Source code for sdl2.ext.sprite

"""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


[docs]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.rendertarget = None if isinstance(target, Window): self.sdlrenderer = render.SDL_CreateRenderer(target.window, index, flags) elif isinstance(target, video.SDL_Window): self.sdlrenderer = render.SDL_CreateRenderer(target, index, flags) elif isinstance(target, SoftwareSprite): self.sdlrenderer = render.SDL_CreateSoftwareRenderer(target.surface) elif isinstance(target, surface.SDL_Surface): self.sdlrenderer = render.SDL_CreateSoftwareRenderer(target) elif "SDL_Surface" in str(type(target)): self.sdlrenderer = render.SDL_CreateSoftwareRenderer(target.contents) else: raise TypeError("unsupported target type") self.rendertarget = target if logical_size is not None: self.logical_size = logical_size def __del__(self): if self.sdlrenderer: render.SDL_DestroyRenderer(self.sdlrenderer) self.sdlrenderer = None 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()
[docs] 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()
[docs] 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()
[docs] def present(self): """Refreshes the target of the Renderer.""" render.SDL_RenderPresent(self.sdlrenderer)
[docs] 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()
[docs] 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()
[docs] 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()
[docs] 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()
[docs]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)
[docs]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 isinstance(imgsurface, surface.SDL_Surface): self.surface = imgsurface elif "SDL_Surface" in str(type(imgsurface)): self.surface = imgsurface.contents else: raise TypeError("imgsurface must be an SDL_Surface") 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
[docs] 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)
[docs]class TextureSprite(Sprite): """A simple, visible, texture-based 2D object, using a renderer.""" def __init__(self, texture, free=True): """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.free = free 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.free: if self.texture != 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() if self.center: 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)) else: return "TextureSprite(format=%d, access=%d, size=%s, angle=%f)" % \ (flags.value, access.value, (w.value, h.value), self.angle)
[docs]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)
[docs] 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)
[docs] def from_image(self, fname): """Creates a Sprite from the passed image file.""" return self.from_surface(load_image(fname), True)
[docs] 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")
[docs] 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")
[docs] 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() fmt = sfc.contents.format if fmt.contents.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.contents, True)
[docs] 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)
[docs] 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)
[docs] 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)
[docs] 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)
[docs]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
[docs] 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
[docs] 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
[docs]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") self.target = window sfc = video.SDL_GetWindowSurface(self.window) if not sfc: raise SDLError() self.surface = sfc.contents self.componenttypes = (SoftwareSprite,)
[docs] 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)
[docs]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 __del__(self): self.sdlrenderer = None if hasattr(self, "_renderer"): self._renderer = None
[docs] 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)