Mercurial > touhou
view pytouhou/game/sprite.pyx @ 612:73f134f84c7f
Request a RGB888 context, since SDL2’s default of RGB332 sucks.
On X11/GLX, it will select the first config available, that is the best
one, while on EGL it will iterate over them to select the one closest
to what the application requested.
Of course, anything lower than RGB888 looks bad and we really don’t
want that.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
---|---|
date | Thu, 26 Mar 2015 20:20:37 +0100 |
parents | e15672733c93 |
children | 98603f2c32b4 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2011 Thibaut Girka <thib@sitedethib.com> ## ## This program is free software; you can redistribute it and/or modify ## it under the terms of the GNU General Public License as published ## by the Free Software Foundation; version 3 only. ## ## This program is distributed in the hope that it will be useful, ## but WITHOUT ANY WARRANTY; without even the implied warranty of ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ## GNU General Public License for more details. ## from libc.stdlib cimport free from libc.string cimport memcpy cdef class Sprite: def __dealloc__(self): if self._rendering_data != NULL: free(self._rendering_data) def __init__(self, width_override=0, height_override=0): self.anm = None self.removed = False self.changed = True self.visible = True self.width_override = width_override self.height_override = height_override self.angle = 0 self.force_rotation = False self.scale_interpolator = None self.fade_interpolator = None self.offset_interpolator = None self.rotation_interpolator = None self.color_interpolator = None self.automatic_orientation = False self.blendfunc = 0 # 0 = Normal, 1 = saturate #TODO: proper constants self._texcoords[:] = [0, 0, 0, 0] # x, y, width, height self._dest_offset[:] = [0., 0., 0.] self.allow_dest_offset = False self._texoffsets[:] = [0., 0.] self.mirrored = False self._rescale[:] = [1., 1.] self._scale_speed[:] = [0., 0.] self._rotations_3d[:] = [0., 0., 0.] self._rotations_speed_3d[:] = [0., 0., 0.] self.corner_relative_placement = False self.frame = 0 # Cython treats unsigned char* variables as bytes, so we can’t use # slicing here. for i in range(4): self._color[i] = 255 property scale_speed: def __get__(self): return (self._scale_speed[0], self._scale_speed[1]) def __set__(self, value): self._scale_speed[:] = [value[0], value[1]] property texoffsets: def __get__(self): return (self._texoffsets[0], self._texoffsets[1]) def __set__(self, value): self._texoffsets[:] = [value[0], value[1]] property rescale: def __get__(self): return (self._rescale[0], self._rescale[1]) def __set__(self, value): self._rescale[:] = [value[0], value[1]] property dest_offset: def __get__(self): return (self._dest_offset[0], self._dest_offset[1], self._dest_offset[2]) def __set__(self, value): self._dest_offset[:] = [value[0], value[1], value[2]] property rotations_speed_3d: def __get__(self): return (self._rotations_speed_3d[0], self._rotations_speed_3d[1], self._rotations_speed_3d[2]) def __set__(self, value): self._rotations_speed_3d[:] = [value[0], value[1], value[2]] property rotations_3d: def __get__(self): return (self._rotations_3d[0], self._rotations_3d[1], self._rotations_3d[2]) def __set__(self, value): self._rotations_3d[:] = [value[0], value[1], value[2]] property color: def __get__(self): return (self._color[0], self._color[1], self._color[2]) def __set__(self, value): self._color[0] = value[0] self._color[1] = value[1] self._color[2] = value[2] property alpha: def __get__(self): return self._color[3] def __set__(self, value): self._color[3] = value property texcoords: def __get__(self): return (self._texcoords[0], self._texcoords[1], self._texcoords[2], self._texcoords[3]) def __set__(self, value): self._texcoords[:] = [value[0], value[1], value[2], value[3]] cpdef fade(self, unsigned long duration, alpha, formula=None): self.fade_interpolator = Interpolator((self._color[3],), self.frame, (alpha,), self.frame + duration, formula) cpdef scale_in(self, unsigned long duration, sx, sy, formula=None): self.scale_interpolator = Interpolator(self.rescale, self.frame, (sx, sy), self.frame + duration, formula) cpdef move_in(self, unsigned long duration, x, y, z, formula=None): self.offset_interpolator = Interpolator(self.dest_offset, self.frame, (x, y, z), self.frame + duration, formula) cpdef rotate_in(self, unsigned long duration, rx, ry, rz, formula=None): self.rotation_interpolator = Interpolator(self.rotations_3d, self.frame, (rx, ry, rz), self.frame + duration, formula) cpdef change_color_in(self, unsigned long duration, r, g, b, formula=None): self.color_interpolator = Interpolator(self.color, self.frame, (r, g, b), self.frame + duration, formula) cpdef update_orientation(self, double angle_base=0., bint force_rotation=False): if (self.angle != angle_base or self.force_rotation != force_rotation): self.angle = angle_base self.force_rotation = force_rotation self.changed = True cpdef Sprite copy(self): sprite = Sprite(self.width_override, self.height_override) sprite.blendfunc = self.blendfunc sprite.frame = self.frame sprite.angle = self.angle sprite.removed = self.removed sprite.changed = self.changed sprite.visible = self.visible sprite.force_rotation = self.force_rotation sprite.automatic_orientation = self.automatic_orientation sprite.allow_dest_offset = self.allow_dest_offset sprite.mirrored = self.mirrored sprite.corner_relative_placement = self.corner_relative_placement sprite.scale_interpolator = self.scale_interpolator sprite.fade_interpolator = self.fade_interpolator sprite.offset_interpolator = self.offset_interpolator sprite.rotation_interpolator = self.rotation_interpolator sprite.color_interpolator = self.color_interpolator sprite.texcoords = self.texcoords sprite.dest_offset = self.dest_offset sprite.texoffsets = self.texoffsets sprite.rescale = self.rescale sprite.scale_speed = self.scale_speed sprite.rotations_3d = self.rotations_3d sprite.rotations_speed_3d = self.rotations_speed_3d sprite.color = self.color sprite.alpha = self.alpha sprite.anm = self.anm return sprite cpdef update(self): self.frame += 1 sax, say, saz = self._rotations_speed_3d[0], self._rotations_speed_3d[1], self._rotations_speed_3d[2] #XXX if sax or say or saz: ax, ay, az = self._rotations_3d[0], self._rotations_3d[1], self._rotations_3d[2] #XXX self._rotations_3d[:] = [ax + sax, ay + say, az + saz] self.changed = True elif self.rotation_interpolator: self.rotation_interpolator.update(self.frame) self.rotations_3d = self.rotation_interpolator.values self.changed = True rsx, rsy = self._scale_speed[0], self._scale_speed[1] #XXX if rsx or rsy: rx, ry = self._rescale[0], self._rescale[1] #XXX self._rescale[:] = [rx + rsx, ry + rsy] self.changed = True if self.fade_interpolator: self.fade_interpolator.update(self.frame) self._color[3] = self.fade_interpolator.values[0] self.changed = True if self.scale_interpolator: self.scale_interpolator.update(self.frame) self.rescale = self.scale_interpolator.values self.changed = True if self.offset_interpolator: self.offset_interpolator.update(self.frame) self.dest_offset = self.offset_interpolator.values self.changed = True if self.color_interpolator: self.color_interpolator.update(self.frame) self.color = self.color_interpolator.values self.changed = True