Source code for sdl2.ext.renderer

from ctypes import byref, c_int, c_float

from .. import blendmode, surface, rect, video, render, error, dll, hints
from ..stdinc import Uint8, Uint32

from .color import convert_to_color
from .common import raise_sdl_err
from .compat import deprecated, stringify, byteify, isiterable
from .sprite import SoftwareSprite, TextureSprite
from .surface import _get_target_surface
from .window import Window

__all__ = ["set_texture_scale_quality", "Renderer", "Texture"]


# NOTE: The following 3 utility functions probably belong in a separate module

def is_numeric(x):
    try:
        return float(x) == x
    except TypeError:
        return False


def _sanitize_points(points):
    # If first item is numeric, assume flat list of points
    if isinstance(points, rect.SDL_Point) or isinstance(points, rect.SDL_FPoint):
        points = [points]
    elif is_numeric(points[0]):
        if len(points) % 2 != 0:
            raise ValueError("Flat x/y coordinate lists must have even length")
        chunked = []
        for i in range(0, len(points), 2):
            p = (points[i], points[i+1])
            chunked.append(p)
        points = chunked

    type_err = (
        "Points must be specified as either (x, y) tuples or "
        "SDL_Point objects (Got unsupported format '{0}')"
    )
    pts = []
    if not isiterable(points):
        points = [points]
    for p in points:
        if isinstance(p, rect.SDL_Point) or isinstance(p, rect.SDL_FPoint):
            p = (p.x, p.y)
        elif len(p) != 2:
            raise ValueError(type_err.format(str(p)))
        if dll.version < 2010 and any([int(v) != v for v in p]):
            e = "Floating point rendering requires SDL 2.0.10 or newer"
            raise RuntimeError(e + " (got '{0}')".format(str(p)))
        pts.append((p[0], p[1]))
    return pts


def _sanitize_rects(rects):
    type_err = (
        "Rectangles must be specified as either (x, y, w, h) tuples or "
        "SDL_Rect objects (Got unsupported format '{0}')"
    )
    out = []
    if not isiterable(rects) or not isiterable(rects[0]):
        rects = [rects]
    for r in rects:
        if isinstance(r, rect.SDL_Rect) or isinstance(r, rect.SDL_FRect):
            r = (r.x, r.y, r.w, r.h)
        elif len(r) != 4:
            raise ValueError(type_err.format(str(r)))
        if dll.version < 2010 and any([int(v) != v for v in r]):
            e = "Floating point rendering requires SDL 2.0.10 or newer"
            raise RuntimeError(e + " (got '{0}')".format(str(r)))
        out.append((r[0], r[1], r[2], r[3]))
    return out


def _get_texture_size(texture):
    flags = Uint32()
    access, w, h = (c_int(), c_int(), c_int())
    ret = render.SDL_QueryTexture(
        texture, byref(flags), byref(access), byref(w), byref(h)
    )
    if ret < 0:
        raise_sdl_err("getting texture attributes")
    return (w.value, h.value)



[docs]def set_texture_scale_quality(method): """Sets the default scaling quailty for :obj:`~sdl2.ext.Texture` objects. By default, SDL2 uses low-quality nearest-neighbour scaling for all new textures. This method lets you change the default scaling method to one of the following options: ========= ============================================================= Method Description ========= ============================================================= Nearest Nearest-neighbour pixel scaling (no filtering) Linear Linear filtering Best Anisotropic filtering (falls back to linear if not available) ========= ============================================================= This function does not apply retroactively, and will only affect textures created after it is called. Args: method (str): The default scaling method to use for SDL textures. Must be one of 'nearest', 'linear', or 'best'. """ method = byteify(method.lower()) if method not in [b"nearest", b"linear", b"best"]: raise ValueError( "Texture scaling method must be 'nearest', 'linear', or 'best'." ) hints.SDL_SetHint(hints.SDL_HINT_RENDER_SCALE_QUALITY, method)
[docs]class Texture(object): """A 2D texture to be used with a :obj:`~sdl2.ext.Renderer`. In SDL2, textures are 2D images that have been prepared for fast rendering with a given renderer. For example, if an SDL surface is converted into a texture with a :obj:`~sdl2.ext.Renderer` using the OpenGL backend, the pixel data for the surface will internally be converted into an OpenGL texture. Once a surface has been converted into a :obj:`Texture`, the surface can be safely deleted if no longer needed. Args: renderer (:obj:`~sdl2.ext.Renderer`): The renderer associated with the texture. surface (:obj:`~sdl2.SDL_Surface`): An SDL surface from which the texture will be created. """ def __init__(self, renderer, surface): # Validate and get reference to the parent renderer self._renderer_ref = None if isinstance(renderer, Renderer): self._renderer_ref = renderer._renderer_ref elif hasattr(renderer, "contents"): if isinstance(renderer.contents, render.SDL_Renderer): self._renderer_ref = [renderer] if self._renderer_ref is None: raise TypeError( "'renderer' must be a valid Renderer object or a pointer to " "an SDL_Renderer." ) # Convert the passed surface into a texture surface = _get_target_surface(surface, "surface") self._tx = render.SDL_CreateTextureFromSurface(self._renderer, surface) if not self._tx: raise_sdl_err("creating the texture") def __del__(self): if hasattr(self, "_tx"): self.destroy() @property def _renderer(self): # NOTE: This is sort of a hack to get around a ctypes problem. Basically, # if the parent renderer of a texture is destroyed before the texture # itself, destroying or doing anything with that texture will result in a # segfault. By wrapping the renderer in a List, we can overwrite it with # None when destroyed (within the Renderer class) and detect that in any # child textures to avoid any memory-unsafe behaviour. return self._renderer_ref[0] @property def tx(self): """:obj:`~sdl2.SDL_Texture`: The underlying base SDL texture object. Can be used to perform operations with the texture using the base PySDL2 bindings. """ if self._tx is None: raise RuntimeError( "Cannot use a texture after it has been destroyed." ) elif self._renderer_ref[0] is None: raise RuntimeError( "Cannot use a texture after its parent renderer has been " "destroyed." ) return self._tx @property def size(self): """tuple: The width and height (in pixels) of the texture.""" return _get_texture_size(self.tx)
[docs] def destroy(self): """Deletes the texture and frees its associated memory. When a texture is no longer needed, it should be destroyed using this method to free up memory for new textures. After being destroyed, a texture can no longer be used. """ if self._tx and self._renderer_ref[0]: render.SDL_DestroyTexture(self._tx) self._tx = None
@property def scale_mode(self): """str: The current scaling mode to use for rendering the texture. Can be 'nearest', 'linear', 'best', or 'unknown'. See :func:`set_texture_scale_quality` for more information. .. note:: For SDL versions older than 2.0.12, the scaling mode will always be 'unknown'. """ if dll.version < 2012: return "unknown" modes = ["nearest", "linear", "best"] mode_num = c_int() ret = render.SDL_GetTextureScaleMode(self.tx, byref(mode_num)) if ret < 0: raise_sdl_err("retrieving the texture scaling mode") try: return modes[mode_num.value] except IndexError: return "unknown"
[docs] def set_scale_mode(self, mode): """Sets a custom scaling method to use for rendering the texture. This method overrides the default texture scaling method specified by :func:`set_texture_scale_quality`, the documentation for which describes the different possible scaling modes. .. note:: Support for custom per-texture scaling modes is only available in SDL2 2.0.12 and up. As such, this method has no effect when used with earlier releases of SDL2. Args: mode (str): The scaling method to use for the current texture. Must be one of 'nearest', 'linear', or 'best'. """ if dll.version < 2012: return None modes = { "nearest": render.SDL_ScaleModeNearest, "linear": render.SDL_ScaleModeLinear, "best": render.SDL_ScaleModeBest, } mode = mode.lower() if mode not in modes.keys(): raise ValueError( "Texture scaling mode must be either 'nearest', 'linear', " "or 'best'." ) ret = render.SDL_SetTextureScaleMode(self.tx, modes[mode]) if ret < 0: raise_sdl_err("setting the texture scaling mode")
[docs]class Renderer(object): """A rendering context for SDL2 windows and sprites. A ``Renderer`` can be created from an SDL window, an SDL Surface, or a :obj:`~sdl2.ext.SoftwareSprite`. Depending on the settings and operating system, this rendering context can use either hardware or software acceleration. A useful feature of SDL renderers is that that the logical size of the rendering context can be different than the actual size (in pixels) of its target window or surface. For example, the renderer for a 1024x768 window can be set to have a logical size of 640x480, improving performance at the cost of image quality. The rendered content will be automatically scaled to fit the target, and will be centered with black bars on either side in the case of an aspect ratio mismatch. If creating a rendering context from a window, you can customize the renderer using flags to request different settings: =============================== =========================================== Flag Description =============================== =========================================== ``SDL_RENDERER_SOFTWARE`` Requests a software-accelerated renderer. ``SDL_RENDERER_ACCELERATED`` Requests a hardware-accelerated renderer. ``SDL_RENDERER_PRESENTVSYNC`` Enables vsync support for :meth:`present`. ``SDL_RENDERER_TARGETTEXTURE`` Requests support for rendering to texture. =============================== =========================================== To combine multiple flags, you can use a bitwise OR to combine two or more together before passing them to the `flags` argument:: render_flags = ( sdl2.SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC ) sdl2.ext.Renderer(window, flags=render_flags) By default, SDL2 will choose the first renderer backend that supports all the requested flags. However, you can also request a specific rendering backend by name (e.g. 'opengl', 'opengles2', 'metal', 'direct3d', etc.), giving you more control but likely making your code less cross-platform. Args: target (:obj:`~sdl2.ext.Window`, :obj:`~sdl2.SDL_Surface`): The target window or surface from which to create the rendering context. backend (str or int, optional): The name of the specific backend to use for the new rendering context (e.g. 'opengl'). Defaults to letting SDL2 decide. If ``target`` is not an SDL window, this argument has no effect. logical_size (tuple, optional): The initial logical size (in pixels) of the rendering context as a ``(w, h)`` tuple. Defaults to the size of the target window or surface. flags (int, optional): The requested features and settings for the new rendering context. Defaults to requesting a hardware-accelerated context. If ``target`` is not an SDL window, this argument has no effect. Raises: RuntimeError: If a requested rendering backend is not available. """ def __init__(self, target, backend=-1, logical_size=None, flags=render.SDL_RENDERER_ACCELERATED): self._renderer_ref = None self.rendertarget = None available = self._get_render_drivers() if isinstance(backend, str): if backend.lower() in available: index = available.index(backend.lower()) else: e1 = "'{0}' is not a supported renderer on this system. " e2 = "The renderer backend must be one of the following: " raise RuntimeError(e1.format(backend) + e2 + str(available)) else: index = backend _size = None if isinstance(target, Window): _renderer = render.SDL_CreateRenderer(target.window, index, flags) _size = target.size elif isinstance(target, video.SDL_Window): _renderer = render.SDL_CreateRenderer(target, index, flags) w, h = c_int(0), c_int(0) video.SDL_GetWindowSize(target, byref(w), byref(h)) _size = (w.value, h.value) elif isinstance(target, SoftwareSprite): _renderer = render.SDL_CreateSoftwareRenderer(target.surface) _size = target.size elif isinstance(target, surface.SDL_Surface): _renderer = render.SDL_CreateSoftwareRenderer(target) _size = (target.w, target.h) elif "SDL_Surface" in str(type(target)): _renderer = render.SDL_CreateSoftwareRenderer(target.contents) _size = (target.contents.w, target.contents.h) else: raise TypeError("unsupported target type") if not _renderer: raise_sdl_err("creating the SDL renderer") error.SDL_ClearError() # Clear any errors from renderer selection self._renderer_ref = [_renderer] self.rendertarget = target self.color = (0, 0, 0, 0) # Set black as the default draw color self.logical_size = _size self._original_logical_size = self.logical_size if logical_size is not None: self.logical_size = logical_size def __del__(self): if self._renderer_ref is not None: self.destroy() def _get_render_drivers(self): renderers = [] drivers = render.SDL_GetNumRenderDrivers() for x in range(drivers): info = render.SDL_RendererInfo() ret = render.SDL_GetRenderDriverInfo(x, info) if ret != 0: renderers.append(stringify(info.name)) error.SDL_ClearError() return renderers @property def sdlrenderer(self): """:obj:`~sdl2.SDL_Renderer`: The underlying base SDL renderer object. Can be used to perform operations with the renderer using the base PySDL2 bindings. """ if self._renderer_ref[0] is None: raise RuntimeError( "Cannot use a renderer after it has been destroyed." ) return self._renderer_ref[0] @property @deprecated def renderer(self): return self.sdlrenderer @property def logical_size(self): """tuple: The logical size of the rendering context (in pixels), as a ``(width, height)`` tuple. """ w, h = c_int(0), c_int(0) render.SDL_RenderGetLogicalSize(self.sdlrenderer, byref(w), byref(h)) return w.value, h.value @logical_size.setter def logical_size(self, size): width, height = size ret = render.SDL_RenderSetLogicalSize(self.sdlrenderer, width, height) if ret != 0: raise_sdl_err("setting the logical size of the renderer") @property def color(self): """:obj:`~sdl2.ext.Color`: The current drawing color of the renderer.""" r, g, b, a = Uint8(0), Uint8(0), Uint8(0), Uint8(0) ret = render.SDL_GetRenderDrawColor(self.sdlrenderer, byref(r), byref(g), byref(b), byref(a)) if ret < 0: raise_sdl_err("retrieving the drawing color of the renderer") return convert_to_color((r.value, g.value, b.value, a.value)) @color.setter def color(self, value): c = convert_to_color(value) ret = render.SDL_SetRenderDrawColor(self.sdlrenderer, c.r, c.g, c.b, c.a) if ret < 0: raise_sdl_err("setting the drawing color of the renderer") @property def blendmode(self): """int: The blend mode used for :meth:`fill` and :meth:`line` drawing operations. This value can be any of the following constants: ========================= ==================================== Flag Description ========================= ==================================== ``SDL_BLENDMODE_NONE`` No blending ``SDL_BLENDMODE_BLEND`` Alpha channel blending ``SDL_BLENDMODE_ADD`` Additive blending ``SDL_BLENDMODE_MOD`` Color modulation ``SDL_BLENDMODE_MUL`` Color multiplication (SDL >= 2.0.12) ========================= ==================================== """ mode = blendmode.SDL_BlendMode() ret = render.SDL_GetRenderDrawBlendMode(self.sdlrenderer, byref(mode)) if ret < 0: raise_sdl_err("retrieving the blend mode for the renderer") return mode @blendmode.setter def blendmode(self, value): ret = render.SDL_SetRenderDrawBlendMode(self.sdlrenderer, value) if ret < 0: raise_sdl_err("setting the blend mode for the renderer") @property def scale(self): """tuple: The x/y scaling factors applied to all drawing coordinates before rendering, in the format ``(scale_x, scale_y)``. These can be used to facilitate resolution-independent drawing. """ 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): if any([s <= 0 for s in value]): raise ValueError("Scaling factors must be greater than zero.") sx, sy = value ret = render.SDL_RenderSetScale(self.sdlrenderer, sx, sy) if ret != 0: raise_sdl_err("setting the scaling factors for the renderer")
[docs] def destroy(self): """Destroys the renderer and any associated textures. When a renderer is no longer needed, it should be destroyed using this method to free up its associated memory. After being destroyed, a renderer can no longer be used. """ if self._renderer_ref[0]: render.SDL_DestroyRenderer(self._renderer_ref[0]) self._renderer_ref[0] = None self.rendertarget = None
[docs] def reset_logical_size(self): """Resets the logical size of the renderer to its original value.""" self.logical_size = self._original_logical_size
[docs] def clear(self, color=None): """Clears the rendering surface with a given color. Args: color (:obj:`~sdl2.ext.Color`, optional): The color with which to clear the entire rendering context. If not specified, the renderer's current :attr:`color` will be used. """ if color is None: ret = render.SDL_RenderClear(self.sdlrenderer) else: tmp = self.color self.color = color ret = render.SDL_RenderClear(self.sdlrenderer) self.color = tmp if ret < 0: raise_sdl_err("clearing the rendering context")
[docs] def copy(self, src, srcrect=None, dstrect=None, angle=0, center=None, flip=render.SDL_FLIP_NONE): """Copies (blits) a texture to the rendering context. If the source texture is an :obj:`~sdl2.SDL_Surface`, you will need to convert it into a :obj:`~sdl2.ext.Texture` first before it can be copied to the rendering surface. The source texture can be flipped horizontally or vertically when being copied to the rendering context using one of the following flags: ========================= =================================== Flag Description ========================= =================================== ``SDL_FLIP_NONE`` Does not flip the source (default) ``SDL_FLIP_HORIZONTAL`` Flips the source horizontally ``SDL_FLIP_VERTICAL`` Flips the source vertically ========================= =================================== .. note:: Subpixel rendering (i.e. using floats as pixel coordinates) requires SDL 2.0.10 or newer. Args: src (:obj:`~sdl2.ext.Texture`, :obj:`~sdl2.SDL_Texture`): The source texture to copy to the rendering surface. srcrect (tuple, optional): An ``(x, y, w, h)`` rectangle defining the subset of the source texture to copy to the rendering surface. Defaults to copying the entire source texture. dstrect (tuple, optional): An ``(x, y, w, h)`` rectangle defining the region of the rendering surface to which the source texture will be copied. Alternatively, if only ``(x, y)`` coordinates are provided, the width and height of the source rectangle will be used. Defaults to stretching the source across the entire rendering context. angle (float, optional): The clockwise rotation (in degrees) to apply to the destination rectangle. Defaults to no rotation. center (tuple, optional): The point around with the destination rectangle will be rotated. Defaults to the center of the destination rectangle. flip (int, optional): A flag indicating whether the source should be flipped (horizontally or vertically) when rendering to the render context. Defaults to no flipping. """ if dll.version < 2010: render_copy = render.SDL_RenderCopyEx Point = rect.SDL_Point Rect = rect.SDL_Rect else: render_copy = render.SDL_RenderCopyExF Point = rect.SDL_FPoint Rect = rect.SDL_FRect if isinstance(src, TextureSprite): texture = src.texture angle = angle if angle != 0 else src.angle center = center if center else src.center flip = flip if flip != 0 else src.flip elif isinstance(src, Texture): texture = src.tx elif isinstance(src, render.SDL_Texture): texture = src else: raise TypeError("src must be a Texture object or an SDL_Texture") if srcrect: x, y, w, h = _sanitize_rects([srcrect])[0] srcrect = rect.SDL_Rect(int(x), int(y), int(w), int(h)) if dstrect: if len(dstrect) == 2: x, y = _sanitize_points([dstrect])[0] if srcrect: w, h = (srcrect.w, srcrect.h) else: w, h = _get_texture_size(texture) elif len(dstrect) == 4: x, y, w, h = _sanitize_rects([dstrect])[0] dstrect = Rect(x, y, w, h) if center: x, y = _sanitize_points(center)[0] center = Point(x, y) ret = render_copy( self.sdlrenderer, texture, srcrect, dstrect, angle, center, flip ) if ret < 0: raise_sdl_err("copying the texture to the rendering context")
[docs] def blit(self, src, srcrect=None, dstrect=None, angle=0, center=None, flip=render.SDL_FLIP_NONE): """Copies a texture to the rendering context. An alias for the :meth:`copy` method. """ self.copy(src, srcrect, dstrect, angle, center, flip)
[docs] def present(self): """Presents the current rendering surface to the screen. Because SDL renderers use batch rendering (i.e. they have a separate backbuffer that is drawn to and buffer shown on screen which are switched when this function is called), any drawing operations performed with the renderer will not take effect until this method is called. It is recommended that you clear and redraw the contents of the rendering context every time before this method is called, as the contents of the buffers are not guaranteed to remain the same between repeat presentations. """ render.SDL_RenderPresent(self.sdlrenderer)
[docs] def draw_line(self, points, color=None): """Draws one or more connected lines on the rendering context. .. note:: Subpixel rendering (i.e. using floats as pixel coordinates) requires SDL 2.0.10 or newer. Args: points (list): A list of 2 or more ``(x, y)`` coordinates or :obj:`~sdl2.SDL_Point` objects defining the set of connected lines to draw. color (:obj:`~sdl2.ext.Color`, optional): The color with which to draw the lines. If not specified, the renderer's current :attr:`color` will be used. """ if dll.version < 2010: draw_lines = render.SDL_RenderDrawLines Point = rect.SDL_Point else: draw_lines = render.SDL_RenderDrawLinesF Point = rect.SDL_FPoint points = _sanitize_points(points) if len(points) < 2: raise ValueError("At least two (x, y) points are required.") sdlpts = [] for p in points: x, y = p sdlpts.append(Point(x, y)) points_ptr = (Point * len(points))(*sdlpts) if color is None: ret = draw_lines(self.sdlrenderer, points_ptr, len(points)) else: tmp = self.color self.color = color ret = draw_lines(self.sdlrenderer, points_ptr, len(points)) self.color = tmp if ret < 0: raise_sdl_err("drawing lines to the renderer")
[docs] def draw_point(self, points, color=None): """Draws one or more points on the rendering context. .. note:: Subpixel rendering (i.e. using floats as pixel coordinates) requires SDL 2.0.10 or newer. Args: points (list): A list of ``(x, y)`` coordinates or :obj:`~sdl2.SDL_Point` objects defining the set of points to draw. color (:obj:`~sdl2.ext.Color`, optional): The color with which to draw the points. If not specified, the renderer's current :attr:`color` will be used. """ if dll.version < 2010: draw_points = render.SDL_RenderDrawPoints Point = rect.SDL_Point else: draw_points = render.SDL_RenderDrawPointsF Point = rect.SDL_FPoint points = _sanitize_points(points) sdlpts = [] for p in points: x, y = p sdlpts.append(Point(x, y)) points_ptr = (Point * len(points))(*sdlpts) if color is None: ret = draw_points(self.sdlrenderer, points_ptr, len(points)) else: tmp = self.color self.color = color ret = draw_points(self.sdlrenderer, points_ptr, len(points)) self.color = tmp if ret < 0: raise_sdl_err("drawing points to the renderer")
[docs] def draw_rect(self, rects, color=None): """Draws one or more rectangles on the rendering context. Rectangles can be specified as 4-item ``(x, y, w, h)`` tuples, :obj:`~sdl2.rect.SDL_Rect` objects, or a list containing multiple rectangles in either format. .. note:: Subpixel rendering (i.e. using floats as pixel coordinates) requires SDL 2.0.10 or newer. Args: rects (tuple, :obj:`~sdl2.SDL_Rect`, list): The rectangle(s) to draw to the rendering context. color (:obj:`~sdl2.ext.Color`, optional): The color with which to draw the rectangle(s). If not specified, the renderer's current :attr:`color` will be used. """ if dll.version < 2010: draw_rects = render.SDL_RenderDrawRects Rect = rect.SDL_Rect else: draw_rects = render.SDL_RenderDrawRectsF Rect = rect.SDL_FRect rects = _sanitize_rects(rects) sdlrects = [] for r in rects: x, y, w, h = r sdlrects.append(Rect(x, y, w, h)) rects_ptr = (Rect * len(rects))(*sdlrects) if color is None: ret = draw_rects(self.sdlrenderer, rects_ptr, len(rects)) else: tmp = self.color self.color = color ret = draw_rects(self.sdlrenderer, rects_ptr, len(rects)) self.color = tmp if ret < 0: raise_sdl_err("drawing rectangles to the renderer")
[docs] def fill(self, rects, color=None): """Fills one or more rectangular regions the rendering context. Fill regions can be specified as 4-item ``(x, y, w, h)`` tuples, :obj:`~sdl2.rect.SDL_Rect` objects, or a list containing multiple rectangles in either format. .. note:: Subpixel rendering (i.e. using floats as pixel coordinates) requires SDL 2.0.10 or newer. Args: rects (tuple, :obj:`~sdl2.SDL_Rect`, list): The rectangle(s) to fill within the rendering context. color (:obj:`~sdl2.ext.Color`, optional): The color with which to fill the rectangle(s). If not specified, the renderer's current :attr:`color` will be used. """ if dll.version < 2010: fill_rects = render.SDL_RenderFillRects Rect = rect.SDL_Rect else: fill_rects = render.SDL_RenderFillRectsF Rect = rect.SDL_FRect rects = _sanitize_rects(rects) sdlrects = [] for r in rects: x, y, w, h = r sdlrects.append(Rect(x, y, w, h)) rects_ptr = (Rect * len(rects))(*sdlrects) if color is None: ret = fill_rects(self.sdlrenderer, rects_ptr, len(rects)) else: tmp = self.color self.color = color ret = fill_rects(self.sdlrenderer, rects_ptr, len(rects)) self.color = tmp if ret < 0: raise_sdl_err("filling rectangles in the renderer")