Exemple #1
0
def main():
    phrase = sys.argv[2]
    sdl.ttf.init()
    font = sdl.ttf.openFont(sys.argv[1], 72)
    rc = font.sizeUTF8(phrase)
    size = rc[1:]
    print(phrase)
    print(size)

    sdl.init(sdl.INIT_VIDEO)
    window = sdl.createWindow(phrase, sdl.WINDOWPOS_UNDEFINED,
                              sdl.WINDOWPOS_UNDEFINED, size[0] + 20,
                              size[1] + 20, sdl.WINDOW_SHOWN)
    renderer = sdl.createRenderer(window, -1, 0)
    renderer.setRenderDrawColor(0xff, 0xff, 0xff, 0xff)
    renderer.renderClear()
    text = font.renderUTF8_Blended(phrase, sdl.Color((0, 0, 0, 0xff)).cdata[0])
    texture = renderer.createTextureFromSurface(text)
    # None means copy the whole texture:
    renderer.renderCopy(texture, None, (10, 10, size[0], size[1]))
    renderer.renderPresent()

    time.sleep(10)

    text.freeSurface()
    texture.destroyTexture()
    renderer.destroyRenderer()
    window.destroyWindow()
Exemple #2
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    def init(self):
        sdl.init(sdl.INIT_EVERYTHING)
        sdl.image.init(sdl.image.INIT_PNG)
        sdl.ttf.init()

        self.window = sdl.createWindow(self.window_title,
                                       sdl.WINDOWPOS_UNDEFINED,
                                       sdl.WINDOWPOS_UNDEFINED, 1280, 720,
                                       sdl.WINDOW_HIDDEN)

        self.renderer = self.window.createRenderer(-1,
                                                   sdl.RENDERER_PRESENTVSYNC)
def main():
    """Prepare the display, load images, and get our programming running."""
    global IMAGES, window, renderer
    os.environ["SDL_VIDEO_CENTERED"] = "True"
    sdl.init(sdl.INIT_VIDEO)
    try:
        window = sdl.createWindow(CAPTION.encode('utf-8'),
                                  sdl.WINDOWPOS_CENTERED,
                                  sdl.WINDOWPOS_CENTERED, SCREEN_SIZE[0],
                                  SCREEN_SIZE[1], 0)
        window = sdl.Window(window)
        renderer = sdl.Renderer(sdl.createRenderer(window, -1, 0))
        IMAGES = load_resources()
        Control().main_loop()
    finally:
        sdl.quit()
def main():
    """Prepare the display, load images, and get our programming running."""
    global IMAGES, window, renderer
    os.environ["SDL_VIDEO_CENTERED"] = "True"
    sdl.init(sdl.INIT_VIDEO)
    try:
        window = sdl.createWindow(CAPTION.encode('utf-8'),
                                  sdl.WINDOWPOS_CENTERED,
                                  sdl.WINDOWPOS_CENTERED,
                                  SCREEN_SIZE[0],
                                  SCREEN_SIZE[1],
                                  0)
        window = sdl.Window(window)
        renderer = sdl.Renderer(sdl.createRenderer(window, -1, 0))
        IMAGES = load_resources()
        Control().main_loop()
    finally:
        sdl.quit()
Exemple #5
0
__author__ = 'colby'

import sdl  # pysdl2-cffi
import atexit
import weakref

assert sdl.init(0) == 0
assert sdl.image.init(0) == 0
atexit.register(sdl.quit)


class SDLException(Exception):
	def __init__(self, message, include_get_error=True):
		if include_get_error:
			message += ": %s" % sdl.getError()
		Exception.__init__(message)
		self.message = message


def check(handle, err):
	if handle == 0:
		raise SDLException(err)
	assert handle
	return handle

_windows = weakref.WeakValueDictionary()
class Window:
	sdl_destroyWindow = sdl.destroyWindow  # moved here to prevent shutdown issues
	POS_CENTERED = sdl.WINDOWPOS_CENTERED
	POS_UNDEFINED = sdl.WINDOWPOS_UNDEFINED
Exemple #6
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import sdl, sys

sdl.init(sdl.INIT_JOYSTICK + sdl.INIT_VIDEO)

count = sdl.joy_get_count()
if count == 0:
    print "No joysticks detected."
    sys.exit(1)
for id in range(0, count):
    print "Joystick " + str(id) + " : " + sdl.joy_get_name(id)


def handle(event, extra):
    print event, extra


joy = sdl.joy_open(0)
while 1:
    event = sdl.events_wait()
    handle(event, event.get_type())
    print "-----------------------------------------------"
Exemple #7
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def main():
    event = sdl.Event()

    sdl.init(sdl.INIT_VIDEO)

    # Initialize test framework
    #    state = SDLTest_CommonCreateState(argv, sdl.INIT_VIDEO)
    #     if not state:
    #         return 1

    #     for (i = 1; i < argc;) {
    #
    #         consumed = SDLTest_CommonArg(state, i)
    #         if consumed == 0:
    #             sdl.Log("Usage: %s %s\n" % (argv[0], SDLTest_CommonUsage(state)))
    #             return 1
    #         i += consumed
    #     if not SDLTest_CommonInit(state):
    #         quit(2)

    drawstates = [DrawState()]
    for i in range(len(drawstates)):
        drawstate = drawstates[i]

        drawstate.window = sdl.createWindow("Scale %d" % i,
                                            sdl.WINDOWPOS_UNDEFINED,
                                            sdl.WINDOWPOS_UNDEFINED,
                                            WINDOW_WIDTH, WINDOW_HEIGHT,
                                            sdl.WINDOW_SHOWN)

        drawstate.renderer = sdl.createRenderer(drawstate.window, -1, 0)
        drawstate.sprite = LoadTexture(drawstate.renderer, "icon.bmp", True)
        drawstate.background = LoadTexture(drawstate.renderer, "sample.bmp",
                                           False)
        if not drawstate.sprite or not drawstate.background:
            quit(2)
        rc, format, access, w, h = sdl.queryTexture(drawstate.sprite)
        drawstate.sprite_rect.w = w
        drawstate.sprite_rect.h = h
        drawstate.scale_direction = 1

    # Main render loop
    frames = 0
    then = sdl.getTicks()
    done = 0
    while not done:
        # Check for events
        frames += 1
        while sdl.pollEvent(event):
            if event.type == sdl.QUIT:
                done = 1
        for i in range(len(drawstates)):
            if not drawstates[i].window:
                continue
            Draw(drawstates[i])

    # Print out some timing information
    now = sdl.getTicks()
    if now > then:
        fps = (frames * 1000) / (now - then)
        sys.stderr.write("%2.2f frames per second\n" % (fps))

    # TODO for x in drawstates: free stuff

    quit(0)
    return 0
def run():

    frames = 0
    last_ticks = 0

    sdl.init(sdl.INIT_VIDEO)

    window = sdl.createWindow(
        "TMX Render Example",
        sdl.WINDOWPOS_UNDEFINED,
        sdl.WINDOWPOS_UNDEFINED,
        1280,  # ignored for fs desktop
        720,  # ignored for fs desktop
        sdl.WINDOW_SHOWN)

    renderer = sdl.createRenderer(window, -1, flags=0)

    window = sdl.Window(window)
    width, height = window.getWindowSize()

    # Logical size:
    width = width // 2
    height = height // 2

    renderer.renderSetLogicalSize(width, height)

    try:
        map = tmxrender.TMXRender(sys.argv[1])
    except:
        sys.stderr.write("Pass the path of a .tmx map as the first argument.")
        raise

    # Load the map's image data
    map.load(renderer)

    pos = [0, 0]

    k_up, k_down, k_left, k_right = (sdl.SCANCODE_UP, sdl.SCANCODE_DOWN,
                                     sdl.SCANCODE_LEFT, sdl.SCANCODE_RIGHT)

    class Hero(object):
        def __init__(self):
            self.x = 0
            self.y = 0

    hero = Hero()

    event = sdl.Event()
    running = True
    while running:
        renderer.setRenderDrawColor(0, 0, 0, 255)
        renderer.renderClear()

        while event.pollEvent():
            if event.type == sdl.QUIT:
                running = False
                break
            elif event.type == sdl.KEYDOWN:
                keysym = event.key.keysym
                if (event.key.keysym.scancode == sdl.SCANCODE_ESCAPE
                        or event.key.keysym.sym == sdl.K_q):
                    running = False
                    break

        # Movement with arrow keys
        keystate, keystate_length = sdl.getKeyboardState()
        hero.x += (-1 * keystate[k_left]) + (1 * keystate[k_right])
        hero.y += (-1 * keystate[k_up]) + (1 * keystate[k_down])

        # Draw the map under the centered hero position
        pos[0] = int(hero.x - width / 2)
        pos[1] = int(hero.y - height / 2)

        map.render(renderer, pos)

        renderer.renderPresent()

        # Keep track of frame rate
        frames += 1
        ticks = sdl.getTicks()
        if ticks - last_ticks > 1000:
            last_ticks = ticks
            print("Frames: %s" % frames)
            frames = 0
Exemple #9
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import sdl, sys

sdl.init(sdl.INIT_JOYSTICK + sdl.INIT_VIDEO)

count = sdl.joy_get_count()
if count == 0:
    print "No joysticks detected."
    sys.exit(1)
for id in range(0, count):
    print "Joystick " + str(id) + " : " + sdl.joy_get_name(id)



def handle(event, extra):
    print event, extra

joy = sdl.joy_open(0)
while 1:
    event = sdl.events_wait()
    handle(event, event.get_type())
    print "-----------------------------------------------"    
Exemple #10
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import sdl
import time
import random
import math

sdl.init(sdl.INIT_VIDEO)

random.seed(int(time.time()))

w = 640
h = 480
cx = w / 2
cy = h / 2

stars = []

VEL = 0
POS = 1
X = 0
Y = 1

for i in range(120):
    # c[0] is a list containing the star's velocity in [0] x and [1] y
    # c[1] is a list containing the position of the star [0] x and [1] y
    c = ([math.sin(random.random()) * 5, math.sin(random.random()) * 5], [cx, cy])
    stars.append(c)

state = 0

# surface = sdl.video_set_mode(w, h, 0, sdl.SWSURFACE)
surface = sdl.video_set_mode(w, h, 0, sdl.FULLSCREEN)
Exemple #11
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import sdl
import time
import random
import math

sdl.init(sdl.INIT_VIDEO)

random.seed(int(time.time()))

w = 640
h = 480
cx = w / 2
cy = h / 2

stars = []

VEL = 0
POS = 1
X = 0
Y = 1

for i in range(120):
    # c[0] is a list containing the star's velocity in [0] x and [1] y
    # c[1] is a list containing the position of the star [0] x and [1] y
    c = ([math.sin(random.random()) * 5,
          math.sin(random.random()) * 5], [cx, cy])
    stars.append(c)

state = 0

#surface = sdl.video_set_mode(w, h, 0, sdl.SWSURFACE)
Exemple #12
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    def __init__(self):
        self.frame = 0
        self.surface = point.Surface()
        d = self.d = self.surface.d
        self.data = self.surface.data

        self.keys_down = set()
        self.cursor = P(0, 0)
        self.cursor_move = P(0, 0)
        self.cursor_surface = 2
        self.show_material = True
        self.show_bounds = True
        self.show_paths = True
        self.show_jogs = True
        self.show_headings = True
        self.show_scans = True
        self.show_path_meets_bound = True
        self.show_path_leaves_bound = True

        sdl.init(sdl.INIT_EVERYTHING)
        sdl.ttf.init()
        sdl.setHint("render_scale_quality", "linear")

        self.window = sdl.createWindow("Test", sdl.WINDOWPOS_UNDEFINED,
                                       sdl.WINDOWPOS_UNDEFINED, d.x, d.y,
                                       sdl.WINDOW_RESIZABLE)

        self.render = self.window.createRenderer(-1, sdl.RENDERER_ACCELERATED)
        # self.render = self.window.createRenderer(-1, sdl.RENDERER_TARGETTEXTURE)

        # self.frame_texture = self.render.createTexture(sdl.PIXELFORMAT_ARGB8888, sdl.TEXTUREACCESS_TARGET, d.x, d.y)
        # self.overlay_texture = self.render.createTexture(sdl.PIXELFORMAT_ARGB8888, sdl.TEXTUREACCESS_TARGET, d.x, d.y)

        self.animation_textures = []
        for frame in range(9):
            texture = self.render.createTexture(sdl.PIXELFORMAT_ARGB8888,
                                                sdl.TEXTUREACCESS_STATIC, d.x,
                                                d.y)
            self.animation_textures.append(texture)

        self.animation_textures[0].setTextureBlendMode(sdl.BLENDMODE_NONE)
        self.animation_textures[1].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[2].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[3].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[4].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[5].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[6].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[7].setTextureBlendMode(sdl.BLENDMODE_BLEND)
        self.animation_textures[8].setTextureBlendMode(sdl.BLENDMODE_BLEND)

        self.render.setRenderTarget(sdl.ffi.NULL)

        self._io_event = sdl.Event()

        self.event_map = {
            sdl.KEYDOWN: (self.io_keydown, lambda e: e.key),
            sdl.KEYUP: (self.io_keyup, lambda e: e.key),
            sdl.MOUSEMOTION: (self.io_mousemotion, lambda e: e.motion),
            sdl.MOUSEBUTTONDOWN: (self.io_mousedown, lambda e: e.button),
            sdl.MOUSEBUTTONUP: (self.io_mouseup, lambda e: e.button),
            sdl.MOUSEWHEEL: (self.io_mousewheel, lambda e: e.wheel),
            sdl.QUIT: (self.io_quit, lambda e: e.quit),
            sdl.SYSWMEVENT: (self.io_syswm, lambda e: e.syswm),
            sdl.WINDOWEVENT: (self.io_window, lambda e: e.window),
        }