Mercurial > touhou
view pytouhou/ui/sdl/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 | dacdcca59b66 |
children | 4ce3ef053a25 |
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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 malloc from libc.math cimport M_PI as pi cdef RenderingData* get_sprite_rendering_data(Sprite sprite) nogil: if sprite.changed: render_sprite(sprite) return <RenderingData*>sprite._rendering_data cdef void render_sprite(Sprite sprite) nogil: if sprite._rendering_data == NULL: sprite._rendering_data = malloc(sizeof(RenderingData)) data = <RenderingData*>sprite._rendering_data x = 0 y = 0 tx, ty, tw, th = sprite._texcoords[0], sprite._texcoords[1], sprite._texcoords[2], sprite._texcoords[3] sx, sy = sprite._rescale[0], sprite._rescale[1] width = sprite.width_override or (tw * sx) height = sprite.height_override or (th * sy) rz = sprite._rotations_3d[2] if sprite.automatic_orientation: rz += pi/2. - sprite.angle elif sprite.force_rotation: rz += sprite.angle if sprite.allow_dest_offset: x += sprite._dest_offset[0] y += sprite._dest_offset[1] if not sprite.corner_relative_placement: # Reposition x -= width / 2 y -= height / 2 data.x = <int>x data.y = <int>y data.width = <int>width data.height = <int>height x_1 = sprite.anm.size_inv[0] y_1 = sprite.anm.size_inv[1] tox, toy = sprite._texoffsets[0], sprite._texoffsets[1] data.left = tx * x_1 + tox data.right = (tx + tw) * x_1 + tox data.bottom = ty * y_1 + toy data.top = (ty + th) * y_1 + toy data.r, data.g, data.b, data.a = sprite._color[0], sprite._color[1], sprite._color[2], sprite._color[3] data.blendfunc = sprite.blendfunc data.rotation = -rz * 180 / pi data.flip = sprite.mirrored sprite.changed = False