Exemplo n.º 1
0
def main():
    window_size = (DEFAULT_WINDOW_WIDTH, DEFAULT_WINDOW_HEIGHT)
    sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
    window = sdl2.SDL_CreateWindow(
        b"Lab 1 - Cardioid", sdl2.SDL_WINDOWPOS_CENTERED,
        sdl2.SDL_WINDOWPOS_CENTERED, window_size[0], window_size[1],
        sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_RESIZABLE)
    # CREATE !!!
    renderer = sdl2.SDL_CreateRenderer(window, -1,
                                       sdl2.SDL_RENDERER_ACCELERATED)

    running = True
    event = sdl2.SDL_Event()
    while running:
        while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break
            elif event.type == sdl2.SDL_WINDOWEVENT:
                if event.window.event == sdl2.SDL_WINDOWEVENT_SIZE_CHANGED:
                    new_width = event.window.data1
                    new_height = event.window.data2
                    print("Window {} resized to {}x{}".format(
                        event.window.windowID, new_width, new_height))
                    window_size = (new_width, new_height)
            draw(renderer, window_size)
    sdl2.SDL_DestroyWindow(window)
    sdl2.SDL_Quit()
    return 0
Exemplo n.º 2
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    def __init__(
            self,
            width: int,
            height: int,
            fft_bins: int  # Number of bins in a FFT spectrum.
    ):
        # The object creates interacts with Window Manager of the OS.
        # And displays the rendered pixel data in Window.
        # Width and Height are dynamic (must overflow the Display size).
        self.window = sdl2.SDL_CreateWindow(b'', sdl2.SDL_WINDOWPOS_CENTERED,
                                            sdl2.SDL_WINDOWPOS_CENTERED, width,
                                            height,
                                            sdl2.SDL_RENDERER_ACCELERATED)

        # Renderer draws rasterizes the data to pixels to be
        # displayed on the screen. (Doesn't support Float precision).
        self.renderer = sdl2.SDL_CreateRenderer(self.window, 0,
                                                sdl2.SDL_RENDERER_ACCELERATED)

        # Stores severeal information about events get emitted
        # in SDL2. Mainly required to detect "Window Close".
        self.event = sdl2.SDL_Event()

        # Create several SDL_Point objects which store the coordinates
        # of the path.
        self.data_points = pointer((sdl2.SDL_Point * fft_bins)())
        self.bar_width = width / fft_bins
        self.viewport = {'width': width, 'height': height}
        self.fft_bins = fft_bins
Exemplo n.º 3
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    def init(self, hide_window):
        self._ticks = sdl2.SDL_GetTicks()

        # Should be less... https://wiki.libsdl.org/SDL_Init
        sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING)

        self._window = sdl2.SDL_CreateWindow(b"PyBoy",
                                             sdl2.SDL_WINDOWPOS_CENTERED,
                                             sdl2.SDL_WINDOWPOS_CENTERED,
                                             self._scaledresolution[0],
                                             self._scaledresolution[1],
                                             sdl2.SDL_WINDOW_RESIZABLE)

        self._sdlrenderer = sdl2.SDL_CreateRenderer(
            self._window, -1, sdl2.SDL_RENDERER_ACCELERATED)

        self._sdltexturebuffer = sdl2.SDL_CreateTexture(
            self._sdlrenderer, sdl2.SDL_PIXELFORMAT_RGBA32,
            sdl2.SDL_TEXTUREACCESS_STATIC, COLS, ROWS)

        self.blank_screen()

        if hide_window:
            sdl2.SDL_HideWindow(self._window)
        else:
            sdl2.SDL_ShowWindow(self._window)
Exemplo n.º 4
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 def initialize(self):
     if os.name == "nt":
         ctypes.windll.shcore.SetProcessDpiAwareness(1)
     sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING)
     IMG_Init(IMG_INIT_PNG)
     # Ugly hack to determine resolution scaling factor as early as possible.
     win = sdl2.SDL_CreateWindow(
         "ResolutionTest".encode("utf-8"),
         sdl2.SDL_WINDOWPOS_UNDEFINED,
         sdl2.SDL_WINDOWPOS_UNDEFINED,
         100,
         100,
         sdl2.SDL_WINDOW_HIDDEN | sdl2.SDL_WINDOW_ALLOW_HIGHDPI,
     )
     rend = sdl2.SDL_CreateRenderer(win, -1, sdl2.SDL_RENDERER_ACCELERATED)
     win_w = ctypes.c_int()
     rend_w = ctypes.c_int()
     sdl2.SDL_GetWindowSize(win, ctypes.byref(win_w), None)
     sdl2.SDL_GetRendererOutputSize(rend, ctypes.byref(rend_w), None)
     # Windows HiDPI is silly like this. You get back different window sizes than you put in.
     self.win_scale = win_w.value / 100.0
     Environment.scale.default = rend_w.value / 100.0
     sdl2.SDL_DestroyRenderer(rend)
     sdl2.SDL_DestroyWindow(win)
     # Initialize our font cache and calculate DPI scaling.
     Font.initialize()
Exemplo n.º 5
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    def __init__(self,
                 lcd,
                 w,
                 h,
                 scale,
                 title,
                 pos=(sdl2.SDL_WINDOWPOS_CENTERED,
                      sdl2.SDL_WINDOWPOS_CENTERED)):
        self.lcd = lcd
        self.width = w
        self.height = h
        self.mouse_hover_x = -1
        self.mouse_hover_y = -1
        self.mouse_x = -1
        self.mouse_y = -1
        self.scale = scale
        self.window = sdl2.SDL_CreateWindow(title, pos[0], pos[1], w * scale,
                                            h * scale,
                                            sdl2.SDL_WINDOW_RESIZABLE)

        self.buf, self.buf0, self.buf_p = make_buffer(w, h)

        self.sdlrenderer = sdl2.SDL_CreateRenderer(
            self.window, -1, sdl2.SDL_RENDERER_ACCELERATED)
        self.sdl_texture_buffer = sdl2.SDL_CreateTexture(
            self.sdlrenderer, sdl2.SDL_PIXELFORMAT_RGBA32,
            sdl2.SDL_TEXTUREACCESS_STATIC, w, h)

        sdl2.SDL_ShowWindow(self.window)
Exemplo n.º 6
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    def __init__(self, display_scale: int = 10):
        self._display_scale = display_scale
        self._width = self._display_scale * Display._original_width
        self._height = self._display_scale * Display._original_height
        self._pixels = np.zeros(Display._original_width *
                                Display._original_height,
                                dtype=np.uint32)

        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) < 0:
            raise sdl2.ext.SDLError()

        self._window = sdl2.SDL_CreateWindow(b'pychip8',
                                             sdl2.SDL_WINDOWPOS_UNDEFINED,
                                             sdl2.SDL_WINDOWPOS_UNDEFINED,
                                             self._width, self._height,
                                             sdl2.SDL_WINDOW_SHOWN)
        if not self._window:
            raise sdl2.ext.SDLError()

        self._renderer = sdl2.SDL_CreateRenderer(self._window, -1,
                                                 sdl2.SDL_RENDERER_ACCELERATED)
        if not self._renderer:
            raise sdl2.ext.SDLError()

        self._texture = sdl2.SDL_CreateTexture(
            self._renderer, sdl2.SDL_PIXELFORMAT_ARGB8888,
            sdl2.SDL_TEXTUREACCESS_STREAMING, Display._original_width,
            Display._original_height)
        if not self._texture:
            raise sdl2.ext.SDLError()

        sdl2.SDL_RenderClear(self._renderer)
        sdl2.SDL_RenderPresent(self._renderer)
Exemplo n.º 7
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 def __init__(self, window):
     self.window = window
     self.world = sdl2.ext.World()
     self.sdl_renderer = sdl2.SDL_CreateRenderer(
         window, -1, sdl2.SDL_RENDERER_ACCELERATED)
     sdl2.SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN_DESKTOP)
     sdl2.SDL_GL_SetSwapInterval(1)
Exemplo n.º 8
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def main():
    sdl2.sdl2_load(ctypes.util.find_library('SDL2'), # '/usr/local/lib/libSDL2.dylib'
                   ttf_libpath = ctypes.util.find_library('SDL2_ttf'),
                   img_libpath = ctypes.util.find_library('SDL2_image')
                   )
    sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING)

    WINDOW_W = 640
    WINDOW_H = 360
    window = sdl2.SDL_CreateWindow(b"Minimal SDL_Image Test via python-sdl2", 0, 0, WINDOW_W, WINDOW_H, sdl2.SDL_WINDOW_OPENGL)

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

    sdl2.IMG_Init(sdl2.IMG_INIT_JPG|sdl2.IMG_INIT_PNG|sdl2.IMG_INIT_TIF|sdl2.IMG_INIT_WEBP)

    rwops_ptr = sdl2.SDL_RWFromFile(bytes(sys.argv[1], 'utf-8'), b"rb")

    print("PNG?: %s" % ('true' if sdl2.IMG_isPNG(rwops_ptr) else 'false'))

    texture = sdl2.IMG_LoadTexture_RW(renderer, rwops_ptr, 1)

    wh = 300
    pos = sdl2.SDL_Rect()
    pos.x = int((WINDOW_W - wh) / 2)
    pos.y = int((WINDOW_H - wh) / 2)
    pos.w = wh
    pos.h = wh

    sdl2.SDL_RenderCopy(renderer, texture, None, ctypes.byref(pos))

    sdl2.SDL_RenderPresent(renderer)

    fpsdelay = 100
    count = 0
    event = sdl2.SDL_Event()
    done = False
    while not done:
        while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0:
            # 'type' and 'timestamp' are common members for all SDL Event structs.
            event_type = event.common.type
            event_timestamp = event.common.timestamp
            # print("Event : type=0x%s, timestamp=%s" % (event_type, event_timestamp) )

            if event_type == sdl2.SDL_KEYDOWN:
                if event.key.keysym.sym == sdl2.SDLK_ESCAPE:
                    done = True

        sdl2.SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF)
        sdl2.SDL_RenderClear(renderer)
        sdl2.SDL_RenderCopy(renderer, texture, None, ctypes.byref(pos))
        sdl2.SDL_RenderPresent(renderer)

        sdl2.SDL_Delay(fpsdelay)

    sdl2.IMG_Quit()
    sdl2.SDL_DestroyRenderer(renderer)
    sdl2.SDL_DestroyWindow(window)
    sdl2.SDL_Quit()
Exemplo n.º 9
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 def __init__(self):
     window = sdl2.SDL_CreateWindow(
         bytes("haxima2", "utf-8"),
         sdl2.SDL_WINDOWPOS_UNDEFINED,
         sdl2.SDL_WINDOWPOS_UNDEFINED,
         640 * 2,
         480 * 2,
         sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_OPENGL,
     )
     self._renderer = sdl2.SDL_CreateRenderer(window, -1, 0)
Exemplo n.º 10
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def init_sdl2(game, window_name):
    global cell_size
    sdl2.ext.init()
    wsize = cell_size * game.size
    window = sdl2.SDL_CreateWindow(bytes(window_name, 'utf-8'),
                                   sdl2.SDL_WINDOWPOS_UNDEFINED,
                                   sdl2.SDL_WINDOWPOS_UNDEFINED, wsize, wsize,
                                   sdl2.SDL_WINDOW_SHOWN)
    renderer = sdl2.SDL_CreateRenderer(window, -1,
                                       sdl2.SDL_RENDERER_ACCELERATED)
    return window, renderer
Exemplo n.º 11
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        def setupWindow(self, width, height):
            self.window = sdl2.SDL_CreateWindow(
                "%s: %s" % (config.sdl_window_caption, self.clientName),
                sdl2.SDL_WINDOWPOS_CENTERED, sdl2.SDL_WINDOWPOS_CENTERED,
                width, height, sdl2.SDL_WINDOW_SHOWN)

            self.renderer = sdl2.SDL_CreateRenderer(
                self.window, -1, sdl2.SDL_RENDERER_ACCELERATED)
            self.texture = sdl2.SDL_CreateTexture(
                self.renderer, sdl2.SDL_PIXELFORMAT_YV12,
                sdl2.SDL_TEXTUREACCESS_STREAMING, width, height)
Exemplo n.º 12
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 def initialise(self, size):  # pylint: disable=arguments-differ
     sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
     self.window = sdl2.SDL_CreateWindow(
         b"Departure board",
         sdl2.SDL_WINDOWPOS_CENTERED,
         sdl2.SDL_WINDOWPOS_CENTERED,
         *size,
         sdl2.SDL_WINDOW_SHOWN
     )
     self.renderer = sdl2.SDL_CreateRenderer(
         self.window, -1, sdl2.SDL_RENDERER_ACCELERATED
     )
Exemplo n.º 13
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    def InitializeSDL(self):
        # SDL sub systems
        sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING)



        # Video
        sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)


        # Window
        self.window = sdl2.SDL_CreateWindow("shoot 0.0.1",\
            sdl2.SDL_WINDOWPOS_UNDEFINED,\
            sdl2.SDL_WINDOWPOS_UNDEFINED,
            640,\
            480,\
            sdl2.SDL_WINDOW_SHOWN)

        # renderer
        self.sdl_renderer = sdl2.SDL_CreateRenderer(self.window, -1,\
            sdl2.SDL_RENDERER_ACCELERATED)
        sdl2.SDL_SetRenderDrawColor(self.sdl_renderer, 255, 255, 255, 0)

        # Sound (from tutorial: http://lazyfoo.net/SDL_tutorials/lesson11/index.php )
        # Initialize sdl mixer
        # Mix_OpenAudio args
        # First arg (22050) is sound frequency (recommended according to multiple tutorials,
        # but look into this)
        # Second arg is sound format
        # Third arg is number of channels we plan to use (e.g., 2 for stereo sound)
        # Fourth arg is the sample size (should be 4096)
        # Audio

        #sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)    # If using SDL sound; shouldn't do this

        sdl2.sdlmixer.Mix_Init(sdl2.sdlmixer.MIX_INIT_MOD)    # Insert the file formats you wish to allow here, e.g. OGG
        sdl2.sdlmixer.Mix_OpenAudio(22050, sdl2.sdlmixer.MIX_DEFAULT_FORMAT, 2, 4096)



        # TTF
        sdl2.sdlttf.TTF_Init()


        # Joystick
        sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK)
        self.joystick = sdl2.SDL_JoystickOpen(0)

        # Event
        self.input = sdl2.SDL_Event()
Exemplo n.º 14
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 def init(self):
     import sdl2
     import sdl2.sdlgfx as gfx
     self._window = sdl2.SDL_CreateWindow(b"FGAme App",
                           sld2.SDL_WINDOWPOS_CENTERED, sld2.SDL_WINDOWPOS_CENTERED,
                           width, height, sld2.SDL_WINDOW_SHOWN)
     self._renderer = sdl2.SDL_CreateRenderer(self._window, -1,
                                         sld2.SDL_RENDERER_ACCELERATED |
                                         sld2.SDL_RENDERER_PRESENTVSYNC)
     self._screen_rect = sdl2.SDL_Rect(x=0, y=0, w=width, h=height)
     R, G, B = self.background
     self._bg_color = (R << 24) + (G << 16) + (B << 8) + 255
     self.sdl2 = sdl2
     self.gfx = gfx
     self._LP_short = aapolygonRGBA.argtypes[1]
Exemplo n.º 15
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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)
Exemplo n.º 16
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    def __init__(self, pyboy, mb, pyboy_argv, *, scale, title, width, height, pos_x, pos_y):
        super().__init__(pyboy, mb, pyboy_argv)
        self.scale = scale
        self.width, self.height = width, height
        self.base_title = title
        self.hover_x = -1
        self.hover_y = -1

        self._window = sdl2.SDL_CreateWindow(
            self.base_title.encode("utf8"), pos_x, pos_y, width * scale, height * scale, sdl2.SDL_WINDOW_RESIZABLE
        )
        self.window_id = sdl2.SDL_GetWindowID(self._window)

        self.buf, self.buf0, self.buf_p = make_buffer(width, height)

        self._sdlrenderer = sdl2.SDL_CreateRenderer(self._window, -1, sdl2.SDL_RENDERER_ACCELERATED)
        self._sdltexturebuffer = sdl2.SDL_CreateTexture(
            self._sdlrenderer, sdl2.SDL_PIXELFORMAT_RGBA8888, sdl2.SDL_TEXTUREACCESS_STATIC, width, height
        )
Exemplo n.º 17
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    def __init__(self, pyboy, mb, pyboy_argv):
        super().__init__(pyboy, mb, pyboy_argv)

        if not self.enabled():
            return

        sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
        self._ftime = 0.0

        self._window = sdl2.SDL_CreateWindow(
            b"PyBoy", sdl2.SDL_WINDOWPOS_CENTERED, sdl2.SDL_WINDOWPOS_CENTERED, self._scaledresolution[0],
            self._scaledresolution[1], sdl2.SDL_WINDOW_RESIZABLE
        )

        self._sdlrenderer = sdl2.SDL_CreateRenderer(self._window, -1, sdl2.SDL_RENDERER_ACCELERATED)

        self._sdltexturebuffer = sdl2.SDL_CreateTexture(
            self._sdlrenderer, sdl2.SDL_PIXELFORMAT_RGBA8888, sdl2.SDL_TEXTUREACCESS_STATIC, COLS, ROWS
        )

        sdl2.SDL_ShowWindow(self._window)
Exemplo n.º 18
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    def __init__(self,
                 width,
                 height,
                 title="Better Pygame",
                 x=sdl2.SDL_WINDOWPOS_CENTERED,
                 y=sdl2.SDL_WINDOWPOS_CENTERED):
        """
            Initialise a display with a title, width and height. 
        """
        title = title.encode()

        global _displays

        if not _displays:
            self.window = sdl2.SDL_CreateWindow(title, x, y, width, height, 0)
            self.renderer = sdl2.SDL_CreateRenderer(self.window, -1, 0)

            _displays += 1

        else:
            raise DisplayError("A display is already initialised. ")
Exemplo n.º 19
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	def __init__(self):
		
		# Auto size window for screen
		root = Tk()
		self.screen_width = root.winfo_screenwidth() - 10
		self.screen_height = root.winfo_screenheight() - 100

		sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
		sdl2.sdlttf.TTF_Init()

		self.window = sdl2.SDL_CreateWindow(b'COVID Simulator',
			sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED,
			self.screen_width, self.screen_height, sdl2.SDL_WINDOW_SHOWN)
		sdl2.SDL_SetWindowResizable(self.window, sdl2.SDL_TRUE)

		self.sdl_renderer = sdl2.SDL_CreateRenderer(
			self.window, -1, sdl2.SDL_RENDERER_ACCELERATED)
		sdl2.SDL_RenderSetIntegerScale(self.sdl_renderer, sdl2.SDL_FALSE)
		sdl2.SDL_SetHint(sdl2.SDL_HINT_RENDER_SCALE_QUALITY, b'0')

		self.camera = Camera()
Exemplo n.º 20
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def run():
    db.connect()
    db.create_tables([Rom, System, Asset], safe=True)

    window = sdl2.SDL_CreateWindow(b"Nostalgo", sdl2.SDL_WINDOWPOS_UNDEFINED, sdl2.SDL_WINDOWPOS_UNDEFINED, 1280, 720, sdl2.SDL_WINDOW_SHOWN)
    renderer = sdl2.SDL_CreateRenderer(window, -1, sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC)
    sdl2.SDL_SetRenderDrawBlendMode(renderer, sdl2.SDL_BLENDMODE_BLEND)

    currentState = CurrentState(window=window, db=db)
    backdrop = Backdrop(currentState)
    gameList = GameList(currentState)

    running = True
    while running:
        events = sdl2.ext.get_events()
        for event in events:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break
            elif event.type == sdl2.SDL_KEYDOWN:
                if event.key.keysym.sym in [sdl2.SDLK_RETURN]:
                    EmulatorRunner(currentState.getCurrentSystem(), currentState.getCurrentRom()).run()
                elif event.key.keysym.sym in [sdl2.SDLK_RIGHT, sdl2.SDLK_n]:
                    currentState.incrementSystem()
                elif event.key.keysym.sym in [sdl2.SDLK_LEFT, sdl2.SDLK_p]:
                    currentState.decrementSystem()
                elif event.key.keysym.sym in [sdl2.SDLK_UP, sdl2.SDLK_k]:
                    currentState.decrementRom()
                elif event.key.keysym.sym in [sdl2.SDLK_DOWN, sdl2.SDLK_j]:
                    currentState.incrementRom()
                elif event.key.keysym.sym in [sdl2.SDLK_ESCAPE, sdl2.SDLK_q]:
                    running = False
                    break

        sdl2.SDL_Delay(20)

        sdl2.SDL_RenderClear(renderer)
        backdrop.render(renderer)
        gameList.render(renderer)
        sdl2.SDL_RenderPresent(renderer)
Exemplo n.º 21
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    def _initialize_sdl2(self):
        sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)

        self.window = sdl2.SDL_CreateWindow(
            b'CASINT: CASIO Basic Interpreter', sdl2.SDL_WINDOWPOS_CENTERED,
            sdl2.SDL_WINDOWPOS_CENTERED, 512, 256,
            sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_RESIZABLE)

        self.renderer = sdl2.SDL_CreateRenderer(self.window, -1,
                                                sdl2.SDL_RENDERER_ACCELERATED)

        sdl2.SDL_RenderSetLogicalSize(self.renderer, 128, 64)

        self.texture_graph = sdl2.SDL_CreateTexture(
            self.renderer, sdl2.SDL_PIXELFORMAT_RGBA8888,
            sdl2.SDL_TEXTUREACCESS_TARGET, 128, 64)

        self.texture_text = sdl2.SDL_CreateTexture(
            self.renderer, sdl2.SDL_PIXELFORMAT_RGBA8888,
            sdl2.SDL_TEXTUREACCESS_TARGET, 128, 64)

        # for scrolling the text screen
        self.texture_scroll = sdl2.SDL_CreateTexture(
            self.renderer, sdl2.SDL_PIXELFORMAT_RGBA8888,
            sdl2.SDL_TEXTUREACCESS_TARGET, 128, 64)

        # init with a clear screen
        self._render_begin(self.texture_graph)
        self._clear_screen()
        self._render_end()

        self._render_begin(self.texture_text)
        self._clear_screen()
        self._render_end()

        self.font_graph, self.font_graph_inverted = self._load_texture(
            'img/font_graph.bmp')
        self.font_text, self.font_text_inverted = self._load_texture(
            'img/font_text.bmp')
Exemplo n.º 22
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def main():
    sdl2.sdl2_load(
        ctypes.util.find_library('SDL2'))  # '/usr/local/lib/libSDL2.dylib'

    sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)

    WINDOW_W = 640
    WINDOW_H = 360
    window = sdl2.SDL_CreateWindow(
        b"RenderDrawPoint/RenderDrawLine/RenderFillRect", 0, 0, WINDOW_W,
        WINDOW_H, sdl2.SDL_WINDOW_OPENGL)

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

    event = sdl2.SDL_Event()

    done = False
    while not done:
        while sdl2.SDL_PollEvent(ctypes.byref(event)) != 0:
            # 'type' and 'timestamp' are common members for all SDL Event structs.
            event_type = event.common.type
            event_timestamp = event.common.timestamp
            print("Event : type=0x%s, timestamp=%s" %
                  (event_type, event_timestamp))

            if event_type == sdl2.SDL_KEYDOWN:
                if event.key.keysym.sym == sdl2.SDLK_ESCAPE:
                    done = True

        sdl2.SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF)
        sdl2.SDL_RenderClear(renderer)

        draw_points(renderer)
        draw_lines(renderer)
        draw_rects(renderer)

        sdl2.SDL_RenderPresent(renderer)

    sdl2.SDL_Quit()
Exemplo n.º 23
0
    def __init__(self, width, height, title="Pythons", borders=True):
        self.width, self.height = width, height
        self.show_borders = borders
        self.title = title.encode()
        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
            print(sdl2.SDL_GetError())
            return -1
        sdl2.sdlttf.TTF_Init()
        sdl2.sdlimg.IMG_Init(sdl2img.IMG_INIT_PNG)

        self.window = sdl2.SDL_CreateWindow(self.title,
                                            sdl2.SDL_WINDOWPOS_UNDEFINED,
                                            sdl2.SDL_WINDOWPOS_UNDEFINED,
                                            self.width, self.height,
                                            sdl2.SDL_WINDOW_OPENGL)
        sdl2.SDL_SetWindowBordered(self.window, self.show_borders)
        if not self.window:
            print(sdl2.SDL_GetError())
            return -1

        self.renderer = sdl2.SDL_CreateRenderer(
            self.window, -1,
            sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC)
Exemplo n.º 24
0
    def __init__(self, window):
        self._window = window
        self.sdl_renderer = sdl2.SDL_CreateRenderer(
            self._window.sdl_window, -1, sdl2.SDL_RENDERER_ACCELERATED)
        self._viewport = Polygon(self.sdl_renderer, Renderer.VIEWPORT_POINTS)
        rectangle = Polygon(self.sdl_renderer,
                            Renderer.INITIAL_RECTANGLE_POINTS,
                            is_point_visible=self._viewport.contains)

        circle = Circle(
            self.sdl_renderer, *Renderer.INITIAL_CIRCLE_PARAMETERS,
            lambda point: self._viewport.contains(point) and not self._shapes[
                0].contains(point))

        triangle = Polygon(
            self.sdl_renderer, Renderer.INITIAL_TRIANGLE_POINTS,
            lambda point: self._viewport.contains(point) and not self._shapes[
                0].contains(point) and not self._shapes[2].contains(point))
        self._shapes = [
            rectangle,
            triangle,
            circle,
        ]
Exemplo n.º 25
0
    def show(self):
        # Init video
        global HAS_INIT_SDL_VIDEO
        if not HAS_INIT_SDL_VIDEO:
            self._no_error(sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO))
        else:
            HAS_INIT_SDL_VIDEO = True

        # Create window
        self._window = self._no_null(
            sdl2.SDL_CreateWindow(b"FGAme Game", sdl2.SDL_WINDOWPOS_CENTERED,
                                  sdl2.SDL_WINDOWPOS_CENTERED, self.width,
                                  self.height, sdl2.SDL_WINDOW_SHOWN))
        self._surface = sdl2.SDL_GetWindowSurface(self._window)

        # Create a renderer
        # flags = sdl2.SDL_RENDERER_SOFTWARE
        # flags = sdl2.SDL_RENDERER_ACCELERATED
        # flags = sdl2.SDL_RENDERER_PRESENTVSYNC
        flags = sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC
        self._renderer = self._no_null(
            sdl2.SDL_CreateRenderer(self._window, -1, flags))

        # Create a rect instance that stores the window shape
        self._screen_rect = self._no_null(
            sdl2.SDL_Rect(x=0, y=0, w=self.width, h=self.height))

        # Saves background color
        if self.background is not None:
            R, B, G, A = Color(self.background)
            self._bg_color = (R << 24) + (G << 16) + (B << 8) + A
        else:
            self._bg_color = None
        self._LP_short = gfx.aapolygonRGBA.argtypes[1]

        # Flip image
        self.flip()
Exemplo n.º 26
0
    def createWindow(self):
        # Create the window context
        if sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO) != 0:
            print(sdl2.SDL_GetError())
            return -1
        sdl2ttf.TTF_Init()
        sdl2img.IMG_Init(sdl2img.IMG_INIT_PNG)

        self.window = sdl2.SDL_CreateWindow(self.params["title"].encode(),
                                            sdl2.SDL_WINDOWPOS_UNDEFINED,
                                            sdl2.SDL_WINDOWPOS_UNDEFINED,
                                            self.window_width,
                                            self.window_height,
                                            sdl2.SDL_WINDOW_OPENGL)
        sdl2.SDL_SetWindowBordered(self.window, self.show_borders)
        if not self.window:
            print(sdl2.SDL_GetError())
            return -1

        # Renderer
        self.renderer = sdl2.SDL_CreateRenderer(
            self.window, -1,
            sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC)

        # Build the GUI
        self.buildElements()

        # onStart handler
        if self.onStart is not None:
            if self.onStart[1] is None:
                self.onStart[0]()
            else:
                self.onStart[0](self.onStart[1])

        # look for events
        self._loopForEvents()
Exemplo n.º 27
0
def main():
    parser = argparse.ArgumentParser(
        description='PySDL2 / cefpython example',
        add_help=True
    )
    parser.add_argument(
        '-v',
        '--verbose',
        help='Turn on debug info',
        dest='verbose',
        action='store_true'
    )
    parser.add_argument(
        '-r',
        '--renderer',
        help='Specify hardware or software rendering',
        default='software',
        dest='renderer',
        choices=['software', 'hardware']
    )
    args = parser.parse_args()
    logLevel = logging.INFO
    if args.verbose:
        logLevel = logging.DEBUG
    logging.basicConfig(
        format='[%(filename)s %(levelname)s]: %(message)s',
        level=logLevel
    )
    logging.info("Using PySDL2 %s" % sdl2.__version__)
    version = sdl2.SDL_version()
    sdl2.SDL_GetVersion(version)
    logging.info(
        "Using SDL2 %s.%s.%s" % (version.major, version.minor, version.patch)
    )
    # The following variables control the dimensions of the window
    # and browser display area
    width = 800
    height = 600
    # headerHeight is useful for leaving space for controls
    # at the top of the window (future implementation?)
    headerHeight = 0
    browserHeight = height - headerHeight
    browserWidth = width
    # Mouse wheel fudge to enhance scrolling
    scrollEnhance = 40
    # desired frame rate
    frameRate = 100
    # Initialise CEF for offscreen rendering
    sys.excepthook = cef.ExceptHook
    switches = {
        # Tweaking OSR performance by setting the same Chromium flags
        # as in upstream cefclient (Issue #240).
        "disable-surfaces": "",
        "disable-gpu": "",
        "disable-gpu-compositing": "",
        "enable-begin-frame-scheduling": "",
    }
    browser_settings = {
        # Tweaking OSR performance (Issue #240)
        "windowless_frame_rate": frameRate
    }
    cef.Initialize(settings={"windowless_rendering_enabled": True},
                   switches=switches)
    logging.debug("cef initialised")
    window_info = cef.WindowInfo()
    window_info.SetAsOffscreen(0)
    # Initialise SDL2 for video (add other init constants if you
    # require other SDL2 functionality e.g. mixer,
    # TTF, joystick etc.
    sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
    logging.debug("SDL2 initialised")
    # Create the window
    window = sdl2.video.SDL_CreateWindow(
        'cefpython3 SDL2 Demo',
        sdl2.video.SDL_WINDOWPOS_UNDEFINED,
        sdl2.video.SDL_WINDOWPOS_UNDEFINED,
        width,
        height,
        0
    )
    # Define default background colour (black in this case)
    backgroundColour = sdl2.SDL_Color(0, 0, 0)
    renderer = None
    if args.renderer == 'hardware':
        # Create the renderer using hardware acceleration
        logging.info("Using hardware rendering")
        renderer = sdl2.SDL_CreateRenderer(
            window,
            -1,
            sdl2.render.SDL_RENDERER_ACCELERATED
        )
    else:
        # Create the renderer using software acceleration
        logging.info("Using software rendering")
        renderer = sdl2.SDL_CreateRenderer(
            window,
            -1,
            sdl2.render.SDL_RENDERER_SOFTWARE
        )
    # Set-up the RenderHandler, passing in the SDL2 renderer
    renderHandler = RenderHandler(renderer, width, height - headerHeight)
    # Create the browser instance
    browser = cef.CreateBrowserSync(window_info,
                                    url="https://www.google.com/",
                                    settings=browser_settings)
    browser.SetClientHandler(LoadHandler())
    browser.SetClientHandler(renderHandler)
    # Must call WasResized at least once to let know CEF that
    # viewport size is available and that OnPaint may be called.
    browser.SendFocusEvent(True)
    browser.WasResized()
    # Begin the main rendering loop
    running = True
    # FPS debug variables
    frames = 0
    logging.debug("beginning rendering loop")
    resetFpsTime = True
    fpsTime = 0
    while running:
        # record when we started drawing this frame
        startTime = sdl2.timer.SDL_GetTicks()
        if resetFpsTime:
            fpsTime = sdl2.timer.SDL_GetTicks()
            resetFpsTime = False
        # Convert SDL2 events into CEF events (where appropriate)
        events = sdl2.ext.get_events()
        for event in events:
            if (event.type == sdl2.SDL_QUIT
                or (event.type == sdl2.SDL_KEYDOWN
                    and event.key.keysym.sym == sdl2.SDLK_ESCAPE)):
                running = False
                logging.debug("SDL2 QUIT event")
                break
            if event.type == sdl2.SDL_MOUSEBUTTONDOWN:
                if event.button.button == sdl2.SDL_BUTTON_LEFT:
                    if event.button.y > headerHeight:
                        logging.debug(
                            "SDL2 MOUSEBUTTONDOWN event (left button)"
                        )
                        # Mouse click triggered in browser region
                        browser.SendMouseClickEvent(
                            event.button.x,
                            event.button.y - headerHeight,
                            cef.MOUSEBUTTON_LEFT,
                            False,
                            1
                        )
            elif event.type == sdl2.SDL_MOUSEBUTTONUP:
                if event.button.button == sdl2.SDL_BUTTON_LEFT:
                    if event.button.y > headerHeight:
                        logging.debug("SDL2 MOUSEBUTTONUP event (left button)")
                        # Mouse click triggered in browser region
                        browser.SendMouseClickEvent(
                            event.button.x,
                            event.button.y - headerHeight,
                            cef.MOUSEBUTTON_LEFT,
                            True,
                            1
                        )
            elif event.type == sdl2.SDL_MOUSEMOTION:
                if event.motion.y > headerHeight:
                    # Mouse move triggered in browser region
                    browser.SendMouseMoveEvent(event.motion.x,
                                               event.motion.y - headerHeight,
                                               False)
            elif event.type == sdl2.SDL_MOUSEWHEEL:
                logging.debug("SDL2 MOUSEWHEEL event")
                # Mouse wheel event
                x = event.wheel.x
                if x < 0:
                    x -= scrollEnhance
                else:
                    x += scrollEnhance
                y = event.wheel.y
                if y < 0:
                    y -= scrollEnhance
                else:
                    y += scrollEnhance
                browser.SendMouseWheelEvent(0, 0, x, y)
            elif event.type == sdl2.SDL_TEXTINPUT:
                # Handle text events to get actual characters typed rather
                # than the key pressed.
                logging.debug("SDL2 TEXTINPUT event: %s" % event.text.text)
                keycode = ord(event.text.text)
                key_event = {
                    "type": cef.KEYEVENT_CHAR,
                    "windows_key_code": keycode,
                    "character": keycode,
                    "unmodified_character": keycode,
                    "modifiers": cef.EVENTFLAG_NONE
                }
                browser.SendKeyEvent(key_event)
                key_event = {
                    "type": cef.KEYEVENT_KEYUP,
                    "windows_key_code": keycode,
                    "character": keycode,
                    "unmodified_character": keycode,
                    "modifiers": cef.EVENTFLAG_NONE
                }
                browser.SendKeyEvent(key_event)
            elif event.type == sdl2.SDL_KEYDOWN:
                # Handle key down events for non-text keys
                logging.debug("SDL2 KEYDOWN event")
                if event.key.keysym.sym == sdl2.SDLK_RETURN:
                    keycode = event.key.keysym.sym
                    key_event = {
                        "type": cef.KEYEVENT_CHAR,
                        "windows_key_code": keycode,
                        "character": keycode,
                        "unmodified_character": keycode,
                        "modifiers": cef.EVENTFLAG_NONE
                    }
                    browser.SendKeyEvent(key_event)
                elif event.key.keysym.sym in [
                        sdl2.SDLK_BACKSPACE,
                        sdl2.SDLK_DELETE,
                        sdl2.SDLK_LEFT,
                        sdl2.SDLK_RIGHT,
                        sdl2.SDLK_UP,
                        sdl2.SDLK_DOWN,
                        sdl2.SDLK_HOME,
                        sdl2.SDLK_END
                ]:
                    keycode = get_key_code(event.key.keysym.sym)
                    if keycode is not None:
                        key_event = {
                            "type": cef.KEYEVENT_RAWKEYDOWN,
                            "windows_key_code": keycode,
                            "character": keycode,
                            "unmodified_character": keycode,
                            "modifiers": cef.EVENTFLAG_NONE
                        }
                        browser.SendKeyEvent(key_event)
            elif event.type == sdl2.SDL_KEYUP:
                # Handle key up events for non-text keys
                logging.debug("SDL2 KEYUP event")
                if event.key.keysym.sym in [
                        sdl2.SDLK_RETURN,
                        sdl2.SDLK_BACKSPACE,
                        sdl2.SDLK_DELETE,
                        sdl2.SDLK_LEFT,
                        sdl2.SDLK_RIGHT,
                        sdl2.SDLK_UP,
                        sdl2.SDLK_DOWN,
                        sdl2.SDLK_HOME,
                        sdl2.SDLK_END
                ]:
                    keycode = get_key_code(event.key.keysym.sym)
                    if keycode is not None:
                        key_event = {
                            "type": cef.KEYEVENT_KEYUP,
                            "windows_key_code": keycode,
                            "character": keycode,
                            "unmodified_character": keycode,
                            "modifiers": cef.EVENTFLAG_NONE
                        }
                        browser.SendKeyEvent(key_event)
        # Clear the renderer
        sdl2.SDL_SetRenderDrawColor(
            renderer,
            backgroundColour.r,
            backgroundColour.g,
            backgroundColour.b,
            255
        )
        sdl2.SDL_RenderClear(renderer)
        # Tell CEF to update which will trigger the OnPaint
        # method of the RenderHandler instance
        cef.MessageLoopWork()
        # Update display
        sdl2.SDL_RenderCopy(
            renderer,
            renderHandler.texture,
            None,
            sdl2.SDL_Rect(0, headerHeight, browserWidth, browserHeight)
        )
        sdl2.SDL_RenderPresent(renderer)
        # FPS debug code
        frames += 1
        if sdl2.timer.SDL_GetTicks() - fpsTime > 1000:
            logging.debug("FPS: %d" % frames)
            frames = 0
            resetFpsTime = True
        # regulate frame rate
        if sdl2.timer.SDL_GetTicks() - startTime < 1000.0 / frameRate:
            sdl2.timer.SDL_Delay(
                (1000 / frameRate) - (sdl2.timer.SDL_GetTicks() - startTime)
            )
    # User exited
    exit_app()
Exemplo n.º 28
0
# Initialize Subsystems
sdl2.SDL_Init(sdl2.SDL_INIT_EVERYTHING)

# Window Parameters
winName = b"Fuu Flappy Bird"
win_width = 600
win_height = 600
window = sdl2.SDL_CreateWindow(winName,
                               sdl2.SDL_WINDOWPOS_CENTERED,
                               sdl2.SDL_WINDOWPOS_CENTERED,
                               win_width,
                               win_height,
                               sdl2.SDL_WINDOW_SHOWN)
renderer = sdl2.SDL_CreateRenderer(window,
                                   -1,
                                   sdl2.SDL_RENDERER_ACCELERATED | sdl2.SDL_RENDERER_PRESENTVSYNC)

# Instantiate Scenes
gameScene = scene()
gameScene.init_as_game(renderer)
menuScene = scene()
menuScene.init_as_menu(renderer)
sceneList = [gameScene, menuScene]

# Scene Indexes
game_scene_index = 0
menu_scene_index = 1
current_scene_index = menu_scene_index
sceneList[current_scene_index].Pause = False
Exemplo n.º 29
0
def run_raw():
    global renderer, bg_texture, maze, vmp, walls_texture

    sdl2.SDL_Init(sdl2.SDL_INIT_VIDEO)
    window = sdl2.SDL_CreateWindow(b"Eye of the Beholder 2",
                                   sdl2.SDL_WINDOWPOS_CENTERED, sdl2.SDL_WINDOWPOS_CENTERED,
                                   800, 600, sdl2.SDL_WINDOW_SHOWN | sdl2.SDL_WINDOW_RESIZABLE)

    renderer = sdl2.SDL_CreateRenderer(window, -1,
                                       sdl2.SDL_RENDERER_ACCELERATED + sdl2.SDL_RENDERER_TARGETTEXTURE + sdl2.SDL_RENDERER_PRESENTVSYNC)
    sdl2.SDL_SetRenderDrawBlendMode(renderer, sdl2.SDL_BLENDMODE_BLEND)

    render_target = sdl2.SDL_CreateTexture(renderer, sdl2.SDL_PIXELFORMAT_RGB888, sdl2.SDL_TEXTUREACCESS_TARGET,
                                           VP_WIDTH_PIXELS,
                                           VP_HEIGHT_PIXELS)

    sdl2.SDL_SetTextureBlendMode(render_target, sdl2.SDL_BLENDMODE_BLEND)

    sdl2.sdlimage.IMG_Init(sdl2.sdlimage.IMG_INIT_PNG)

    maze = load_maze('build/level1.maz')

    vmp = load_vmp('build/dung.vmp.json')

    bg_texture = get_vmp_bg_texture()
    walls_texture = get_vmp_wall_texture()

    party_position = (5, 28)
    party_direction = Direction.North

    running = True
    event = sdl2.SDL_Event()
    while running:
        while sdl2.SDL_PollEvent(byref(event)) != 0:
            if event.type == sdl2.SDL_QUIT:
                running = False
                break
            elif event.type == sdl2.SDL_KEYDOWN:
                if event.key.keysym.sym == KEY_W:
                    party_position = party_direction.update_pos(party_position)
                elif event.key.keysym.sym == KEY_S:
                    party_position = party_direction.opposite().update_pos(party_position)
                elif event.key.keysym.sym == KEY_A:
                    party_position = party_direction.previous_dir().update_pos(party_position)
                elif event.key.keysym.sym == KEY_D:
                    party_position = party_direction.next_dir().update_pos(party_position)
                elif event.key.keysym.sym == KEY_Q:
                    party_direction = party_direction.previous_dir()
                elif event.key.keysym.sym == KEY_E:
                    party_direction = party_direction.next_dir()

                print(f'position: {party_position[0]}, {party_position[1]}, direction: {party_direction.symbol}')

        sdl2.SDL_SetRenderTarget(renderer, render_target)
        sdl2.SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255)
        sdl2.SDL_RenderClear(renderer)

        draw_bg()

        draw_walls(party_position, party_direction)

        sdl2.SDL_SetRenderTarget(renderer, None)

        sdl2.SDL_RenderCopy(renderer, render_target, None, None)
        sdl2.SDL_RenderPresent(renderer)

    sdl2.SDL_DestroyWindow(window)
    sdl2.SDL_Quit()
    return 0
Exemplo n.º 30
0
    def __init__(self, scale=1):
        self._scale = scale

        if self._scale != 1:
            logger.warn("Scaling set to %s. The implementation is temporary, which means scaling above 1 will impact performance." % self._scale)

        super(self.__class__, self).__init__(scale)

        # http://pysdl2.readthedocs.org/en/latest/tutorial/pong.html
        # https://wiki.libsdl.org/SDL_Scancode#Related_Enumerations
        self.windowEventsDown = {
                sdl2.SDLK_UP: WindowEvent.PressArrowUp,
                sdl2.SDLK_DOWN: WindowEvent.PressArrowDown,
                sdl2.SDLK_RIGHT: WindowEvent.PressArrowRight,
                sdl2.SDLK_LEFT: WindowEvent.PressArrowLeft,
                sdl2.SDLK_a: WindowEvent.PressButtonA,
                sdl2.SDLK_s: WindowEvent.PressButtonB,
                sdl2.SDLK_RETURN: WindowEvent.PressButtonStart,
                sdl2.SDLK_BACKSPACE: WindowEvent.PressButtonSelect,
                sdl2.SDLK_ESCAPE: WindowEvent.Quit,
                # sdl2.SDLK_e: self.debug = True
                sdl2.SDLK_d: WindowEvent.DebugToggle,
                sdl2.SDLK_SPACE: WindowEvent.PressSpeedUp,
        }
        self.windowEventsUp = {
                sdl2.SDLK_UP: WindowEvent.ReleaseArrowUp,
                sdl2.SDLK_DOWN: WindowEvent.ReleaseArrowDown,
                sdl2.SDLK_RIGHT: WindowEvent.ReleaseArrowRight,
                sdl2.SDLK_LEFT: WindowEvent.ReleaseArrowLeft,
                sdl2.SDLK_a: WindowEvent.ReleaseButtonA,
                sdl2.SDLK_s: WindowEvent.ReleaseButtonB,
                sdl2.SDLK_RETURN: WindowEvent.ReleaseButtonStart,
                sdl2.SDLK_BACKSPACE: WindowEvent.ReleaseButtonSelect,
                sdl2.SDLK_z: WindowEvent.SaveState,
                sdl2.SDLK_x: WindowEvent.LoadState,
                sdl2.SDLK_SPACE: WindowEvent.ReleaseSpeedUp,
        }

        self.debug = False

        CoreDump.windowHandle = self

        logger.debug("SDL initialization")
        sdl2.ext.init()

        self._scaledResolution = tuple(x * self._scale for x in gameboyResolution)
        logger.debug('Scale: x%s %s' % (self._scale, self._scaledResolution))

        self._window = sdl2.ext.Window("PyBoy", size=self._scaledResolution)
        self._windowSurface = self._window.get_surface()

        if self._scale == 1:
            self._screenBuffer = SimpleFrameBuffer(pixels2dWithoutWarning(self._windowSurface))
        else:
            self._screenBuffer = ScaledFrameBuffer(pixels2dWithoutWarning(self._windowSurface), self._scale)
        self._screenBuffer.fill(0x00558822)
        self._window.show()

        # Only used for VSYNC
        self.win = sdl2.SDL_CreateWindow(b"", 0, 0, 0, 0, 0)  # Hack doesn't work, if hidden # sdl2.SDL_WINDOW_HIDDEN)
        self.renderer = sdl2.SDL_CreateRenderer(self.win, -1, sdl2.SDL_RENDERER_PRESENTVSYNC)

        self.scanlineParameters = np.ndarray(shape=(gameboyResolution[0], 4), dtype='uint8')

        if __debug__:
            self.__setDebug()