Esempio n. 1
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 def start_sdl(self):
     sdl2.ext.init()
     self.window = sdl2.ext.Window("RotaryEncoder", size=(1280, 1024), flags=sdl2.SDL_WINDOW_FULLSCREEN)
     self.window.show()
     self.renderer = sdl2.ext.Renderer(self.window)
     self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
     sdl2.SDL_ShowCursor(0)
Esempio n. 2
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
            raise ValueError("Failed to initialize sdl2")

        # Configure OpenGL context
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MAJOR_VERSION,
                                       self.gl_version[0])
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MINOR_VERSION,
                                       self.gl_version[1])
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_PROFILE_MASK,
                                       sdl2.SDL_GL_CONTEXT_PROFILE_CORE)
        sdl2.video.SDL_GL_SetAttribute(
            sdl2.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, 1)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DEPTH_SIZE, 24)

        # Display/hide mouse cursor
        sdl2.SDL_ShowCursor(
            sdl2.SDL_ENABLE if self.cursor else sdl2.SDL_DISABLE)

        # Configure multisampling
        if self.samples > 1:
            sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLEBUFFERS, 1)
            sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLESAMPLES,
                                           self.samples)

        # Built the window flags
        flags = sdl2.SDL_WINDOW_OPENGL
        if self.fullscreen:
            # Use primary desktop screen resolution
            flags |= sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP
        else:
            if self.resizable:
                flags |= sdl2.SDL_WINDOW_RESIZABLE

        # Create the window
        self.window = sdl2.SDL_CreateWindow(
            self.title.encode(),
            sdl2.SDL_WINDOWPOS_UNDEFINED,
            sdl2.SDL_WINDOWPOS_UNDEFINED,
            self.width,
            self.height,
            flags,
        )

        if not self.window:
            raise ValueError("Failed to create window:", sdl2.SDL_GetError())

        self.context = sdl2.SDL_GL_CreateContext(self.window)
        sdl2.video.SDL_GL_SetSwapInterval(1 if self.vsync else 0)

        self.ctx = moderngl.create_context(require=self.gl_version_code)
        self.set_default_viewport()
        self.print_context_info()
Esempio n. 3
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    def __init__(self):
        """
        Initializes sdl2, sets up key and mouse events and
        creates a ``moderngl.Context`` using the context sdl2 createad.

        Using the sdl2 window requires sdl binaries and PySDL2.
        """
        super().__init__()
        self.window_closing = False
        self.tmp_size_x = c_int()
        self.tmp_size_y = c_int()

        print("Using sdl2 library version:", self.get_library_version())

        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
            raise ValueError("Failed to initialize sdl2")

        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MAJOR_VERSION,
                                       self.gl_version.major)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MINOR_VERSION,
                                       self.gl_version.minor)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_PROFILE_MASK,
                                       sdl2.SDL_GL_CONTEXT_PROFILE_CORE)
        sdl2.video.SDL_GL_SetAttribute(
            sdl2.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, 1)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DEPTH_SIZE, 24)
        sdl2.SDL_ShowCursor(
            sdl2.SDL_ENABLE if self.cursor else sdl2.SDL_DISABLE)
        if self.samples > 1:
            sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLEBUFFERS, 1)
            sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLESAMPLES,
                                           self.samples)

        flags = sdl2.SDL_WINDOW_OPENGL
        if self.fullscreen:
            flags |= sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP
        else:
            if self.resizable:
                flags |= sdl2.SDL_WINDOW_RESIZABLE

        self.window = sdl2.SDL_CreateWindow(self.title.encode(),
                                            sdl2.SDL_WINDOWPOS_UNDEFINED,
                                            sdl2.SDL_WINDOWPOS_UNDEFINED,
                                            self.width, self.height, flags)

        if not self.window:
            raise ValueError("Failed to create window:", sdl2.SDL_GetError())

        self.context = sdl2.SDL_GL_CreateContext(self.window)
        sdl2.video.SDL_GL_SetSwapInterval(1 if self.vsync else 0)

        self.ctx = moderngl.create_context(require=self.gl_version.code)
        context.WINDOW = self
        self.fbo = self.ctx.screen
        self.set_default_viewport()
Esempio n. 4
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 def __init__(self):
     # Setup GUI
     sdl2.ext.init()
     self.window = sdl2.ext.Window("Sensor",
                                   size=(1920, 1080),
                                   flags=sdl2.SDL_WINDOW_FULLSCREEN)
     self.font_manager = sdl2.ext.FontManager(
         font_path='fonts/OpenSans-Regular.ttf', size=90)
     self.renderer = sdl2.ext.Renderer(self.window)
     self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer)
     self.window.show()
     sdl2.SDL_ShowCursor(0)
Esempio n. 5
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    def __init__(self, **kwargs):
        super().__init__(**kwargs)

        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
            raise ValueError("Failed to initialize sdl2")

        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MAJOR_VERSION,
                                       self.gl_version[0])
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_MINOR_VERSION,
                                       self.gl_version[1])
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_CONTEXT_PROFILE_MASK,
                                       sdl2.SDL_GL_CONTEXT_PROFILE_CORE)
        sdl2.video.SDL_GL_SetAttribute(
            sdl2.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG, 1)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DOUBLEBUFFER, 1)
        sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_DEPTH_SIZE, 24)

        sdl2.SDL_ShowCursor(
            sdl2.SDL_ENABLE if self.cursor else sdl2.SDL_DISABLE)

        if self.samples > 1:
            sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLEBUFFERS, 1)
            sdl2.video.SDL_GL_SetAttribute(sdl2.SDL_GL_MULTISAMPLESAMPLES,
                                           self.samples)

        flags = sdl2.SDL_WINDOW_OPENGL
        if self.fullscreen:
            flags |= sdl2.SDL_WINDOW_FULLSCREEN_DESKTOP
        else:
            if self.resizable:
                flags |= sdl2.SDL_WINDOW_RESIZABLE

        self._window = sdl2.SDL_CreateWindow(
            self.title.encode(),
            sdl2.SDL_WINDOWPOS_UNDEFINED,
            sdl2.SDL_WINDOWPOS_UNDEFINED,
            self.width,
            self.height,
            flags,
        )

        if not self._window:
            raise ValueError("Failed to create window:", sdl2.SDL_GetError())

        self._context = sdl2.SDL_GL_CreateContext(self._window)

        sdl2.video.SDL_GL_SetSwapInterval(1 if self.vsync else 0)

        if self._create_mgl_context:
            self.init_mgl_context()

        self.set_default_viewport()
Esempio n. 6
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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()
Esempio n. 7
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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
Esempio n. 8
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 def cursor(self, value: bool):
     sdl2.SDL_ShowCursor(sdl2.SDL_ENABLE if value else sdl2.SDL_DISABLE)
     self._cursor = value
Esempio n. 9
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async def run_gui(window, renderer, client):
    running = True
    in_present = False
    buttons = 0

    renderer.clear()
    sdl2.SDL_ShowCursor(0)

    factory = sdl2.ext.SpriteFactory(sdl2.ext.TEXTURE, renderer=renderer)
    pformat = sdl2.pixels.SDL_AllocFormat(sdl2.pixels.SDL_PIXELFORMAT_RGB888)

    while running:
        evs = client.nextEvents()
        need_update = len(evs) > 0
        for ev in evs:
            if ev[0] == EV_RESIZE:
                pass
            elif ev[0] == EV_UPDATE_RECT:
                port, buf, pitch = ev[1]
                texture = factory.create_texture_sprite(
                    renderer, (port.w, port.h),
                    pformat=sdl2.pixels.SDL_PIXELFORMAT_RGB888,
                    access=render.SDL_TEXTUREACCESS_STREAMING)
                tport = sdl2.SDL_Rect()
                tport.x = 0
                tport.y = 0
                tport.w = port.w
                tport.h = port.h
                render.SDL_UpdateTexture(texture.texture, tport, buf, pitch)
                renderer.copy(texture, (0, 0, port.w, port.h),
                              (port.x, port.y, port.w, port.h))
            elif ev[0] == EV_COPY_RECT:
                srcx, srcy, x, y, width, height = ev[1]
                texture = factory.from_surface(window.get_surface())
                renderer.copy(texture, (srcx, srcy, width, height),
                              (x, y, width, height))
            elif ev[0] == EV_FILL_RECT:
                port, color = ev[1]
                pcolor = sdl2.pixels.SDL_MapRGBA(pformat, color.r, color.g,
                                                 color.b, color.a)
                renderer.fill(port, pcolor)

        if need_update:
            in_present = True
            renderer.present()

        events = sdl2.ext.get_events()
        for event in events:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break

            if in_present is False:
                continue

            if event.type == sdl2.SDL_MOUSEMOTION:
                x = event.motion.x
                y = event.motion.y
                client.pointerEvent(x, y, buttons)
            if event.type == sdl2.SDL_MOUSEBUTTONDOWN:
                e = event.button

                if e.button == 1:
                    buttons |= 1
                elif e.button == 2:
                    buttons |= 2
                elif e.button == 3:
                    buttons |= 4
                elif e.button == 4:
                    buttons |= 8
                elif e.button == 5:
                    buttons |= 16

                client.pointerEvent(e.x, e.y, buttons)
            if event.type == sdl2.SDL_MOUSEBUTTONUP:
                e = event.button

                if e.button == 1:
                    buttons &= ~1
                elif e.button == 2:
                    buttons &= ~2
                elif e.button == 3:
                    buttons &= ~4
                elif e.button == 4:
                    buttons &= ~8
                elif e.button == 5:
                    buttons &= ~16

                client.pointerEvent(e.x, e.y, buttons)

        await asyncio.sleep(0.01)
Esempio n. 10
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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)

    ObjectTurn(cube, dt * 45)
Esempio n. 11
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 def onMouseButtonDown(self, button):
     self.mouseLook = not self.mouseLook
     sdl2.SDL_ShowCursor(not self.mouseLook)
     self.setMouseToCenter()