view pytouhou/ui/sdl/texture.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 3c2f96f1d715
children a6af3ff86612
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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 pytouhou.lib.sdl cimport load_png, create_rgb_surface
from pytouhou.lib.sdl import SDLError
from pytouhou.game.text cimport NativeText

import os

from pytouhou.utils.helpers import get_logger
logger = get_logger(__name__)


cdef class TextureManager:
    def __init__(self, loader, window):
        self.loader = loader
        self.window = window


    cdef void load(self, dict anms) except *:
        for anm in sorted(anms.values(), key=is_ascii):
            for entry in anm:
                if entry.texture is None:
                    texture = decode_png(self.loader, entry.first_name, entry.secondary_name)
                #elif not isinstance(entry.texture, self.texture_class):
                #    texture = entry.texture
                entry.texture = self.load_texture(texture)
        anms.clear()


    cdef load_texture(self, Surface surface):
        return self.window.create_texture_from_surface(surface)


def is_ascii(anm):
    return anm[0].first_name.endswith('ascii.png')


cdef class FontManager:
    def __init__(self, fontname, fontsize=16, window=None):
        self.font = Font(fontname, fontsize)
        self.window = window


    cdef void load(self, dict labels) except *:
        cdef NativeText label

        for i, label in labels.items():
            if label.texture is None:
                try:
                    surface = self.font.render(label.text)
                except SDLError as e:
                    logger.error(u'Rendering of label “%s” failed: %s', label.text, e)
                    del labels[i]  # Prevents it from retrying to render.
                    continue

                label.width, label.height = surface.surface.w, surface.surface.h

                if label.align == 'center':
                    label.x -= label.width // 2
                elif label.align == 'right':
                    label.x -= label.width
                else:
                    assert label.align == 'left'

                label.texture = self.window.create_texture_from_surface(surface)


cdef Surface decode_png(loader, first_name, secondary_name):
    image_file = load_png(loader.get_file(os.path.basename(first_name)))
    width, height = image_file.surface.w, image_file.surface.h

    # Support only 32 bits RGBA. Paletted surfaces are awful to work with.
    #TODO: verify it doesn’t blow up on big-endian systems.
    new_image = create_rgb_surface(width, height, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000)
    new_image.blit(image_file)

    if secondary_name:
        alpha_file = load_png(loader.get_file(os.path.basename(secondary_name)))
        assert (width == alpha_file.surface.w and height == alpha_file.surface.h)

        new_alpha_file = create_rgb_surface(width, height, 24)
        new_alpha_file.blit(alpha_file)

        new_image.set_alpha(new_alpha_file)

    return new_image