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
line wrap: on
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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