Mercurial > touhou
view pytouhou/ui/sprite.pyx @ 512:b39ad30c6620
Add a pure SDL backend.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Thu, 05 Dec 2013 01:55:39 +0100 |
parents | bfea9e9a6845 |
children |
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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.math cimport M_PI as pi from pytouhou.utils.matrix cimport Matrix from pytouhou.ui.renderer cimport Texture #XXX cpdef object get_sprite_rendering_data(Sprite sprite): cdef double tx, ty, tw, th, sx, sy, rx, ry, rz, tox, toy cdef object tmp1, tmp2 if not sprite.changed: return sprite._rendering_data tmp1 = .5 tmp2 = -.5 vertmat = Matrix([tmp2, tmp1, tmp1, tmp2, tmp2, tmp2, tmp1, tmp1, 0, 0, 0, 0, 1, 1, 1, 1]) tx, ty, tw, th = sprite.texcoords sx, sy = sprite.rescale width = sprite.width_override or (tw * sx) height = sprite.height_override or (th * sy) vertmat.scale2d(width, height) if sprite.mirrored: vertmat.flip() rx, ry, rz = sprite.rotations_3d if sprite.automatic_orientation: rz += pi/2. - sprite.angle elif sprite.force_rotation: rz += sprite.angle if rx: vertmat.rotate_x(-rx) if ry: vertmat.rotate_y(ry) if rz: vertmat.rotate_z(-rz) #TODO: minus, really? if sprite.allow_dest_offset: vertmat.translate(sprite.dest_offset[0], sprite.dest_offset[1], sprite.dest_offset[2]) if sprite.corner_relative_placement: # Reposition vertmat.translate(width / 2, height / 2, 0) x_1 = 1 / <double>sprite.anm.size[0] y_1 = 1 / <double>sprite.anm.size[1] tox, toy = sprite.texoffsets uvs = (tx * x_1 + tox, (tx + tw) * x_1 + tox, ty * y_1 + toy, (ty + th) * y_1 + toy) key = ((<Texture>sprite.anm.texture).texture << 1) | sprite.blendfunc r, g, b = sprite.color values = tuple([x for x in vertmat.data[:12]]), uvs, (r, g, b, sprite.alpha) sprite._rendering_data = key, values sprite.changed = False return sprite._rendering_data