from .. import surface, rect, video, pixels, render, rwops
from .color import convert_to_color
from .err import SDLError
from .compat import isiterable
from .ebs import System
from .image import load_image, pillow_to_surface, _HASPIL
from .renderer import Renderer
from .sprite import Sprite, SoftwareSprite, TextureSprite
from .window import Window
__all__ = [
"SpriteFactory", "SoftwareSpriteRenderSystem", "SpriteRenderSystem",
"TextureSpriteRenderSystem", "TEXTURE", "SOFTWARE"
]
TEXTURE = 0
SOFTWARE = 1
[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, img):
"""Creates a Sprite from the passed PIL.Image or image file name."""
if _HASPIL:
from PIL.Image import Image
if isinstance(img, Image):
return self.from_surface(pillow_to_surface(img))
return self.from_surface(load_image(img), 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)