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")