Ejemplo n.º 1
0
    def handle_window_leave(window):
        window_id = window.windowID
        [window_rect] = [
            window["internal_rect"] for window in App.windows
            if window["window_id"] == window_id
        ]

        x = ctypes.c_int()
        y = ctypes.c_int()
        sdl2.SDL_GetMouseState(ctypes.byref(x), ctypes.byref(y))

        abs_x = window_rect.x + x.value
        x_left = abs_x < window_rect.x + window_rect.w / 2
        offset_x = -3 if x_left else 3
        abs_x = abs_x + offset_x

        abs_y = window_rect.y + y.value
        y_up = abs_y < window_rect.y + window_rect.h / 2
        offset_y = -3 if y_up else 3
        abs_y = abs_y + offset_y

        matching = [
            window for window in App.windows
            if App.point_in_rect((abs_x, abs_y), window["internal_rect"])
        ]
        if matching:
            window = matching[0]
            rect = window["internal_rect"]
            sdl2.SDL_WarpMouseInWindow(window["window"], abs_x - rect.x,
                                       abs_y - rect.y)
Ejemplo n.º 2
0
def updateLogic(dt):
    deltax = (mx - mouseX) / 3.0
    deltay = (my - mouseY) / 3.0
    sdl2.SDL_WarpMouseInWindow(window, mx, my)
    ObjectRotate(camera, deltay, 0, 0)
    ObjectRotate(camPos, 0, -deltax, 0)

    if keyPressed[KEY_W]: ObjectMove(camPos, -10 * dt)
    if keyPressed[KEY_A]: ObjectStrafe(camPos, 10 * dt)
    if keyPressed[KEY_D]: ObjectStrafe(camPos, -10 * dt)
    if keyPressed[KEY_S]: ObjectMove(camPos, 10 * dt)

    ObjectTurn(cube, dt * 45)

    framerate = int(ViewerGetFramesPerSecond(viewer))
    HUDTextSetText(text, str(framerate))

    Update(dt)
Ejemplo n.º 3
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 def __init__(self, w, h, title):
     self.windowWidth = w
     self.windowHeight = h
     self.windowTitle = title
     
     self.halfWindowWidth = self.windowWidth / 2
     self.halfWindowHeight = self.windowHeight / 2
 
     sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
     self.window = sdl2.SDL_CreateWindow(self.windowTitle,
                   sdl2.SDL_WINDOWPOS_CENTERED,
                   sdl2.SDL_WINDOWPOS_CENTERED, 
                   self.windowWidth, self.windowHeight,
                   sdl2.SDL_WINDOW_SHOWN)
                   
     sdl2.SDL_WarpMouseInWindow(self.window, self.halfWindowWidth, self.halfWindowHeight)
     sdl2.SDL_ShowCursor(0)
     self.start()
Ejemplo n.º 4
0
def run():
    # Create the environment, in which our particles will exist.
    world = sdl2.ext.World()

    # Set up the globally available information about the current mouse
    # position. We use that information to determine the emitter
    # location for new particles.
    world.mousex = 400
    world.mousey = 300

    # Create the particle engine. It is just a simple System that uses
    # callback functions to update a set of components.
    engine = sdl2.ext.particles.ParticleEngine()

    # Bind the callback functions to the particle engine. The engine
    # does the following on processing:
    # 1) reduce the life time of each particle by one
    # 2) create a list of particles, which's life time is 0 or below.
    # 3) call createfunc() with the world passed to process() and
    #    the list of dead particles
    # 4) call updatefunc() with the world passed to process() and the
    #    set of particles, which still are alive.
    # 5) call deletefunc() with the world passed to process() and the
    #    list of dead particles. deletefunc() is respsonible for
    #    removing the dead particles from the world.
    engine.createfunc = createparticles
    engine.updatefunc = updateparticles
    engine.deletefunc = deleteparticles
    world.add_system(engine)

    # We create all particles at once before starting the processing.
    # We also could create them in chunks to have a visually more
    # appealing effect, but let's keep it simple.
    createparticles(world, None, 300)

    # Initialize the video subsystem, create a window and make it visible.
    sdl2.ext.init()
    window = sdl2.ext.Window("Particles", size=(800, 600))
    window.show()

    # Create a hardware-accelerated sprite factory. The sprite factory requires
    # a rendering context, which enables it to create the underlying textures
    # that serve as the visual parts for the sprites.
    renderer = sdl2.ext.Renderer(window)
    factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=renderer)

    # Create a set of images to be used as particles on rendering. The
    # images are used by the ParticleRenderer created below.
    images = (factory.from_image(RESOURCES.get_path("circle.png")),
              factory.from_image(RESOURCES.get_path("square.png")),
              factory.from_image(RESOURCES.get_path("star.png"))
              )

    # Center the mouse on the window. We use the SDL2 functions directly
    # here. Since the SDL2 functions do not know anything about the
    # sdl2.ext.Window class, we have to pass the window's SDL_Window to it.
    sdl2.SDL_WarpMouseInWindow(window.window, world.mousex, world.mousey)

    # Hide the mouse cursor, so it does not show up - just show the
    # particles.
    sdl2.SDL_ShowCursor(0)

    # Create the rendering system for the particles. This is somewhat
    # similar to the SoftSpriteRenderer, but since we only operate with
    # hundreds of particles (and not sprites with all their overhead),
    # we need an own rendering system.
    particlerenderer = ParticleRenderSystem(renderer, images)
    world.add_system(particlerenderer)

    # The almighty event loop. You already know several parts of it.
    running = True
    while running:
        for event in sdl2.ext.get_events():
            if event.type == sdl2.SDL_QUIT:
                running = False
                break

            if event.type == sdl2.SDL_MOUSEMOTION:
                # Take care of the mouse motions here. Every time the
                # mouse is moved, we will make that information globally
                # available to our application environment by updating
                # the world attributes created earlier.
                world.mousex = event.motion.x
                world.mousey = event.motion.y
                # We updated the mouse coordinates once, ditch all the
                # other ones. Since world.process() might take several
                # milliseconds, new motion events can occur on the event
                # queue (10ths to 100ths!), and we do not want to handle
                # each of them. For this example, it is enough to handle
                # one per update cycle.
                sdl2.SDL_FlushEvent(sdl2.SDL_MOUSEMOTION)
                break
        world.process()
        sdl2.SDL_Delay(1)

    sdl2.ext.quit()
    return 0
Ejemplo n.º 5
0
CameraSetViewDepth(camera, 500)
CameraSetFocal(camera, 80)
ViewerSetCamera(viewer, camera)

font = WindowsBitmapfontCreate('Arial', 20, 0, 128)
text = HUDTextCreate(font, 'Xtreme3D 3.6', front)
HUDTextSetColor(text, c_white, 0.5)
ObjectSetPosition(text, 20, 20, 0)

keyPressed = [False] * 512
mouseX = 0
mouseY = 0

mx = windowWidth / 2
my = windowHeight / 2
sdl2.SDL_WarpMouseInWindow(window, mx, my)
sdl2.SDL_ShowCursor(0)


def updateLogic(dt):
    deltax = (mx - mouseX) / 3.0
    deltay = (my - mouseY) / 3.0
    sdl2.SDL_WarpMouseInWindow(window, mx, my)
    ObjectRotate(camera, deltay, 0, 0)
    ObjectRotate(camPos, 0, -deltax, 0)

    if keyPressed[KEY_W]: ObjectMove(camPos, -10 * dt)
    if keyPressed[KEY_A]: ObjectStrafe(camPos, 10 * dt)
    if keyPressed[KEY_D]: ObjectStrafe(camPos, -10 * dt)
    if keyPressed[KEY_S]: ObjectMove(camPos, 10 * dt)
Ejemplo n.º 6
0
 def setMouse(self, x, y):
     sdl2.SDL_WarpMouseInWindow(self.window, x, y)