Mercurial > touhou
view pytouhou/lib/sdl.pyx @ 524:7f016dfbdfb1
Make vector a struct, allocate it directly on the stack, and thus pass it by copy, which is much less expensive than a python allocation.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 18 Dec 2013 18:15:40 +0100 |
parents | b39ad30c6620 |
children | 7c3c90468996 |
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# -*- encoding: utf-8 -*- ## ## Copyright (C) 2013 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> ## ## 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.utils.helpers import get_logger logger = get_logger(__name__) GL_CONTEXT_MAJOR_VERSION = SDL_GL_CONTEXT_MAJOR_VERSION GL_CONTEXT_MINOR_VERSION = SDL_GL_CONTEXT_MINOR_VERSION GL_DOUBLEBUFFER = SDL_GL_DOUBLEBUFFER GL_DEPTH_SIZE = SDL_GL_DEPTH_SIZE WINDOWPOS_CENTERED = SDL_WINDOWPOS_CENTERED WINDOW_OPENGL = SDL_WINDOW_OPENGL WINDOW_RESIZABLE = SDL_WINDOW_RESIZABLE SCANCODE_Z = SDL_SCANCODE_Z SCANCODE_X = SDL_SCANCODE_X SCANCODE_LSHIFT = SDL_SCANCODE_LSHIFT SCANCODE_UP = SDL_SCANCODE_UP SCANCODE_DOWN = SDL_SCANCODE_DOWN SCANCODE_LEFT = SDL_SCANCODE_LEFT SCANCODE_RIGHT = SDL_SCANCODE_RIGHT SCANCODE_LCTRL = SDL_SCANCODE_LCTRL SCANCODE_ESCAPE = SDL_SCANCODE_ESCAPE WINDOWEVENT_RESIZED = SDL_WINDOWEVENT_RESIZED KEYDOWN = SDL_KEYDOWN QUIT = SDL_QUIT WINDOWEVENT = SDL_WINDOWEVENT class SDLError(Exception): pass class SDL(object): def __init__(self, sound=True): self.sound = sound def __enter__(self): IF UNAME_SYSNAME == "Windows": SDL_SetMainReady() init(SDL_INIT_VIDEO) img_init(IMG_INIT_PNG) ttf_init() if self.sound: mix_init(0) try: mix_open_audio(44100, MIX_DEFAULT_FORMAT, 2, 4096) except SDLError as error: logger.error(u'Impossible to set up audio subsystem: %s', error) self.sound = False else: mix_allocate_channels(MAX_CHANNELS) #TODO: make it dependent on the SFX number. def __exit__(self, *args): if self.sound: Mix_CloseAudio() Mix_Quit() TTF_Quit() IMG_Quit() SDL_Quit() cdef class Window: def __init__(self, const char *title, int x, int y, int w, int h, Uint32 flags): self.window = SDL_CreateWindow(title, x, y, w, h, flags) if self.window == NULL: raise SDLError(SDL_GetError()) def __dealloc__(self): if self.context != NULL: SDL_GL_DeleteContext(self.context) if self.window != NULL: SDL_DestroyWindow(self.window) cdef void gl_create_context(self) except *: self.context = SDL_GL_CreateContext(self.window) if self.context == NULL: raise SDLError(SDL_GetError()) cdef void present(self) nogil: if self.renderer == NULL: SDL_GL_SwapWindow(self.window) else: SDL_RenderPresent(self.renderer) cdef void set_window_size(self, int width, int height) nogil: SDL_SetWindowSize(self.window, width, height) # The following functions are there for the pure SDL backend. cdef void create_renderer(self, Uint32 flags): self.renderer = SDL_CreateRenderer(self.window, -1, flags) if self.renderer == NULL: raise SDLError(SDL_GetError()) cdef void render_clear(self): ret = SDL_RenderClear(self.renderer) if ret == -1: raise SDLError(SDL_GetError()) cdef void render_copy(self, Texture texture, Rect srcrect, Rect dstrect): ret = SDL_RenderCopy(self.renderer, texture.texture, &srcrect.rect, &dstrect.rect) if ret == -1: raise SDLError(SDL_GetError()) cdef void render_copy_ex(self, Texture texture, Rect srcrect, Rect dstrect, double angle, bint flip): ret = SDL_RenderCopyEx(self.renderer, texture.texture, &srcrect.rect, &dstrect.rect, angle, NULL, flip) if ret == -1: raise SDLError(SDL_GetError()) cdef void render_set_clip_rect(self, Rect rect): ret = SDL_RenderSetClipRect(self.renderer, &rect.rect) if ret == -1: raise SDLError(SDL_GetError()) cdef void render_set_viewport(self, Rect rect): ret = SDL_RenderSetViewport(self.renderer, &rect.rect) if ret == -1: raise SDLError(SDL_GetError()) cdef Texture create_texture_from_surface(self, Surface surface): texture = Texture() texture.texture = SDL_CreateTextureFromSurface(self.renderer, surface.surface) if texture.texture == NULL: raise SDLError(SDL_GetError()) return texture cdef class Texture: cpdef set_color_mod(self, Uint8 r, Uint8 g, Uint8 b): ret = SDL_SetTextureColorMod(self.texture, r, g, b) if ret == -1: raise SDLError(SDL_GetError()) cpdef set_alpha_mod(self, Uint8 alpha): ret = SDL_SetTextureAlphaMod(self.texture, alpha) if ret == -1: raise SDLError(SDL_GetError()) cpdef set_blend_mode(self, SDL_BlendMode blend_mode): ret = SDL_SetTextureBlendMode(self.texture, blend_mode) if ret == -1: raise SDLError(SDL_GetError()) cdef class Rect: def __init__(self, int x, int y, int w, int h): self.rect.x = x self.rect.y = y self.rect.w = w self.rect.h = h cdef class Color: def __init__(self, Uint8 b, Uint8 g, Uint8 r, Uint8 a=255): self.color.r = r self.color.g = g self.color.b = b self.color.a = a cdef class Surface: def __dealloc__(self): if self.surface != NULL: SDL_FreeSurface(self.surface) property pixels: def __get__(self): return bytes(self.surface.pixels[:self.surface.w * self.surface.h * 4]) cdef void blit(self, Surface other): if SDL_BlitSurface(other.surface, NULL, self.surface, NULL) < 0: raise SDLError(SDL_GetError()) cdef void set_alpha(self, Surface alpha_surface) nogil: nb_pixels = self.surface.w * self.surface.h image = self.surface.pixels alpha = alpha_surface.surface.pixels for i in xrange(nb_pixels): # Only use the red value, assume the others are equal. image[3+4*i] = alpha[3*i] cdef class Music: def __dealloc__(self): if self.music != NULL: Mix_FreeMusic(self.music) cdef void play(self, int loops) nogil: Mix_PlayMusic(self.music, loops) cdef void set_loop_points(self, double start, double end) nogil: #Mix_SetLoopPoints(self.music, start, end) pass cdef class Chunk: def __dealloc__(self): if self.chunk != NULL: Mix_FreeChunk(self.chunk) cdef void play(self, int channel, int loops) nogil: Mix_PlayChannel(channel, self.chunk, loops) cdef void set_volume(self, float volume) nogil: Mix_VolumeChunk(self.chunk, int(volume * 128)) cdef class Font: def __init__(self, const char *filename, int ptsize): self.font = TTF_OpenFont(filename, ptsize) if self.font == NULL: raise SDLError(SDL_GetError()) def __dealloc__(self): if self.font != NULL: TTF_CloseFont(self.font) cdef Surface render(self, unicode text): cdef SDL_Color white white = SDL_Color(255, 255, 255, 255) surface = Surface() string = text.encode('utf-8') surface.surface = TTF_RenderUTF8_Blended(self.font, string, white) if surface.surface == NULL: raise SDLError(SDL_GetError()) return surface cdef void init(Uint32 flags) except *: if SDL_Init(flags) < 0: raise SDLError(SDL_GetError()) cdef void img_init(int flags) except *: if IMG_Init(flags) != flags: raise SDLError(SDL_GetError()) cdef void mix_init(int flags) except *: if Mix_Init(flags) != flags: raise SDLError(SDL_GetError()) cdef void ttf_init() except *: if TTF_Init() < 0: raise SDLError(SDL_GetError()) cdef void gl_set_attribute(SDL_GLattr attr, int value) except *: if SDL_GL_SetAttribute(attr, value) < 0: raise SDLError(SDL_GetError()) cdef list poll_events(): cdef SDL_Event event ret = [] while SDL_PollEvent(&event): if event.type == SDL_KEYDOWN: ret.append((event.type, event.key.keysym.scancode)) elif event.type == SDL_QUIT: ret.append((event.type,)) elif event.type == SDL_WINDOWEVENT: ret.append((event.type, event.window.event, event.window.data1, event.window.data2)) return ret cdef const Uint8* get_keyboard_state() nogil: return SDL_GetKeyboardState(NULL) cdef Surface load_png(file_): data = file_.read() rwops = SDL_RWFromConstMem(<char*>data, len(data)) surface = Surface() surface.surface = IMG_LoadPNG_RW(rwops) SDL_RWclose(rwops) if surface.surface == NULL: raise SDLError(SDL_GetError()) return surface cdef Surface create_rgb_surface(int width, int height, int depth, Uint32 rmask=0, Uint32 gmask=0, Uint32 bmask=0, Uint32 amask=0): surface = Surface() surface.surface = SDL_CreateRGBSurface(0, width, height, depth, rmask, gmask, bmask, amask) if surface.surface == NULL: raise SDLError(SDL_GetError()) return surface cdef void mix_open_audio(int frequency, Uint16 format_, int channels, int chunksize) except *: if Mix_OpenAudio(frequency, format_, channels, chunksize) < 0: raise SDLError(SDL_GetError()) cdef void mix_allocate_channels(int numchans) except *: if Mix_AllocateChannels(numchans) != numchans: raise SDLError(SDL_GetError()) cdef int mix_volume(int channel, float volume) nogil: return Mix_Volume(channel, int(volume * 128)) cdef int mix_volume_music(float volume) nogil: return Mix_VolumeMusic(int(volume * 128)) cdef Music load_music(const char *filename): music = Music() music.music = Mix_LoadMUS(filename) if music.music == NULL: raise SDLError(SDL_GetError()) return music cdef Chunk load_chunk(file_): cdef SDL_RWops *rwops chunk = Chunk() data = file_.read() rwops = SDL_RWFromConstMem(<char*>data, len(data)) chunk.chunk = Mix_LoadWAV_RW(rwops, 1) if chunk.chunk == NULL: raise SDLError(SDL_GetError()) return chunk cdef Uint32 get_ticks() nogil: return SDL_GetTicks() cdef void delay(Uint32 ms) nogil: SDL_Delay(ms)