def test_pygame2_sdl_video_PixelFormat_readonly(self): # __doc__ (as of 2009-12-08) for pygame2.sdl.video.PixelFormat.readonly: # Gets, whether the PixelFormat is read-only (this cannot be # changed). video.init() format = video.PixelFormat() self.assertEqual(format.readonly, False) surface = video.Surface(1, 1) fmt = surface.format self.assertEqual(fmt.readonly, True) def _setr(format, readonly): format.readonly = readonly if sys.version_info < (2, 5): self.assertRaises(TypeError, _setr, format, True) self.assertRaises(TypeError, _setr, format, False) else: self.assertRaises(AttributeError, _setr, format, True) self.assertRaises(AttributeError, _setr, format, False) video.quit()
def run (): drawtypes = [ draw_rect, draw_circle, draw_arc, draw_line, draw_aaline, draw_lines, draw_aalines, draw_polygon, draw_aapolygon, draw_ellipse ] curtype = 0 video.init () screen = video.set_mode (640, 480) screen.fill (white) draw_rect (screen) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN and ev.key == sdlconst.K_ESCAPE: okay = False if ev.type == sdlconst.MOUSEBUTTONDOWN: curtype += 1 if curtype >= len (drawtypes): curtype = 0 screen.fill (white) drawtypes[curtype] (screen) screen.flip () video.quit ()
def test_pygame2_sdl_gl_get_attribute(self): # __doc__ (as of 2009-12-14) for pygame2.sdl.gl.get_attribute: # get_attribute (attribute) -> int # # Gets an OpenGL attribute value. # # Gets the current value of the specified OpenGL attribute constant. gllib = self._get_gllib () if not gllib: return # No video. self.assertRaises (pygame2.Error, gl.get_attribute, constants.GL_DEPTH_SIZE) video.init () # No GL library self.assertRaises (pygame2.Error, gl.get_attribute, constants.GL_DEPTH_SIZE) # No screen self.assertEquals (gl.load_library (gllib), None) self.assertRaises (pygame2.Error, gl.get_attribute, constants.GL_DEPTH_SIZE) # No OpenGL screen screen = video.set_mode (10, 10) self.assertEquals (gl.get_attribute (constants.GL_DEPTH_SIZE), 0) screen = video.set_mode (10, 10, bpp=32, flags=constants.OPENGL) self.assertEquals (gl.get_attribute (constants.GL_DEPTH_SIZE), 24) video.quit ()
def run (): methods = [ draw_checked, draw_striped, draw_flipped, draw_mixed, draw_zoomed, draw_replaced, draw_extracted, draw_extracted2] curmethod = -1 video.init () screen = video.set_mode (320, 240, 32) screen.fill (black) surface = image.load_bmp (pygame2.examples.RESOURCES.get ("array.bmp")) surface = surface.convert (flags=sdlconst.SRCALPHA) screen.blit (surface) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN and ev.key == sdlconst.K_ESCAPE: okay = False if ev.type == sdlconst.MOUSEBUTTONDOWN: curmethod += 1 if curmethod >= len (methods): curmethod = 0 screen.fill (black) screen.blit (surface) methods[curmethod](screen) screen.flip () video.quit ()
def run (): drawtypes = [ draw_aacircle, draw_circle, draw_filledcircle, draw_box, draw_rectangle, draw_arc, draw_line, draw_aaline, draw_hline, draw_vline, draw_polygon, draw_aapolygon, draw_filledpolygon, draw_texturedpolygon, draw_ellipse, draw_aaellipse, draw_filledellipse, draw_aatrigon, draw_trigon, draw_filledtrigon, draw_bezier, draw_pie, draw_filledpie, ] curtype = 0 video.init () screen = video.set_mode (640, 480, 32) screen.fill (white) drawtypes[0] (screen) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN and ev.key == sdlconst.K_ESCAPE: okay = False if ev.type == sdlconst.MOUSEBUTTONDOWN: curtype += 1 if curtype >= len (drawtypes): curtype = 0 screen.fill (white) drawtypes[curtype] (screen) screen.flip () video.quit ()
def run(): video.init () freetype.init (8) font = freetype.Font (pygame2.examples.RESOURCES.get ("sans.ttf")) screen = video.set_mode (800, 600) screen.fill (colors["grey_light"]) sf, w, h = font.render("Hello World", colors["red"], colors['grey_dark'], ptsize=64, style=ftconstants.STYLE_UNDERLINE|ftconstants.STYLE_ITALIC) screen.blit (sf, (32, 32)) font.render("abcdefghijklm", colors["grey_dark"], colors["green"], ptsize=64, dest=(screen, 32, 128)) font.vertical = True font.render("Vertical?", colors["blue"], ptsize=32, dest=(screen, 32, 190)) font.vertical = False font.render("Let's spin!", colors["red"], ptsize=48, rotation=55, dest=(screen, 64, 190)) font.render("All around!", colors["green"], ptsize=48, rotation=-55, dest=(screen, 150, 270)) font.render("and BLEND", pygame2.Color(255, 0, 0, 128), ptsize=64, dest=(screen, 250, 220)) font.render("or BLAND!", pygame2.Color(0, 0xCC, 28, 128), ptsize=64, dest=(screen, 258, 237)) text = "I \u2665 Unicode" if sys.version_info[0] < 3: text = "I " + unichr(0x2665) + " Unicode" font.render(text, pygame2.Color(0, 0xCC, 0xDD), ptsize=64, dest=(screen, 298, 320)) text = "\u2665" if sys.version_info[0] < 3: text = unichr(0x2665) font.render(text, colors["grey_light"], colors["red"], ptsize=148, dest=(screen, 480, 32)) font.render("...yes, this is a SDL surface", pygame2.Color(0, 0, 0), ptsize=24, style=ftconstants.STYLE_BOLD, dest=(screen, 380, 380)) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == constants.QUIT: okay = False if ev.type == constants.KEYDOWN and ev.key == constants.K_ESCAPE: okay = False video.quit ()
def test_pygame2_sdl_video_get_info(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.get_info: # get_info () -> dict # # Gets information about the video hardware. # # Gets information about the video hardware. The returned dictionary # contains the following entries. # # +------------------+---------------------------------------------+ # | Entry | Meaning | # +==================+=============================================+ # | hw_available | Is it possible to create hardware surfaces? | # +------------------+---------------------------------------------+ # | wm_available | Is a window manager available? | # +------------------+---------------------------------------------+ # | blit_hw | Are hardware to hardware blits accelerated? | # +------------------+---------------------------------------------+ # | blit_hw_CC | Are hardware to hardware colorkey blits | # | | accelerated? | # +------------------+---------------------------------------------+ # | blit_hw_A | Are hardware to hardware alpha blits | # | | accelerated? | # +------------------+---------------------------------------------+ # | blit_sw | Are software to hardware blits accelerated? | # +------------------+---------------------------------------------+ # | blit_sw_CC | Are software to hardware colorkey blits | # | | accelerated? | # +------------------+---------------------------------------------+ # | blit_sw_A | Are software to hardware alpha blits | # | | accelerated? | # +------------------+---------------------------------------------+ # | blit_fill | Are color fills accelerated? | # +------------------+---------------------------------------------+ # | video_mem | Total amount of video memory in Kilobytes | # +------------------+---------------------------------------------+ # | vfmt | Pixel format of the video device | # +------------------+---------------------------------------------+ self.assertRaises (pygame2.Error, video.get_info) video.init () info = video.get_info () self.assertTrue (type (info) == dict) self.assertTrue (type (info["hw_available"]) == bool) self.assertTrue (type (info["wm_available"]) == bool) self.assertTrue (type (info["blit_hw"]) == bool) self.assertTrue (type (info["blit_hw_CC"]) == bool) self.assertTrue (type (info["blit_hw_A"]) == bool) self.assertTrue (type (info["blit_sw"]) == bool) self.assertTrue (type (info["blit_sw_CC"]) == bool) self.assertTrue (type (info["blit_sw_A"]) == bool) self.assertTrue (type (info["blit_fill"]) == bool) self.assertTrue (type (info["video_mem"]) == int) self.assertTrue (type (info["vfmt"]) == video.PixelFormat) video.quit ()
def run (): black = pygame2.Color (0, 0, 0) white = pygame2.Color (255, 255, 255) green = pygame2.Color (0, 255, 0) red = pygame2.Color (255, 0, 0) curcolor = black pressed = False lastpos = 0, 0 video.init () screen = video.set_mode (640, 480) screen.fill (white) screen.flip () wm.set_caption ("Mouse demo") okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN and ev.key == sdlconst.K_ESCAPE: okay = False if ev.type == sdlconst.MOUSEMOTION: if pressed: x, y = ev.pos lastpos = ev.pos screen.fill (curcolor, pygame2.Rect (x - 2, y - 2, 5, 5)) screen.flip () elif ev.type == sdlconst.MOUSEBUTTONDOWN: if ev.button == 1: pressed = True elif ev.button == 4: x, y = lastpos[0], lastpos[1] - 2 screen.fill (green, pygame2.Rect (x - 2, y - 2, 5, 5)) lastpos = x, y screen.flip () elif ev.button == 5: x, y = lastpos[0], lastpos[1] + 2 screen.fill (red, pygame2.Rect (x - 2, y - 2, 5, 5)) lastpos = x, y screen.flip () elif ev.type == sdlconst.MOUSEBUTTONUP: if ev.button == 1: pressed = False elif ev.button == 3: if curcolor == white: curcolor = black screen.fill (white) else: curcolor = white screen.fill (black) screen.flip () video.quit ()
def run (): video.init () freetype.init () font = freetype.Font (pygame2.examples.RESOURCES.get ("sans.ttf")) fpsmanager = sdlgfx.FPSmanager (2) screen = video.set_mode (640, 480) wm.set_caption ("FPSmanager example") screenrect = pygame2.Rect (640, 480) screen.fill (black) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN: framerate = fpsmanager.framerate if ev.key == sdlconst.K_ESCAPE: okay = False elif ev.key in (sdlconst.K_PLUS, sdlconst.K_KP_PLUS): framerate = min (framerate + 1, gfxconst.FPS_UPPER_LIMIT) fpsmanager.framerate = framerate elif ev.key in (sdlconst.K_MINUS, sdlconst.K_KP_MINUS): framerate = max (framerate - 1, gfxconst.FPS_LOWER_LIMIT) fpsmanager.framerate = framerate screen.fill (black) prev = time.time () fpsmanager.delay () last = time.time () millis = ((last - prev) * 1000) fpstext = "FPS: %d" % fpsmanager.framerate timetext = "time (ms) passed since last update: %.3f" % millis surfacef, w, h = font.render (fpstext, white, ptsize=28) surfacet, w2, h2 = font.render (timetext, white, ptsize=28) blitrect = pygame2.Rect (w, h) blitrect.center = screenrect.centerx, screenrect.centery - h screen.blit (surfacef, blitrect.topleft) blitrect = pygame2.Rect (w2, h2) blitrect.center = screenrect.centerx, screenrect.centery + h screen.blit (surfacet, blitrect.topleft) screen.flip () video.quit ()
def test_pygame2_sdl_video_was_init(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.was_init: # was_init () -> bool # # Returns, whether the video subsystem of the SDL library is # initialized. video.quit () self.assertEqual (video.was_init (), False) video.init () self.assertEqual (video.was_init (), True) video.quit () self.assertEqual (video.was_init (), False)
def test_pygame2_sdl_video_get_drivername(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.get_drivername: # get_drivername () -> str # # Gets the name of the video driver. # # Gets the name of the video driver or None, if the video system has # not been initialised or it could not be determined. self.assertTrue (video.get_drivername () == None) video.init () self.assertTrue (video.get_drivername () != None) video.quit () self.assertTrue (video.get_drivername () == None)
def run (): filltypes = [ fill_solid, fill_rgba, fill_min, fill_rgba_min, fill_max, fill_rgba_max, fill_add, fill_rgba_add, fill_sub, fill_rgba_sub, fill_mult, fill_rgba_mult, fill_and, fill_rgba_and, fill_or, fill_rgba_or, fill_xor, fill_rgba_xor, fill_diff, fill_rgba_diff, fill_screen, fill_rgba_screen, fill_avg, fill_rgba_avg, ] curtype = 0 video.init () screen = video.set_mode (760, 300, 32) surface = image.load_bmp (pygame2.examples.RESOURCES.get ("logo.bmp")) surface = surface.convert (flags=sdlconst.SRCALPHA) color = white screen.fill (color) screen.blit (surface, (40, 50)) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN and ev.key == sdlconst.K_ESCAPE: okay = False if ev.type == sdlconst.MOUSEBUTTONDOWN: curtype += 1 if curtype >= len (filltypes): curtype = 0 if color == black: color = white else: color = black screen.fill (color) screen.blit (surface, (40, 50)) filltypes[curtype] (screen) screen.flip () video.quit ()
def run (): white = pygame2.Color (255, 255, 255) black = pygame2.Color (0, 0, 0) fontmap = [ "0123456789", "ABCDEFGHIJ", "KLMNOPQRST", "UVWXYZ ", "abcdefghij", "klmnopqrst", "uvwxyz ", ",;.:!?-+()" ] video.init () imgfont = image.load_bmp (pygame2.examples.RESOURCES.get ("font.bmp")) bmpfont = BitmapFont (imgfont, (32, 32), fontmap) screen = video.set_mode (640, 480) screen.fill (white) center = (320 - bmpfont.surface.w / 2, 10) screen.blit (bmpfont.surface, center) screen.flip () wm.set_caption ("Keyboard demo") x = 0, 0 pos = (310, 300) area = pygame2.Rect (300, 290, 50, 50) okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN: if ev.key == sdlconst.K_ESCAPE: okay = False elif bmpfont.contains (ev.unicode): screen.fill (white) screen.fill (black, area) screen.blit (bmpfont.surface, center) bmpfont.render_on (screen, ev.unicode, pos) screen.flip () video.quit ()
def test_pygame2_sdl_video_get_videosurface(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.get_videosurface: # get_videosurface () -> Surface # # Gets the current display surface or None, if there is no such Surface. self.assertRaises (pygame2.Error, video.get_videosurface) video.init () self.assertTrue (video.get_videosurface () == None) video.quit () self.assertRaises (pygame2.Error, video.get_videosurface) video.init () video.set_mode (1, 1) self.assertTrue (type (video.get_videosurface ()) == video.Surface) video.quit () self.assertRaises (pygame2.Error, video.get_videosurface)
def test_pygame2_mask_from_threshold(self): __tags__ = [ "sdl" ] # __doc__ (as of 2008-11-03) for pygame2.mask.from_threshold: # pygame2.mask.from_threshold (surface, color[, threshold, thressurface]) -> Mask # # Creates a mask by thresholding surfaces. # # This is a more featureful method of getting a Mask from a # Surface. If supplied with only one Surface, all pixels within the # threshold of the supplied *color* are set in the Mask. If given # the optional *thressurface*, all pixels in *surface* that are # within the *threshold* of the corresponding pixel in # *thressurface* are set in the Mask. video.init () a = [16, 24, 32] for i in a: surf = video.Surface (70, 70, i) surf.fill (pygame2.Color (100,50,200), pygame2.Rect (20,20,20,20)) mask = pygame2.mask.from_threshold (surf, pygame2.Color (100,50,200,255), pygame2.Color (10,10,10,255)) self.assertEqual (mask.count, 400) self.assertEqual (mask.get_bounding_rects (), [pygame2.Rect (20, 20, 20, 20)]) for i in a: surf = video.Surface (70, 70, i) surf2 = video.Surface (70,70, i) surf.fill (pygame2.Color (100, 100, 100)) surf2.fill (pygame2.Color (150, 150, 150)) surf2.fill (pygame2.Color (100, 100, 100), pygame2.Rect (40, 40, 10, 10)) mask = pygame2.mask.from_threshold(surf, pygame2.Color (0, 0, 0, 0), pygame2.Color (10, 10, 10, 255), surf2) self.assertEqual (mask.count, 100) self.assertEqual (mask.get_bounding_rects(), [pygame2.Rect (40, 40, 10, 10)]) video.quit ()
def run (): blittypes = [ blit_solid, blit_min, blit_max, blit_add, blit_sub, blit_mult, blit_and, blit_or, blit_xor, blit_diff, blit_screen, blit_avg, blit_rgba, blit_rgba_min, blit_rgba_max, blit_rgba_add, blit_rgba_sub, blit_rgba_mult, blit_rgba_and, blit_rgba_or, blit_rgba_xor, blit_rgba_diff, blit_rgba_screen, blit_rgba_avg ] curtype = 0 video.init () screen = video.set_mode (640, 480, 32) color = white imgdir = os.path.dirname (os.path.abspath (__file__)) logo = None if hassdlimage: logo = image.load (pygame2.examples.RESOURCES.get ("logo.gif")) else: logo = image.load_bmp (pygame2.examples.RESOURCES.get ("logo.bmp")) screen.fill (color) screen.blit (logo, (-10, 140)) blit_solid (screen) screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN and ev.key == sdlconst.K_ESCAPE: okay = False if ev.type == sdlconst.MOUSEBUTTONDOWN: curtype += 1 if curtype >= len (blittypes): curtype = 0 if color == black: color = white else: color = black screen.fill (color) screen.blit (logo, (-10, 140)) blittypes[curtype] (screen) screen.flip () video.quit ()
def test_pygame2_sdl_video_init(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.init: # init () -> None # # Initializes the video subsystem of the SDL library. self.assertEqual (video.init (), None) video.quit ()
def test_pygame2_mask_from_surface(self): __tags__ = [ "sdl" ] # __doc__ (as of 2008-11-03) for pygame2.mask.from_surface: # pygame2.mask.from_surface (surface, threshold) -> Mask # # Returns a Mask from the given pygame2.sdl.video.Surface. # # Makes the transparent parts of the Surface not set, and the # opaque parts set. The alpha of each pixel is checked to see # if it is greater than the given threshold. If the Surface is # color keyed, then threshold is not used. This requires # pygame2 to be built with SDL support enabled. # # This requires pygame2 to be built with SDL support enabled. video.init () mask_from_surface = pygame2.mask.from_surface surf = video.Surface(70, 70, 32, sdlconst.SRCALPHA) surf.fill(pygame2.Color(255,255,255,255)) amask = mask_from_surface (surf) self.assertEqual(amask.get_at(0,0), 1) self.assertEqual(amask.get_at(66,1), 1) self.assertEqual(amask.get_at(69,1), 1) surf.set_at(0,0, pygame2.Color(255,255,255,127)) surf.set_at(1,0, pygame2.Color(255,255,255,128)) surf.set_at(2,0, pygame2.Color(255,255,255,0)) surf.set_at(3,0, pygame2.Color(255,255,255,255)) amask = mask_from_surface(surf) self.assertEqual(amask.get_at(0,0), 0) self.assertEqual(amask.get_at(1,0), 1) self.assertEqual(amask.get_at(2,0), 0) self.assertEqual(amask.get_at(3,0), 1) surf.fill(pygame2.Color(255,255,255,0)) amask = mask_from_surface(surf) self.assertEqual(amask.get_at(0, 0), 0) video.quit ()
def test_pygame2_sdl_gl_load_library(self): # __doc__ (as of 2009-12-14) for pygame2.sdl.gl.load_library: # load_library (libraryname) -> None # # Loads the desired OpenGL library. # # Loads the desired OpenGL library specified by the passed full qualified # path. This must be called before any first call to # pygame2.sdl.video.set_mode to have any effect. self.assertRaises (pygame2.Error, gl.load_library, "invalid_opengl_lib") gllib = self._get_gllib () if not gllib: return self.assertRaises (pygame2.Error, gl.load_library, gllib) video.init () self.assertRaises (pygame2.Error, gl.load_library, "invalid_opengl_lib") self.assertEquals (gl.load_library (gllib), None) video.quit ()
def test_pygame2_sdl_video_is_mode_ok(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.is_mode_ok: # is_mode_ok (width, height[, bpp, flags]) -> bool # is_mode_ok (size[, bpp, flags]) -> bool # # Checks, whether the requested video mode is supported. # # Checks, whether the video mode is supported for the passed size, # bit depth and flags. If the bit depth (bpp) argument is omitted, # the current screen bit depth will be used. # # The optional flags argument is the same as for set_mode. self.assertRaises (pygame2.Error, video.is_mode_ok) video.init () modes = video.list_modes () for r in modes: self.assertTrue (video.is_mode_ok (r.size) == True) video.quit () self.assertRaises (pygame2.Error, video.is_mode_ok)
def test_pygame2_sdl_video_set_gamma(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.set_gamma: # set_gamma (red, green, blue) -> None # # Sets the gamma values for all three color channels. # # Sets the gamma values for all three color channels. In case # adjusting the gamma is not supported, an exception will be raised. video.init () try: video.set_gamma (1, 1, 1) except pygame2.Error: video.quit () return self.assertTrue (video.set_gamma (0, 0, 0) == None) self.assertTrue (video.set_gamma (1, 1, 1) == None) self.assertTrue (video.set_gamma (10, 1, 1) == None) self.assertTrue (video.set_gamma (10, 12.88, 3.385) == None) self.assertTrue (video.set_gamma (-10, -12.88, -3.385) == None) video.quit ()
def run(): video.init() surface = None if hassdlimage: surface = image.load(pygame2.examples.RESOURCES.get("logo.gif")) else: surface = image.load_bmp(pygame2.examples.RESOURCES.get("logo.bmp")) screen = video.set_mode(surface.w + 10, surface.h + 10) screen.fill(pygame2.Color(255, 255, 255)) screen.blit(surface, (5, 5)) screen.flip() okay = True while okay: for ev in event.get(): if ev.type == constants.QUIT: okay = False if ev.type == constants.KEYDOWN and ev.key == constants.K_ESCAPE: okay = False video.quit()
def test_pygame2_sdl_video_list_modes(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.list_modes: # list_modes ([, format, flags]) -> [rect, rect, ...] # # Returns the supported modes for a specific format and flags. # # Returns the supported modes for a specific format and flags. # The optional format argument must be a PixelFormat # instance with the desired mode information. The optional flags # argument is the same as for set_mode. # # If both, the format and flags are omitted, all supported screen # resolutions for all supported formats and flags are returned. self.assertRaises (pygame2.Error, video.list_modes) video.init () modes = video.list_modes() self.assertTrue (type (modes) == list) for r in modes: self.assertTrue (type (r) == pygame2.Rect) video.quit () self.assertRaises (pygame2.Error, video.list_modes)
def test_pygame2_sdl_video_get_gammaramp(self): # __doc__ (as of 2009-05-31) for pygame2.sdl.video.get_gammaramp: # get_gammaramp () -> (int, int, ...), (int, int, ...), (int, int, ...) # # Gets the color gamma lookup tables for the display. # # Gets the color gamma lookup table for the display. This will # return three tuples for the red, green and blue gamma values. Each # tuple contains 256 values. video.init () r, g, b = video.get_gammaramp () self.assertTrue (len (r) == 256) self.assertTrue (len (g) == 256) self.assertTrue (len (b) == 256) for v in r: self.assertTrue (type (v) == int) for v in g: self.assertTrue (type (v) == int) for v in b: self.assertTrue (type (v) == int) video.quit ()
def test_pygame2_sdl_gl_set_attribute(self): # __doc__ (as of 2009-12-14) for pygame2.sdl.gl.set_attribute: # set_attribute (attribute, value) -> None # # Sets an OpenGL attribute value. # # Sets the value of the specified OpenGL attribute. gllib = self._get_gllib () if not gllib: return # No video. self.assertRaises (pygame2.Error, gl.set_attribute, constants.GL_RED_SIZE, 1) video.init () self.assertEquals (gl.load_library (gllib), None) # No OpenGL screen screen = video.set_mode (10, 10) self.assertEquals (gl.set_attribute (constants.GL_RED_SIZE, 1), None) self.assertEquals (gl.get_attribute (constants.GL_RED_SIZE), 0)
def setUp (self): video.init ()
def run (): freetype.init () video.init () sdlmixer.init () sdlmixer.open_audio (sdlmixerconst.DEFAULT_FREQUENCY, sdlmixerconst.DEFAULT_FORMAT, sdlmixerconst.DEFAULT_CHANNELS, 1024) print ("Detected decoders: %s" % sdlmixer.get_decoders ()) sound = sdlmixer.Chunk (pygame2.examples.RESOURCES.get ("house_lo.wav")) channel_sound = sdlmixer.Channel (1) font = freetype.Font (pygame2.examples.RESOURCES.get ("sans.ttf")) surfaces = get_help (font) screen = video.set_mode (640, 480) wm.set_caption ("SDL_mixer sound example") screenrect = pygame2.Rect (640, 480) screen.fill (black) yoff = 100 for (sf, w, h) in surfaces: screen.blit (sf, (100, yoff)) yoff += h + 10 screen.flip () okay = True while okay: for ev in event.get (): if ev.type == sdlconst.QUIT: okay = False if ev.type == sdlconst.KEYDOWN: # play, pause, resume if ev.key == sdlconst.K_SPACE: if channel_sound.paused: print ("Resuming") channel_sound.resume () elif channel_sound.playing: print ("Pausing") channel_sound.pause () else: print ("Starting") channel_sound.play (sound, -1) if ev.key == sdlconst.K_ESCAPE: # exit the application okay = False elif ev.key in (sdlconst.K_PLUS, sdlconst.K_KP_PLUS): # increase volume channel_sound.volume = min (channel_sound.volume + 1, sdlmixerconst.MAX_VOLUME) print ("Volume is now: %d" % channel_sound.volume) elif ev.key in (sdlconst.K_MINUS, sdlconst.K_KP_MINUS): # decrease volume channel_sound.volume = max (channel_sound.volume - 1, 0) print ("Volume is now: %d" % channel_sound.volume) screen.flip () freetype.quit () video.quit () sdlmixer.close_audio () sdlmixer.quit ()
def setUp(self): if sys.version.startswith("3.1"): self.assertIsInstance = \ lambda x, t: self.assertTrue(isinstance(x, t)) video.init()
def test_quit(self): video.quit() video.quit() video.quit() video.init()
import sys import time import pygame2 import pygame2.sdl.constants as constants import pygame2.sdl.image as image import pygame2.sdl.video as video video.init() img = image.load_bmp("c:\\test.bmp") screen = video.set_mode(img.width, img.height) screen.fill(pygame2.Color(255, 255, 255)) screen.blit(img, (0, 0)) screen.flip() time.sleep(10)