Exemple #1
0
    def __init__( self, width=256, height=256, title=None, visible=True, aspect=None,
                  decoration=True, fullscreen=False, config=None, context=None, color=(0,0,0,1)):

        if len(__windows__) > 0:
            log.critical(
                """SDL backend cannot have more than one window.\n"""
                """Exiting...""")
            sys.exit(0)

        window.Window.__init__(self, width=width,
                                     height=height,
                                     title=title,
                                     visible=visible,
                                     aspect=aspect,
                                     decoration=decoration,
                                     fullscreen=fullscreen,
                                     config=config,
                                     context=context,
                                     color=color)

        if config is None:
            config = configuration.Configuration()
        set_configuration(config)

        flags = __flags__
        if self._decoration == False:
            flags = __flags__ | pygame.NOFRAME

        pygame.display.set_mode((width, height), flags)
        pygame.display.set_caption(self._title)
        __windows__.append(self)
    def __init__( self, width=256, height=256, title=None, visible=True, aspect=None,
                  decoration=True, fullscreen=False, config=None, context=None, color=(0,0,0,1)):
        """ """

        window.Window.__init__(self, width=width,
                                     height=height,
                                     title=title,
                                     visible=visible,
                                     aspect=aspect,
                                     decoration=decoration,
                                     fullscreen=fullscreen,
                                     config=config,
                                     context=context,
                                     color=color)

        if config is None:
            config = configuration.Configuration()
        set_configuration(config)

        flags  = sdl2.SDL_WINDOW_SHOWN
        # flags |= sdl2.SDL_WINDOW_ALLOW_HIGHDPI
        flags |= sdl2.SDL_WINDOW_RESIZABLE
        flags |= sdl2.SDL_WINDOW_OPENGL
        if visible:
            flags |= sdl2.SDL_WINDOW_SHOWN
        else:
            flags |= SDL_WINDOW_HIDDEN
        if not decoration:
            flags |= sdl2.SDL_WINDOW_BORDERLESS

        self._native_window = sdl2.SDL_CreateWindow(self._title,
                                                    sdl2.SDL_WINDOWPOS_UNDEFINED,
                                                    sdl2.SDL_WINDOWPOS_UNDEFINED,
                                                    width, height, flags)
        self._native_context = sdl2.SDL_GL_CreateContext(self._native_window)
        self._native_id = sdl2.SDL_GetWindowID(self._native_window)
        sdl2.SDL_GL_SetSwapInterval(0)

        # OSX: check framebuffer size / window size. On retina display, they
        #      can be different so we try to correct window size such as having
        #      the framebuffer size of the right size
        # w,h = ctypes.c_int(),ctypes.c_int()
        # sdl2.SDL_GL_GetDrawableSize(self._native_window, w, h)
        # w,h = w.value(), h.value()
        # if w != width or h!= height:
        #     width = width/2
        #     height= height/2
        #     sdl2.SDL_SetWindowSize(self._native_window, int(width), int(height))

        self._height = height
        self._width = width
        __windows__[self._native_id] = self
Exemple #3
0
    def __init__(self,
                 width=256,
                 height=256,
                 title=None,
                 visible=True,
                 aspect=None,
                 decoration=True,
                 fullscreen=False,
                 config=None,
                 context=None,
                 color=(0, 0, 0, 1),
                 vsync=False):

        if vsync:
            log.warn('vsync not implemented for freeglut backend')

        if len(__windows__) > 0:
            log.critical(
                """OSXGLUT backend is unstable with more than one window.\n"""
                """Exiting...""")
            sys.exit(0)

        window.Window.__init__(self,
                               width=width,
                               height=height,
                               title=title,
                               visible=visible,
                               aspect=aspect,
                               decoration=decoration,
                               fullscreen=fullscreen,
                               config=config,
                               context=context,
                               color=color)

        if config is None:
            config = configuration.Configuration()
        set_configuration(config)

        self._native_window = glut.glutCreateWindow(self._title)
        if bool(glut.glutSetOption):
            glut.glutSetOption(glut.GLUT_ACTION_ON_WINDOW_CLOSE,
                               glut.GLUT_ACTION_CONTINUE_EXECUTION)
            glut.glutSetOption(glut.GLUT_ACTION_GLUTMAINLOOP_RETURNS,
                               glut.GLUT_ACTION_CONTINUE_EXECUTION)
        glut.glutWMCloseFunc(self._close)
        glut.glutDisplayFunc(self._display)
        glut.glutReshapeFunc(self._reshape)
        glut.glutKeyboardFunc(self._keyboard)
        glut.glutKeyboardUpFunc(self._keyboard_up)
        glut.glutMouseFunc(self._mouse)
        glut.glutMotionFunc(self._motion)
        glut.glutPassiveMotionFunc(self._passive_motion)
        glut.glutVisibilityFunc(self._visibility)
        glut.glutEntryFunc(self._entry)
        glut.glutSpecialFunc(self._special)
        glut.glutSpecialUpFunc(self._special_up)
        glut.glutReshapeWindow(self._width, self._height)
        if visible:
            glut.glutShowWindow()
        else:
            glut.glutHideWindow()

        # This ensures glutCheckLoop never blocks
        def on_idle():
            pass

        glut.glutIdleFunc(on_idle)

        __windows__.append(self)
Exemple #4
0
    def __init__(self,
                 width=512,
                 height=512,
                 title=None,
                 visible=True,
                 aspect=None,
                 decoration=True,
                 fullscreen=False,
                 config=None,
                 context=None,
                 color=(0, 0, 0, 1),
                 vsync=False):

        window.Window.__init__(self,
                               width=width,
                               height=height,
                               title=title,
                               visible=visible,
                               aspect=aspect,
                               decoration=decoration,
                               fullscreen=fullscreen,
                               config=config,
                               context=context,
                               color=color)

        # Whether hidpi is active
        self._hidpi = False

        def on_error(error, message):
            log.warning(message)

        glfw.glfwSetErrorCallback(on_error)

        glfw.glfwWindowHint(glfw.GLFW_RESIZABLE, True)
        glfw.glfwWindowHint(glfw.GLFW_DECORATED, True)
        glfw.glfwWindowHint(glfw.GLFW_VISIBLE, True)
        if not decoration:
            glfw.glfwWindowHint(glfw.GLFW_DECORATED, False)
        if not visible:
            glfw.glfwWindowHint(glfw.GLFW_VISIBLE, False)

        if config is None:
            config = configuration.Configuration()
        set_configuration(config)
        self._native_window = glfw.glfwCreateWindow(self._width, self._height,
                                                    self._title, None, None)

        if not self._native_window:
            log.critical("Window creation failed")
            __exit__()
            sys.exit()

        glfw.glfwMakeContextCurrent(self._native_window)
        glfw.glfwSwapInterval(1 if vsync else 0)

        # OSX: check framebuffer size / window size. On retina display, they
        #      can be different so we try to correct window size such as having
        #      the framebuffer size of the right size
        w, h = glfw.glfwGetFramebufferSize(self._native_window)
        if w != width or h != height:
            width, height = width // 2, height // 2
            glfw.glfwSetWindowSize(self._native_window, width, height)
            log.info("HiDPI detected, fixing window size")
            self._hidpi = True

        def on_framebuffer_resize(win, width, height):
            self._width, self._height = width, height
            self.dispatch_event('on_resize', width, height)

        glfw.glfwSetFramebufferSizeCallback(self._native_window,
                                            on_framebuffer_resize)

        # def on_resize(win, width, height):
        #     self._width, self._height = width, height
        #     self.dispatch_event('on_resize', width, height)
        # glfw.glfwSetWindowSizeCallback(self._native_window, on_resize)

        def on_cursor_enter(win, entered):
            if entered:
                self.dispatch_event('on_enter')
            else:
                self.dispatch_event('on_leave')

        glfw.glfwSetCursorEnterCallback(self._native_window, on_cursor_enter)

        def on_window_close(win):
            self.close()

        glfw.glfwSetWindowCloseCallback(self._native_window, on_window_close)

        def on_keyboard(win, key, scancode, action, mods):
            symbol = self._keyboard_translate(key)
            modifiers = self._modifiers_translate(mods)
            if action in [glfw.GLFW_PRESS, glfw.GLFW_REPEAT]:
                self.dispatch_event('on_key_press', symbol, modifiers)
            else:
                self.dispatch_event('on_key_release', symbol, modifiers)

        glfw.glfwSetKeyCallback(self._native_window, on_keyboard)

        def on_character(win, character):
            self.dispatch_event('on_character', u"%c" % character)

        glfw.glfwSetCharCallback(self._native_window, on_character)

        def on_mouse_button(win, button, action, mods):
            x, y = glfw.glfwGetCursorPos(win)
            if self._hidpi:
                x, y = 2 * x, 2 * y

            button = __mouse_map__.get(button, window.mouse.UNKNOWN)
            if action == glfw.GLFW_RELEASE:
                self._button = window.mouse.NONE
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch_event('on_mouse_release', x, y, button)
            elif action == glfw.GLFW_PRESS:
                self._button = button
                self._mouse_x = x
                self._mouse_y = y
                self.dispatch_event('on_mouse_press', x, y, button)

        glfw.glfwSetMouseButtonCallback(self._native_window, on_mouse_button)

        def on_mouse_motion(win, x, y):
            if self._hidpi:
                x, y = 2 * x, 2 * y
            dx = x - self._mouse_x
            dy = y - self._mouse_y
            self._mouse_x = x
            self._mouse_y = y
            if self._button != window.mouse.NONE:
                self.dispatch_event('on_mouse_drag', x, y, dx, dy,
                                    self._button)
            else:
                self.dispatch_event('on_mouse_motion', x, y, dx, dy)

        glfw.glfwSetCursorPosCallback(self._native_window, on_mouse_motion)

        def on_scroll(win, xoffset, yoffset):
            x, y = glfw.glfwGetCursorPos(win)
            if self._hidpi:
                x, y = 2 * x, 2 * y
            self.dispatch_event('on_mouse_scroll', x, y, xoffset, yoffset)

        glfw.glfwSetScrollCallback(self._native_window, on_scroll)

        self._width, self._height = self.get_size()
        __windows__.append(self)
Exemple #5
0
    def __init__(self,
                 width=256,
                 height=256,
                 title=None,
                 visible=True,
                 aspect=None,
                 decoration=True,
                 fullscreen=False,
                 config=None,
                 context=None,
                 color=(0, 0, 0, 1),
                 vsync=False):

        window.Window.__init__(self,
                               width=width,
                               height=height,
                               title=title,
                               visible=visible,
                               aspect=aspect,
                               decoration=decoration,
                               fullscreen=fullscreen,
                               config=config,
                               context=context,
                               color=color)

        if config is None:
            config = configuration.Configuration()
        set_configuration(config)

        __glformat__.setSwapInterval(1 if vsync else 0)

        self._native_app = QtWidgets.QApplication.instance()
        if self._native_app is None:
            self._native_app = QtWidgets.QApplication(sys.argv)

        context = QtOpenGL.QGLContext(__glformat__)
        if context.isValid():
            self._native_window = QtOpenGL.QGLWidget(context)
        else:
            self._native_window = QtOpenGL.QGLWidget(__glformat__)

        self._native_window.resize(width, height)
        self._native_window.makeCurrent()
        self._native_window.setAutoBufferSwap(False)
        self._native_window.setMouseTracking(True)
        self._native_window.setWindowTitle(self._title)

        def paint_gl():
            self.dispatch_event("on_draw", 0.0)

        self._native_window.paintGL = paint_gl

        def resize_gl(width, height):
            self.dispatch_event("on_resize", width, height)

        self._native_window.resizeGL = resize_gl

        def close_event(event):
            __windows__.remove(self)
            for i in range(len(self._timer_stack)):
                handler, interval = self._timer_stack[i]
                self._clock.unschedule(handler)
            self.dispatch_event("on_close")

        self._native_window.closeEvent = close_event

        def mouse_press_event(event):
            x = event.pos().x()
            y = event.pos().y()
            button = __mouse_map__.get(event.button(), window.mouse.UNKNOWN)
            self._button = button
            self._mouse_x = x
            self._mouse_y = y
            self.dispatch_event("on_mouse_press", x, y, button)

        self._native_window.mousePressEvent = mouse_press_event

        def mouse_release_event(event):
            x = event.pos().x()
            y = event.pos().y()
            button = __mouse_map__.get(event.button(), window.mouse.UNKNOWN)
            self._button = window.mouse.NONE
            self._mouse_x = x
            self._mouse_y = y
            self.dispatch_event("on_mouse_release", x, y, button)

        self._native_window.mouseReleaseEvent = mouse_release_event

        def mouse_move_event(event):
            x = event.pos().x()
            y = event.pos().y()
            dx = x - self._mouse_x
            dy = y - self._mouse_y
            self._mouse_x = x
            self._mouse_y = y
            if self._button is not window.mouse.NONE:
                self.dispatch_event('on_mouse_drag', x, y, dx, dy,
                                    self._button)
            else:
                self.dispatch_event('on_mouse_motion', x, y, dx, dy)

        self._native_window.mouseMoveEvent = mouse_move_event

        def wheel_event(event):
            offset_x = event.angleDelta().x()
            offset_y = event.angleDelta().y()
            x = event.pos().x()
            y = event.pos().y()
            self.dispatch_event("on_mouse_scroll", x, y, offset_x / 10.0,
                                offset_y / 10.0)

        self._native_window.wheelEvent = wheel_event

        def key_press_event(event):
            code = self._keyboard_translate(event.key())
            modifiers = self._modifiers_translate(event.modifiers())
            self.dispatch_event("on_key_press", code, modifiers)
            self.dispatch_event("on_character", event.text())

        self._native_window.keyPressEvent = key_press_event

        def key_release_event(event):
            code = self._keyboard_translate(event.key())
            modifiers = self._modifiers_translate(event.modifiers())
            self.dispatch_event("on_key_release", code, modifiers)

        self._native_window.keyReleaseEvent = key_release_event

        self._native_window.show()

        __windows__.append(self)
Exemple #6
0
    def __init__(self,
                 width=256,
                 height=256,
                 title=None,
                 visible=True,
                 aspect=None,
                 decoration=True,
                 fullscreen=False,
                 config=None,
                 context=None,
                 color=(0, 0, 0, 1),
                 vsync=False):

        window.Window.__init__(self,
                               width=width,
                               height=height,
                               title=title,
                               visible=visible,
                               aspect=aspect,
                               decoration=decoration,
                               fullscreen=fullscreen,
                               config=config,
                               context=context,
                               color=color)

        if config is None:
            config = configuration.Configuration()
        set_configuration(config)

        self._native_window = pyglet.window.Window(width=self._width,
                                                   height=self._height,
                                                   caption=title,
                                                   resizable=True,
                                                   vsync=vsync,
                                                   config=__configuration__)

        def on_mouse_drag(x, y, dx, dy, button, modifiers):
            # BUGFIX
            self.dispatch_event("on_mouse_drag", x, y, dx, -dy, button)

        self._native_window.on_mouse_drag = on_mouse_drag

        def on_mouse_enter(x, y):
            y = self.height - y
            self.dispatch_event("on_enter", x, y)

        self._native_window.on_mouse_enter = on_mouse_enter

        def on_mouse_leave(x, y):
            y = self.height - y
            self.dispatch_event("on_leave", x, y)

        self._native_window.on_mouse_leave = on_mouse_leave

        def on_mouse_motion(x, y, dx, dy):
            self.dispatch_event("on_mouse_motion", x, y, dx, -dy)

        self._native_window.on_mouse_motion = on_mouse_motion

        def on_mouse_press(x, y, button, modifiers):
            self.dispatch_event("on_mouse_press", x, y, button)

        self._native_window.on_mouse_press = on_mouse_press

        def on_mouse_release(x, y, button, modifiers):
            self.dispatch_event("on_mouse_release", x, y, button)

        self._native_window.on_mouse_release = on_mouse_release

        def on_mouse_scroll(x, y, scroll_x, scroll_y):
            # BUGFIX
            y = self.height - y
            self.dispatch_event("on_mouse_scroll", x, y, scroll_x, -scroll_y)

        self._native_window.on_mouse_scroll = on_mouse_scroll

        def on_resize(width, height):
            self.dispatch_event("on_resize", width, height)

        self._native_window.on_resize = on_resize

        def on_show():
            self.dispatch_event("on_show")

        self._native_window.on_show = on_show

        def on_hide():
            self.dispatch_event("on_hide")

        self._native_window.on_hide = on_hide

        def on_close():
            self.close()

        self._native_window.on_close = on_close

        def on_key_press(symbol, modifiers):
            self.dispatch_event("on_key_press", symbol, modifiers)

        self._native_window.on_key_press = on_key_press

        def on_key_release(symbol, modifiers):
            self.dispatch_event("on_key_release", symbol, modifiers)

        self._native_window.on_key_release = on_key_release

        def on_draw():
            self.dispatch_event("on_draw")

        self._native_window.on_draw = on_draw

        __windows__.append(self)