Exemple #1
0
def renderImage(image, ren):
    # create all the blocks
    frame = sdl2.SDL_CreateTexture(ren.sdlrenderer,
                                   sdl2.SDL_PIXELFORMAT_ABGR8888,
                                   sdl2.SDL_TEXTUREACCESS_STATIC, 64, 48)
    pixels = bytearray()
    col = image[0]  # first value is whether black or not
    for val in image[2:]:
        for count in range(val + 1):
            if col:
                pixels.append(0xff)
                pixels.append(0xff)
                pixels.append(0xff)
                pixels.append(0xff)
            else:
                pixels.append(0)
                pixels.append(0)
                pixels.append(0)
                pixels.append(0)
        col = not col
    pointer = (ctypes.c_char * len(pixels)).from_buffer(pixels)
    sdl2.SDL_UpdateTexture(frame, None, pointer, 64 * 4)

    # draw the frame
    sdl2.SDL_RenderCopy(ren.sdlrenderer, frame, sdl2.SDL_Rect(0, 0, 64, 48),
                        sdl2.SDL_Rect(128, 0, 128, 96))

    sdl2.SDL_DestroyTexture(frame)
Exemple #2
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def draw_rects(renderer):

    global current_alpha, current_color, cycle_direction

    rect = sdl2.SDL_Rect()
    viewport = sdl2.SDL_Rect()

    sdl2.SDL_RenderGetViewport(renderer, ctypes.byref(viewport))

    for i in range(0, NUM_OBJECTS):
        current_color = current_color + cycle_direction
        if current_color < 0:
            current_color = 0
            cycle_direction = -cycle_direction
        if current_color > 255:
            current_color = 255
            cycle_direction = -cycle_direction

        sdl2.SDL_SetRenderDrawColor(renderer, 255, current_color,
                                    current_color, current_alpha)

        rect.w = (int(random.random() * 65535) % int(viewport.h / 2))
        rect.h = (int(random.random() * 65535) % int(viewport.h / 2))

        rect.x = ((int(random.random() * 65535) %
                   (viewport.w * 2)) - viewport.w) - int(rect.w / 2)
        rect.y = ((int(random.random() * 65535) %
                   (viewport.h * 2)) - viewport.h) - int(rect.h / 2)

        sdl2.SDL_RenderFillRect(renderer, ctypes.byref(rect))
Exemple #3
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def renderImage(image, blocks, ren):
    # create all the blocks
    ren_blocks = []
    for block in blocks:
        ren_block = sdl2.SDL_CreateTexture(ren.sdlrenderer,
                                           sdl2.SDL_PIXELFORMAT_ABGR8888,
                                           sdl2.SDL_TEXTUREACCESS_STATIC, 8, 8)
        pixels = bytearray()
        for p in range(64):
            if block[p] == 1:
                pixels.append(0xff)
                pixels.append(0xff)
                pixels.append(0xff)
                pixels.append(0xff)
            else:
                pixels.append(0)
                pixels.append(0)
                pixels.append(0)
                pixels.append(0)

        pointer = (ctypes.c_char * len(pixels)).from_buffer(pixels)
        sdl2.SDL_UpdateTexture(ren_block, None, pointer, 8 * 4)
        ren_blocks.append(ren_block)

    # draw the image from the blocks
    for y in range(12):
        for x in range(16):
            texture = ren_blocks[image[y * 16 + x]]
            # texture=ren_blocks[0]
            sdl2.SDL_RenderCopy(ren.sdlrenderer, texture,
                                sdl2.SDL_Rect(0, 0, 8, 8),
                                sdl2.SDL_Rect(128 + x * 8, y * 8, 8, 8))
Exemple #4
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def reprocessImage(file, ren, all_blocks):
    surface = sdl_image.IMG_Load(file.encode("utf-8"))
    pixels = sdl2.ext.PixelView(surface.contents)
    image = Image()
    texture = sdl2.SDL_CreateTextureFromSurface(ren.sdlrenderer, surface)
    for y in range(0, 6):
        for x in range(0, 8):
            this_block = Block.fromPixels(pixels, x, y)
            # find match for block
            best_match = 64
            match_index = -1
            for index in range(len(all_blocks)):
                match = this_block.diffWithTolerance(all_blocks[index],
                                                     best_match)
                if match <= best_match:  # found best match so far
                    match_index = index
                    best_match = match
                    if best_match == 0:  # perfect match found so
                        break  # don't look further
            if match_index >= 0:
                image.append(match_index)  # store best match
            else:
                print("no match found within tolerance - problem")
                exit(1)

    # draw source image
    sdl2.SDL_RenderCopy(ren.sdlrenderer, texture, sdl2.SDL_Rect(0, 0, 64, 48),
                        sdl2.SDL_Rect(0, 0, 128, 96))
    return image
Exemple #5
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 def draw(self,
          renderer,
          text,
          rect,
          color,
          selected=None,
          kerning=True,
          wrap=True,
          lines=None):
     """
     Renders text in the specified rect, using the specified color. If specified, selected is a set of indexes in
     text that should be highlighted.
     """
     y = rect.top
     if lines is None:
         lines = list(
             self.layout(text, rect.width, kerning=kerning, wrap=wrap))
     for line in lines:
         for idx, code, x, kern, extent in line:
             tex, size = self.glyph(renderer, code)
             sdl2.SDL_SetTextureColorMod(tex, color.r, color.g, color.b)
             sdl2.SDL_SetTextureAlphaMod(tex, color.a)
             dst = sdl2.SDL_Rect(rect.left + x + kern, y, size.w, size.h)
             sdl2.SDL_RenderCopy(renderer, tex, None, ctypes.byref(dst))
             if selected and idx in selected:
                 sdl2.SDL_SetRenderDrawColor(renderer, 20, 60, 120, 255)
                 sdl2.SDL_SetRenderDrawBlendMode(renderer,
                                                 sdl2.SDL_BLENDMODE_ADD)
                 sdl2.SDL_RenderFillRect(
                     renderer,
                     sdl2.SDL_Rect(rect.left + x, y, size.w + kern, size.h))
         y += self.line_height
     return lines
Exemple #6
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    def __init__(бре, површ, положај, шкработине, име_боје):
        print("РамОдСлике __init__", име_боје)
        бре.положај = положај  # претпоставка је да се положај мења споља
        бре.површ = површ
        бре.пуо = sdl2.SDL_Rect()
        бре.пуо.x = 0
        бре.пуо.y = 0
        бре.пуо.w = 16
        бре.пуо.h = 16
        средина = sdl2.SDL_Rect()
        средина.x = 3
        средина.y = 3
        средина.w = 10
        средина.h = 10

        бре.плава = sdl2.SDL_CreateRGBSurfaceWithFormat(
            0, 16, 16, 32, sdl2.SDL_PIXELFORMAT_RGBA32)
        sdl2.SDL_SetSurfaceBlendMode(бре.плава, sdl2.SDL_BLENDMODE_BLEND)
        sdl2.SDL_FillRect(бре.плава, бре.пуо,
                          инт_боја(бре.плава.contents.format, БОЈЕ[име_боје]))
        sdl2.SDL_FillRect(
            бре.плава, средина,
            инт_боја(бре.плава.contents.format, БОЈЕ['transparent']))

        бре.шкработине = шкработине
        бре.шкработине.додај(2, бре)
Exemple #7
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    def RenderRoom(self, world):

        camera = world.entity_manager.entities['camera_0']
        camera_rect = sdl2.SDL_Rect(int(camera.kinematics.x),\
                                    int(camera.kinematics.y),\
                                    camera.shape.w,\
                                    camera.shape.h)
        window_rect = self.GetWindowRect()

        if world.room.display.texture == None:
            world.room.display.texture = self.GetTexture(
                world.room.display.filepath)

        x_stretch = 1. * window_rect.w / camera_rect.w
        y_stretch = 1. * window_rect.h / camera_rect.h

        x_offset = int(
            (world.room.shape.w - world.room.display.source_rect.w) / 2.)

        y_offset = int(
            (world.room.shape.h - world.room.display.source_rect.h) / 2.)

        destination_x = int((x_offset - camera_rect.x) * x_stretch)
        destination_y = int((y_offset - camera_rect.y) * y_stretch)
        destination_w = int(world.room.display.source_rect.w * x_stretch)
        destination_h = int(world.room.display.source_rect.h * y_stretch)

        destination_rect = sdl2.SDL_Rect(destination_x, destination_y,
                                         destination_w, destination_h)

        flip = sdl2.SDL_RendererFlip(sdl2.SDL_FLIP_NONE)

        sdl2.SDL_RenderCopyEx(self.sdl_renderer, world.room.display.texture,
                              world.room.display.source_rect, destination_rect,
                              0, None, flip)
Exemple #8
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 def paint(self, canvas, x, y):
     """
     Paints the frame with its top-left corner at the x,y.
     """
     x, y = canvas.transform[-1].position(x, y)
     srcrect = sdl2.SDL_Rect(x=self.x, y=self.y, w=self.w, h=self.h)
     dstrect = sdl2.SDL_Rect(x=int(x), y=int(y), w=self.w, h=self.h)
     sdl2.SDL_RenderCopy(canvas.renderer, self.image.texture, srcrect,
                         dstrect)
Exemple #9
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def processImage(file, ren):
    surface = sdl_image.IMG_Load(file.encode("utf-8"))
    pixels = sdl2.ext.PixelView(surface.contents)
    image = Image()
    blocks = [Block.black(), Block.white()]
    # w = surface.contents.w
    # h = surface.contents.h

    # print(f"Opened image - width:{w}, height:{h}.")
    # print("Processing image...")
    texture = sdl2.SDL_CreateTextureFromSurface(ren.sdlrenderer, surface)

    new_block = 0
    for y in range(0, 12):
        for x in range(0, 16):
            this_block = Block()
            # get the next block from image
            for by in range(0, 8):
                for bx in range(0, 8):
                    #					print(f"0x{pixels[y][x]:01x}")
                    if pixels[y * 8 + by][x * 8 + bx] == 0xffffffff:
                        this_block.append(1)
#						print("1", end='')
                    else:
                        this_block.append(0)
#						print("0", end='')
#				print('')
#				this_block.append(pixels[y][x])
# check if this block has been used already
            found = False
            for index in range(len(blocks)):
                if this_block.diffWithTolerance(blocks[index], 5) < 5:
                    # if this_block==old_block:
                    found = True
                    # store record of which block this is in output
                    image.append(index)
                    break
            if not found:
                # if not store it
                image.append(len(blocks))
                # store record of which block this is in output
                blocks.append(this_block)

    # draw source image
    sdl2.SDL_RenderCopy(ren.sdlrenderer, texture, sdl2.SDL_Rect(0, 0, 128, 96),
                        sdl2.SDL_Rect(0, 0, 128, 96))

    # output
    # print(f"Image: {file}")
    # for y in range(0, 12):
    # 	for x in range(0, 16):
    # 		print(f" {image[x + y * 16]}", end="")
    # 	print("")

    # print("Blocks:",len(blocks))
    return image, blocks
Exemple #10
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 def draw(self, targetWindowSurf):
     if self.rightJustified:
         sdl2.SDL_BlitSurface(
             self.surf, None, targetWindowSurf,
             sdl2.SDL_Rect(self.x - self.surf.w, self.y, self.surf.w,
                           self.surf.h))
     else:
         sdl2.SDL_BlitSurface(
             self.surf, None, targetWindowSurf,
             sdl2.SDL_Rect(self.x, self.y, self.surf.w, self.surf.h))
Exemple #11
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 def __init__(self, rend, inv):
     entity.__init__(self)
     if inv:
         self.texture = sdl2.SDL_CreateTextureFromSurface(
             rend, IMG_Load(pipe_path_inv))
         self.surface = sdl2.SDL_Rect(pipeBaseX, -175, pipeWidth,
                                      pipeHeight)
     else:
         self.texture = sdl2.SDL_CreateTextureFromSurface(
             rend, IMG_Load(pipe_path))
         self.surface = sdl2.SDL_Rect(pipeBaseX, 275, pipeWidth, pipeHeight)
Exemple #12
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def getButtonClicked(x, y):
	pt = sdl2.SDL_Point(x, y)
	if sdl2.SDL_PointInRect(pt, sdl2.SDL_Rect(*YELLOWRECT)):
		return YELLOW
	elif sdl2.SDL_PointInRect(pt, sdl2.SDL_Rect(*BLUERECT)):
		return BLUE
	elif sdl2.SDL_PointInRect(pt, sdl2.SDL_Rect(*REDRECT)):
		return RED
	elif sdl2.SDL_PointInRect(pt, sdl2.SDL_Rect(*GREENRECT)):
		return GREEN
	return None
Exemple #13
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 def __init__(бре, главна_површ, стаклена_површ, обрада_догађаја, шкработине):
     print("Лупа __init__")
     обрада_догађаја.региструј(sdl2.SDL_KEYDOWN, бре.обради)
     бре.главна_површ = главна_површ
     бре.стаклена_површ = стаклена_површ
     бре.извор = sdl2.SDL_Rect(0, 0, 16, 16)
     бре.притока = sdl2.SDL_Rect(16, 16, 16*4, 16*4)
     бре.фокус = sdl2.SDL_CreateRGBSurfaceWithFormat(0, 16, 16, 24, sdl2.SDL_PIXELFORMAT_RGB888)
     sdl2.SDL_SetSurfaceBlendMode(бре.фокус, sdl2.SDL_BLENDMODE_NONE)
     бре.шкработине = шкработине
     бре.шкработине.додај(10000, бре)
Exemple #14
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 def __init__(self, rend):
     entity.__init__(self)
     self.texture = [sdl2.SDL_CreateTextureFromSurface(rend, IMG_Load(img0)),
                     sdl2.SDL_CreateTextureFromSurface(rend, IMG_Load(blank)),
                     sdl2.SDL_CreateTextureFromSurface(rend, IMG_Load(blank))]
     self.isScore = True
     self.surface0 = sdl2.SDL_Rect(300, 25, 97-70, 129-80)
     self.surface1 = sdl2.SDL_Rect(300 - 40, 25, 97-70, 129-80)
     self.surface2 = sdl2.SDL_Rect(300 - (2 * 40), 25, 97-70, 129-80)
     self.count = 0
     self.rend = rend
     self.update_textures()
Exemple #15
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    def render(self, renderer, camera_x, camera_y):
        if self.angle != 0 and self.angle != 180:
            self.swap_dimensions(True)
        else:
            self.swap_dimensions(False)

        sdl2.SDL_RenderCopyEx(
            renderer, self.texture,
            sdl2.SDL_Rect(Vehicle.default_width * self.texture_clip, 0,
                          Vehicle.default_width, Vehicle.default_height),
            sdl2.SDL_Rect(int(self.x - camera_x), int(self.y - camera_y),
                          int(self.width), int(self.height)), 0, None,
            sdl2.SDL_FLIP_NONE)
Exemple #16
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def draw_bg():
    for block_y in range(VP_HEIGHT_BLOCKS):
        for block_x in range(VP_WIDTH_BLOCKS):
            block_index = block_y * VP_WIDTH_BLOCKS + block_x

            tile = vmp['bgTiles'][block_index]
            flag = sdl2.SDL_FLIP_HORIZONTAL if tile['flipped'] else sdl2.SDL_FLIP_NONE

            tileset_block_x = tile['vcn_block'] % 32
            tileset_block_y = tile['vcn_block'] // 32

            src_rect = sdl2.SDL_Rect(tileset_block_x * 8, tileset_block_y * 8, 8, 8)
            dst_rect = sdl2.SDL_Rect(block_x * 8, block_y * 8, 8, 8)
            sdl2.SDL_RenderCopyEx(renderer, bg_texture, src_rect, dst_rect, c_double(0.0), None, flag)
Exemple #17
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def processImage(file, ren):
    surface = sdl_image.IMG_Load(file.encode("utf-8"))
    pixels = sdl2.ext.PixelView(surface.contents)
    image = Image()
    # w = surface.contents.w
    # h = surface.contents.h

    # print(f"Opened image - width:{w}, height:{h}.")
    # print("Processing image...")
    texture = sdl2.SDL_CreateTextureFromSurface(ren.sdlrenderer, surface)

    max_count = 0
    count = 0
    col = (pixels[0] == 0xffffffff)
    image.append(col)  # store whether frame starts with black or white
    image.append(0)  # for bits count
    for y in range(0, 48):
        for x in range(0, 64):
            pix = (pixels[y][x] == 0xffffffff)
            if col == pix:
                count += 1
            else:
                image.append(count)
                max_count = max(count, max_count)
                count = 0
                col = pix
    if count > 0:
        image.append(count)

    max_count = max(count, max_count)

    bits = 0
    while 2**bits < max_count:
        bits += 1
    image[1] = bits

    # draw source image
    sdl2.SDL_RenderCopy(ren.sdlrenderer, texture, sdl2.SDL_Rect(0, 0, 64, 48),
                        sdl2.SDL_Rect(0, 0, 128, 96))
    sdl2.SDL_DestroyTexture(texture)

    # output
    # print(f"Image: {file}")
    # for y in range(0, 12):
    # 	for x in range(0, 16):
    # 		print(f" {image[x + y * 16]}", end="")
    # 	print("")

    # print("Blocks:",len(blocks))
    return image
Exemple #18
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def processImage(file, ren):
    surface = sdl_image.IMG_Load(file.encode("utf-8"))
    pixels = sdl2.ext.PixelView(surface.contents)
    image = Image()
    blocks = [Block.black(), Block.white()]
    # w = surface.contents.w
    # h = surface.contents.h

    # print(f"Opened image - width:{w}, height:{h}.")
    # print("Processing image...")
    texture = sdl2.SDL_CreateTextureFromSurface(ren.sdlrenderer, surface)

    new_block = 0
    for y in range(0, 6):
        for x in range(0, 8):
            this_block = Block.fromPixels(pixels, x, y)

            # check if this block has been used already
            found = False
            num_blocks = len(blocks)
            for index in range(num_blocks):
                # if this_block.diffWithTolerance(blocks[index],5)<5:
                if this_block == blocks[index]:
                    found = True
                    # store record of which block this is in output
                    image.append(
                        index
                    )  # storing images on first pass isn't needed, but let's me draw preview
                    blocks[index].count += 1
                    break
            if not found:
                # if not store it
                image.append(len(blocks))
                # store record of which block this is in output
                blocks.append(this_block)

    # draw source image
    sdl2.SDL_RenderCopy(ren.sdlrenderer, texture, sdl2.SDL_Rect(0, 0, 64, 48),
                        sdl2.SDL_Rect(0, 0, 128, 96))

    # output
    # print(f"Image: {file}")
    # for y in range(0, 12):
    # 	for x in range(0, 16):
    # 		print(f" {image[x + y * 16]}", end="")
    # 	print("")

    # print("Blocks:",len(blocks))
    return image, blocks
Exemple #19
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    def render_text(self, renderer, screen_width):
        # Meters
        width, height = self.text_dimensions(self.meters_texture)
        sdl2.SDL_RenderCopyEx(
            renderer, self.meters_texture, None,
            sdl2.SDL_Rect(InfoText.offset, InfoText.offset, width, height),
            0.0, None, sdl2.SDL_FLIP_NONE)

        # Time
        width, height = self.text_dimensions(self.time_texture)
        sdl2.SDL_RenderCopyEx(
            renderer, self.time_texture, None,
            sdl2.SDL_Rect(screen_width - width - InfoText.offset,
                          InfoText.offset, width, height), 0.0, None,
            sdl2.SDL_FLIP_NONE)
Exemple #20
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    def prepare():
        App.running = True

        App.num_displays = sdl2.SDL_GetNumVideoDisplays()
        logger.info(f"Number of displays: {App.num_displays}")

        for display in range(0, App.num_displays):
            rect = sdl2.SDL_Rect()
            sdl2.SDL_GetDisplayBounds(display, rect)

            border_width = rect.w * App.BORDER_WIDTH_PERCENT / 100
            border_height = rect.h * App.BORDER_WIDTH_PERCENT / 100
            window = sdl2.SDL_CreateWindow(
                f"{display}".encode("ascii"),
                0,
                0,
                int(rect.w - 2 * border_width),
                int(rect.h - 2 * border_height),
                int(sdl2.SDL_WINDOW_BORDERLESS),
            )
            window_id = sdl2.SDL_GetWindowID(window)

            renderer = sdl2.SDL_CreateRenderer(window, -1, 0)
            sdl2.SDL_SetRenderDrawColor(renderer, 30, 30, 30, 255)

            sdl2.SDL_ShowWindow(window)
            sdl2.SDL_SetWindowPosition(window, int(rect.x + border_width),
                                       int(rect.y + border_height))

            scale_factor = (100 - 2 * App.BORDER_WIDTH_PERCENT) / 100
            internal_rect = sdl2.SDL_Rect(
                int(rect.x * scale_factor),
                int(rect.y * scale_factor),
                int(rect.w * scale_factor),
                int(rect.h * scale_factor),
            )

            App.windows.append({
                "rect": rect,
                "internal_rect": internal_rect,
                "window_id": window_id,
                "window": window,
                "renderer": renderer,
            })

        Events.add_listener(*App.handle_window_leave)
        Events.add_listener(*App.handle_window_close)
        Events.add_listener(*App.handle_q)
Exemple #21
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 def draw_paddle(self, screen, offset, paddle):
     if paddle != None:
         rect = sdl2.SDL_Rect(int((paddle.pos[0] - offset) * screen.height),
                              int(paddle.pos[1] * screen.height),
                              int(paddle.size[0] * screen.height),
                              int(paddle.size[1] * screen.height))
         sdl2.SDL_RenderFillRect(screen.renderer.sdlrenderer, rect)
Exemple #22
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 def render_background(self, renderer, screen_width, screen_height):
     sdl2.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255)
     sdl2.SDL_RenderCopy(
         renderer, self.texture, None,
         sdl2.SDL_Rect(int(screen_width - self.size),
                       int(screen_height - self.size), int(self.size),
                       int(self.size)))
Exemple #23
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 def put_glyph(self, pagenum, row, col, cp, is_fullwidth, fore, back, blink, underline, for_keys):
     """Put a character at a given position."""
     if not self.text_mode:
         # in graphics mode, a put_rect call does the actual drawing
         return
     attr = fore + self.num_fore_attrs*back + 128*blink
     x0, y0 = (col-1)*self.font_width, (row-1)*self.font_height
     # NOTE: in pygame plugin we used a surface fill for the NUL character
     # which was an optimisation early on -- consider if we need speedup.
     try:
         glyph = self.glyph_dict[cp]
     except KeyError:
         logging.warning('No glyph received for code point %s', cp.encode('hex'))
         try:
             glyph = self.glyph_dict['\0']
         except KeyError:
             logging.error('No glyph received for code point 0')
             return
     # pixels2d uses column-major mode and hence [x][y] indexing (we can change this)
     glyph_width = glyph.shape[0]
     # changle glyph color by numpy scalar mult (is there a better way?)
     self.pixels[pagenum][
         x0:x0+glyph_width, y0:y0+self.font_height] = (
                                                 glyph*(attr-back) + back)
     if underline:
         sdl2.SDL_FillRect(
             self.canvas[self.apagenum],
             sdl2.SDL_Rect(x0, y0 + self.font_height - 1, glyph_width, 1),
             attr)
     self.screen_changed = True
Exemple #24
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 def clear_rows(self, back_attr, start, stop):
     """Clear a range of screen rows."""
     scroll_area = sdl2.SDL_Rect(
             0, (start-1)*self.font_height,
             self.size[0], (stop-start+1)*self.font_height)
     sdl2.SDL_FillRect(self.canvas[self.apagenum], scroll_area, back_attr)
     self.screen_changed = True
Exemple #25
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 def _show_cursor(self, do_show):
     """Draw or remove the cursor on the visible page."""
     if not self.cursor_visible or self.vpagenum != self.apagenum:
         return
     screen = self.work_surface
     pixels = self.work_pixels
     top = (self.cursor_row-1) * self.font_height
     left = (self.cursor_col-1) * self.font_width
     if not do_show:
         pixels[left : left+self.font_width, top : top+self.font_height
                 ] = self.under_cursor
         return
     # copy area under cursor
     self.under_cursor = numpy.copy(
             pixels[left : left+self.font_width, top : top+self.font_height])
     if self.text_mode:
         # cursor is visible - to be done every cycle between 5 and 10, 15 and 20
         if self._cycle/self.blink_cycles in (1, 3):
             curs_height = min(self.cursor_to - self.cursor_from+1,
                               self.font_height - self.cursor_from)
             curs_rect = sdl2.SDL_Rect(
                 self.border_x + left, self.border_y + top + self.cursor_from,
                 self.cursor_width, curs_height)
             sdl2.SDL_FillRect(screen, curs_rect, self.cursor_attr)
     else:
         pixels[ left : left+self.cursor_width,
                 top + self.cursor_from : top + self.cursor_to + 1
             ] ^= self.cursor_attr
     self.last_row = self.cursor_row
     self.last_col = self.cursor_col
Exemple #26
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	def render_background(self, entities, textures):
		sdl2.SDL_RenderCopy(self.sdl_renderer, textures.get(TextureType.GRASS),
			None, sdl2.SDL_Rect(
			int(entities.map_rectangle[0] - self.camera.x),
			int(entities.map_rectangle[1] - self.camera.y),
			entities.map_rectangle[2],
			entities.map_rectangle[3]))
 def __renderblock(self, number, val, y):
     '''drawing blocks of color according the strength of blocks'''
     if 0 < val < 10:
         self.color = gameinfo.COLOR_GRID["white-green"]
     elif 9 < val < 20:
         self.color = gameinfo.COLOR_GRID["green"]
     elif 19 < val < 30:
         self.color = gameinfo.COLOR_GRID["blue-green"]
     elif 29 < val < 40:
         self.color = gameinfo.COLOR_GRID["blue"]
     else:
         self.color = gameinfo.COLOR_GRID["red"]
     sx = gameinfo.BLOCKSTART[number]
     self.fill((sx, y - gameinfo.BLOCKSIZE, gameinfo.BLOCKSIZE,
                gameinfo.BLOCKSIZE))
     texttodisplay = "%2d" % val
     sur = ttf.TTF_RenderText_Solid(self.t, texttodisplay.encode(),
                                    self.BLACK)
     tex = sdl2.SDL_CreateTextureFromSurface(self.sdlrenderer, sur)
     Rblock = sdl2.SDL_Rect(sx + gameinfo.RECTSTART_X,
                            y - gameinfo.RECTSTART_Y, gameinfo.RECTWIDTH,
                            gameinfo.RECTHEIGHT)
     sdl2.SDL_RenderCopy(self.sdlrenderer, tex, None, Rblock)
     sdl2.SDL_FreeSurface(sur)
     sdl2.SDL_DestroyTexture(tex)
Exemple #28
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 def draw_ball(self, screen, offset, ball):
     if ball != None:
         rect = sdl2.SDL_Rect(int((ball.pos[0] - offset) * screen.height),
                              int(ball.pos[1] * screen.height),
                              int(ball.size[0] * screen.height),
                              int(ball.size[1] * screen.height))
         sdl2.SDL_RenderFillRect(screen.renderer.sdlrenderer, rect)
Exemple #29
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    def run():
        boxes = [Box(sdl2.SDL_Rect(0, int(1080 * 0.8 / 2) - 50, 100, 100))]

        last_tick = sdl2.SDL_GetTicks()
        while App.running:
            for box in boxes:
                box.update()

            for window in App.windows:
                renderer = window["renderer"]
                sdl2.SDL_SetRenderDrawColor(renderer, 30, 30, 30, 255)
                sdl2.SDL_RenderClear(renderer)

            for box in boxes:
                box.render()

            for window in App.windows:
                renderer = window["renderer"]
                sdl2.SDL_RenderPresent(renderer)

            Events.handle_events()
            current_tick = sdl2.SDL_GetTicks()
            last_tick = last_tick + App.FRAME_DURATION
            delay = last_tick - current_tick
            sdl2.SDL_Delay(int(max(0, delay)))
Exemple #30
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    def render(self, components):
        global camera, stars

        # Draw stars
        tmp = self.renderer.color
        self.renderer.color = BLACK
        self.renderer.clear()
        self.renderer.color = BLUISH_GRAY

        star_coords = []  # stars is a global list of Star objects... for now.
        for s in stars:
            coords = camera.star_to_screen_space(s.direction)
            star_coords.extend(coords)
        self.renderer.draw_point(star_coords)

        self.renderer.color = tmp
        # Draw sprites
        r = sdl2.SDL_Rect(0, 0, 0, 0)

        rcopy = sdl2.SDL_RenderCopy
        renderer = self.sdlrenderer
        for sp in components:
            if sp.depth >= 0:
                r.x, r.y, r.w, r.h = -1, -1, 1, 1
            else:
                r.w = int(max(2, (sp.size[0] / (-sp.depth / 15e9))))
                r.h = int(max(2, sp.size[1] / (-sp.depth / 15e9)))
                r.x = sp.x - r.w // 2
                r.y = sp.y - r.h // 2
            if rcopy(renderer, sp.texture, None, r) == -1:
                raise SDLError()
        sdl2.SDL_RenderPresent(self.sdlrenderer)