Beispiel #1
0
    def create_window(self, *largs):
        # ensure the mouse is still not up after window creation, otherwise, we
        # have some weird bugs
        self.dispatch('on_mouse_up', 0, 0, 'all', [])

        # force display to show (available only for fullscreen)
        displayidx = Config.getint('graphics', 'display')
        if not 'SDL_VIDEO_FULLSCREEN_HEAD' in environ and displayidx != -1:
            environ['SDL_VIDEO_FULLSCREEN_HEAD'] = '%d' % displayidx

        # init some opengl, same as before.
        self.flags = pygame.HWSURFACE | pygame.OPENGL | pygame.DOUBLEBUF

        # right now, activate resizable window only on linux.
        # on window / macosx, the opengl context is lost, and we need to
        # reconstruct everything. Check #168 for a state of the work.
        if platform in ('linux', 'macosx', 'win') and \
                Config.getint('graphics', 'resizable'):
            self.flags |= pygame.RESIZABLE

        try:
            pygame.display.init()
        except pygame.error as e:
            raise CoreCriticalException(e.message)

        multisamples = Config.getint('graphics', 'multisamples')

        if multisamples > 0:
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES,
                                            multisamples)
        pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 16)
        pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 1)
        pygame.display.set_caption(self.title)

        if self.position == 'auto':
            self._pos = None
        elif self.position == 'custom':
            self._pos = self.left, self.top
        else:
            raise ValueError('position token in configuration accept only '
                             '"auto" or "custom"')

        if self.fullscreen == 'fake':
            Logger.debug('WinPygame: Set window to fake fullscreen mode')
            self.flags |= pygame.NOFRAME
            # if no position set, in fake mode, we always need to set the
            # position. so replace 0, 0.
            if self._pos is None:
                self._pos = (0, 0)
            environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos

        elif self.fullscreen in ('auto', True):
            Logger.debug('WinPygame: Set window to fullscreen mode')
            self.flags |= pygame.FULLSCREEN

        elif self._pos is not None:
            environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos

        # never stay with a None pos, application using w.center will be fired.
        self._pos = (0, 0)

        # prepare keyboard
        repeat_delay = int(Config.get('kivy', 'keyboard_repeat_delay'))
        repeat_rate = float(Config.get('kivy', 'keyboard_repeat_rate'))
        pygame.key.set_repeat(repeat_delay, int(1000. / repeat_rate))

        # set window icon before calling set_mode
        try:
            filename_icon = self.icon or Config.get('kivy', 'window_icon')
            if filename_icon == '':
                logo_size = 32
                if platform == 'macosx':
                    logo_size = 512
                elif platform == 'win':
                    logo_size = 64
                filename_icon = 'kivy-icon-{}.png'.format(logo_size)
                filename_icon = resource_find(
                        join(kivy_data_dir, 'logo', filename_icon))
            self.set_icon(filename_icon)
        except:
            Logger.exception('Window: cannot set icon')

        # try to use mode with multisamples
        try:
            self._pygame_set_mode()
        except pygame.error as e:
            if multisamples:
                Logger.warning('WinPygame: Video: failed (multisamples=%d)' %
                               multisamples)
                Logger.warning('WinPygame: trying without antialiasing')
                pygame.display.gl_set_attribute(
                    pygame.GL_MULTISAMPLEBUFFERS, 0)
                pygame.display.gl_set_attribute(
                    pygame.GL_MULTISAMPLESAMPLES, 0)
                multisamples = 0
                try:
                    self._pygame_set_mode()
                except pygame.error as e:
                    raise CoreCriticalException(e.message)
            else:
                raise CoreCriticalException(e.message)

        info = pygame.display.Info()
        self._size = (info.current_w, info.current_h)
        #self.dispatch('on_resize', *self._size)

        # in order to debug futur issue with pygame/display, let's show
        # more debug output.
        Logger.debug('Window: Display driver ' + pygame.display.get_driver())
        Logger.debug('Window: Actual window size: %dx%d',
                     info.current_w, info.current_h)
        if platform != 'android':
            # unsupported platform, such as android that doesn't support
            # gl_get_attribute.
            Logger.debug(
                'Window: Actual color bits r%d g%d b%d a%d',
                pygame.display.gl_get_attribute(pygame.GL_RED_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_GREEN_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_BLUE_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE))
            Logger.debug(
                'Window: Actual depth bits: %d',
                pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
            Logger.debug(
                'Window: Actual stencil bits: %d',
                pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
            Logger.debug(
                'Window: Actual multisampling samples: %d',
                pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES))
        super(WindowPygame, self).create_window()

        # set mouse visibility
        pygame.mouse.set_visible(
            Config.getboolean('graphics', 'show_cursor'))

        # if we are on android platform, automaticly create hooks
        if android:
            from kivy.support import install_android
            install_android()
Beispiel #2
0
            Logger.debug('Window: Actual depth bits: %d',
                    pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
            Logger.debug('Window: Actual stencil bits: %d',
                    pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
            Logger.debug('Window: Actual multisampling samples: %d',
                    pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES))
        super(WindowPygame, self).create_window()

        # set mouse visibility
        pygame.mouse.set_visible(
            Config.getboolean('graphics', 'show_cursor'))

        # if we are on android platform, automaticly create hooks
        if android:
            from kivy.support import install_android
            install_android()

    def close(self):
        pygame.display.quit()
        self.dispatch('on_close')

    def on_title(self, instance, value):
        if self.initialized:
            pygame.display.set_caption(self.title)

    def set_icon(self, filename):
        try:
            if not exists(filename):
                return False
            try:
                im = pygame.image.load(filename)
    def create_window(self, *largs):
        # ensure the mouse is still not up after window creation, otherwise, we
        # have some weird bugs
        self.dispatch('on_mouse_up', 0, 0, 'all', [])

        # force display to show (available only for fullscreen)
        displayidx = Config.getint('graphics', 'display')
        if 'SDL_VIDEO_FULLSCREEN_HEAD' not in environ and displayidx != -1:
            environ['SDL_VIDEO_FULLSCREEN_HEAD'] = '%d' % displayidx

        # init some opengl, same as before.
        self.flags = pygame.HWSURFACE | pygame.OPENGL | pygame.DOUBLEBUF

        # right now, activate resizable window only on linux.
        # on window / macosx, the opengl context is lost, and we need to
        # reconstruct everything. Check #168 for a state of the work.
        if platform in ('linux', 'macosx', 'win') and \
                Config.getboolean('graphics', 'resizable'):
            self.flags |= pygame.RESIZABLE

        try:
            pygame.display.init()
        except pygame.error as e:
            raise CoreCriticalException(e.message)

        multisamples = Config.getint('graphics', 'multisamples')

        if multisamples > 0:
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES,
                                            multisamples)
        pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 16)
        pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 1)
        pygame.display.set_caption(self.title)

        if self.position == 'auto':
            self._pos = None
        elif self.position == 'custom':
            self._pos = self.left, self.top
        else:
            raise ValueError('position token in configuration accept only '
                             '"auto" or "custom"')

        if self._fake_fullscreen:
            if not self.borderless:
                self.fullscreen = self._fake_fullscreen = False
            elif not self.fullscreen or self.fullscreen == 'auto':
                self.borderless = self._fake_fullscreen = False

        if self.fullscreen == 'fake':
            self.borderless = self._fake_fullscreen = True
            Logger.warning("The 'fake' fullscreen option has been "
                            "deprecated, use Window.borderless or the "
                            "borderless Config option instead.")

        if self.fullscreen == 'fake' or self.borderless:
            Logger.debug('WinPygame: Set window to borderless mode.')

            self.flags |= pygame.NOFRAME
            # If no position set in borderless mode, we always need
            # to set the position. So use 0, 0.
            if self._pos is None:
                self._pos = (0, 0)
            environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos

        elif self.fullscreen in ('auto', True):
            Logger.debug('WinPygame: Set window to fullscreen mode')
            self.flags |= pygame.FULLSCREEN

        elif self._pos is not None:
            environ['SDL_VIDEO_WINDOW_POS'] = '%d,%d' % self._pos

        # never stay with a None pos, application using w.center will be fired.
        self._pos = (0, 0)

        # prepare keyboard
        repeat_delay = int(Config.get('kivy', 'keyboard_repeat_delay'))
        repeat_rate = float(Config.get('kivy', 'keyboard_repeat_rate'))
        pygame.key.set_repeat(repeat_delay, int(1000. / repeat_rate))

        # set window icon before calling set_mode
        try:
            filename_icon = self.icon or Config.get('kivy', 'window_icon')
            if filename_icon == '':
                logo_size = 32
                if platform == 'macosx':
                    logo_size = 512
                elif platform == 'win':
                    logo_size = 64
                filename_icon = 'kivy-icon-{}.png'.format(logo_size)
                filename_icon = resource_find(
                        join(kivy_data_dir, 'logo', filename_icon))
            self.set_icon(filename_icon)
        except:
            Logger.exception('Window: cannot set icon')

        # try to use mode with multisamples
        try:
            self._pygame_set_mode()
        except pygame.error as e:
            if multisamples:
                Logger.warning('WinPygame: Video: failed (multisamples=%d)' %
                               multisamples)
                Logger.warning('WinPygame: trying without antialiasing')
                pygame.display.gl_set_attribute(
                    pygame.GL_MULTISAMPLEBUFFERS, 0)
                pygame.display.gl_set_attribute(
                    pygame.GL_MULTISAMPLESAMPLES, 0)
                multisamples = 0
                try:
                    self._pygame_set_mode()
                except pygame.error as e:
                    raise CoreCriticalException(e.message)
            else:
                raise CoreCriticalException(e.message)

        if pygame.RESIZABLE & self.flags:
            self._pygame_set_mode()

        info = pygame.display.Info()
        self._size = (info.current_w, info.current_h)
        # self.dispatch('on_resize', *self._size)

        # in order to debug futur issue with pygame/display, let's show
        # more debug output.
        Logger.debug('Window: Display driver ' + pygame.display.get_driver())
        Logger.debug('Window: Actual window size: %dx%d',
                     info.current_w, info.current_h)
        if platform != 'android':
            # unsupported platform, such as android that doesn't support
            # gl_get_attribute.
            Logger.debug(
                'Window: Actual color bits r%d g%d b%d a%d',
                pygame.display.gl_get_attribute(pygame.GL_RED_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_GREEN_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_BLUE_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE))
            Logger.debug(
                'Window: Actual depth bits: %d',
                pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
            Logger.debug(
                'Window: Actual stencil bits: %d',
                pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
            Logger.debug(
                'Window: Actual multisampling samples: %d',
                pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES))
        super(WindowPygame, self).create_window()

        # set mouse visibility
        self._set_cursor_state(self.show_cursor)

        # if we are on android platform, automatically create hooks
        if android:
            from kivy.support import install_android
            install_android()
Beispiel #4
0
                    pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
            Logger.debug('Window: Actual stencil bits: %d',
                    pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
            Logger.debug('Window: Actual multisampling samples: %d',
                    pygame.display.gl_get_attribute(
                        pygame.GL_MULTISAMPLESAMPLES))
        super(WindowPygame, self).create_window()

        # set mouse visibility
        pygame.mouse.set_visible(
            Config.getboolean('graphics', 'show_cursor'))

        # if we are on android platform, automaticly create hooks
        if android:
            from kivy.support import install_android
            install_android()

    def close(self):
        pygame.display.quit()
        self.dispatch('on_close')

    def on_title(self, instance, value):
        if self.initialized:
            pygame.display.set_caption(self.title)

    def set_icon(self, filename):
        try:
            if not exists(filename):
                return False
            try:
                im = pygame.image.load(filename)
Beispiel #5
0
    def create_window(self, *largs):
        # ensure the mouse is still not up after window creation, otherwise, we
        # have some weird bugs
        self.dispatch("on_mouse_up", 0, 0, "all", [])

        # force display to show (available only for fullscreen)
        displayidx = Config.getint("graphics", "display")
        if not "SDL_VIDEO_FULLSCREEN_HEAD" in environ and displayidx != -1:
            environ["SDL_VIDEO_FULLSCREEN_HEAD"] = "%d" % displayidx

        # init some opengl, same as before.
        self.flags = pygame.HWSURFACE | pygame.OPENGL | pygame.DOUBLEBUF

        # right now, activate resizable window only on linux.
        # on window / macosx, the opengl context is lost, and we need to
        # reconstruct everything. Check #168 for a state of the work.
        if platform in ("linux", "macosx", "win") and Config.getboolean("graphics", "resizable"):
            self.flags |= pygame.RESIZABLE

        try:
            pygame.display.init()
        except pygame.error as e:
            raise CoreCriticalException(e.message)

        multisamples = Config.getint("graphics", "multisamples")

        if multisamples > 0:
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
            pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, multisamples)
        pygame.display.gl_set_attribute(pygame.GL_DEPTH_SIZE, 16)
        pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 1)
        pygame.display.set_caption(self.title)

        if self.position == "auto":
            self._pos = None
        elif self.position == "custom":
            self._pos = self.left, self.top
        else:
            raise ValueError("position token in configuration accept only " '"auto" or "custom"')

        if self._fake_fullscreen:
            if not self.borderless:
                self.fullscreen = self._fake_fullscreen = False
            elif not self.fullscreen or self.fullscreen == "auto":
                self.borderless = self._fake_fullscreen = False

        if self.fullscreen == "fake":
            self.borderless = self._fake_fullscreen = True
            Logger.warning(
                "The 'fake' fullscreen option has been "
                "deprecated, use Window.borderless or the "
                "borderless Config option instead."
            )

        if self.fullscreen == "fake" or self.borderless:
            Logger.debug("WinPygame: Set window to borderless mode.")

            self.flags |= pygame.NOFRAME
            # If no position set in borderless mode, we always need
            # to set the position. So use 0, 0.
            if self._pos is None:
                self._pos = (0, 0)
            environ["SDL_VIDEO_WINDOW_POS"] = "%d,%d" % self._pos

        elif self.fullscreen in ("auto", True):
            Logger.debug("WinPygame: Set window to fullscreen mode")
            self.flags |= pygame.FULLSCREEN

        elif self._pos is not None:
            environ["SDL_VIDEO_WINDOW_POS"] = "%d,%d" % self._pos

        # never stay with a None pos, application using w.center will be fired.
        self._pos = (0, 0)

        # prepare keyboard
        repeat_delay = int(Config.get("kivy", "keyboard_repeat_delay"))
        repeat_rate = float(Config.get("kivy", "keyboard_repeat_rate"))
        pygame.key.set_repeat(repeat_delay, int(1000.0 / repeat_rate))

        # set window icon before calling set_mode
        try:
            filename_icon = self.icon or Config.get("kivy", "window_icon")
            if filename_icon == "":
                logo_size = 32
                if platform == "macosx":
                    logo_size = 512
                elif platform == "win":
                    logo_size = 64
                filename_icon = "kivy-icon-{}.png".format(logo_size)
                filename_icon = resource_find(join(kivy_data_dir, "logo", filename_icon))
            self.set_icon(filename_icon)
        except:
            Logger.exception("Window: cannot set icon")

        # try to use mode with multisamples
        try:
            self._pygame_set_mode()
        except pygame.error as e:
            if multisamples:
                Logger.warning("WinPygame: Video: failed (multisamples=%d)" % multisamples)
                Logger.warning("WinPygame: trying without antialiasing")
                pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 0)
                pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, 0)
                multisamples = 0
                try:
                    self._pygame_set_mode()
                except pygame.error as e:
                    raise CoreCriticalException(e.message)
            else:
                raise CoreCriticalException(e.message)

        if pygame.RESIZABLE & self.flags:
            self._pygame_set_mode()

        info = pygame.display.Info()
        self._size = (info.current_w, info.current_h)
        # self.dispatch('on_resize', *self._size)

        # in order to debug futur issue with pygame/display, let's show
        # more debug output.
        Logger.debug("Window: Display driver " + pygame.display.get_driver())
        Logger.debug("Window: Actual window size: %dx%d", info.current_w, info.current_h)
        if platform != "android":
            # unsupported platform, such as android that doesn't support
            # gl_get_attribute.
            Logger.debug(
                "Window: Actual color bits r%d g%d b%d a%d",
                pygame.display.gl_get_attribute(pygame.GL_RED_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_GREEN_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_BLUE_SIZE),
                pygame.display.gl_get_attribute(pygame.GL_ALPHA_SIZE),
            )
            Logger.debug("Window: Actual depth bits: %d", pygame.display.gl_get_attribute(pygame.GL_DEPTH_SIZE))
            Logger.debug("Window: Actual stencil bits: %d", pygame.display.gl_get_attribute(pygame.GL_STENCIL_SIZE))
            Logger.debug(
                "Window: Actual multisampling samples: %d",
                pygame.display.gl_get_attribute(pygame.GL_MULTISAMPLESAMPLES),
            )
        super(WindowPygame, self).create_window()

        # set mouse visibility
        self._set_cursor_state(self.show_cursor)

        # if we are on android platform, automaticly create hooks
        if android:
            from kivy.support import install_android

            install_android()