasurehunting2/PySDL2-0.9.5/doc/html/_sources/modules/sdl2ext_sprite.txt

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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.