Source code for sdl2.ext.spritesystem

from .. import surface, rect, video, pixels, render, rwops

from .color import convert_to_color
from .common import SDLError
from .compat import isiterable
from .ebs import System
from .image import load_image
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, 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)