568 lines
18 KiB
Python
568 lines
18 KiB
Python
# ----------------------------------------------------------------------------
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# pyglet
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# Copyright (c) 2006-2008 Alex Holkner
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# All rights reserved.
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#
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# Redistribution and use in source and binary forms, with or without
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# modification, are permitted provided that the following conditions
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# are met:
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#
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# * Redistributions of source code must retain the above copyright
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# notice, this list of conditions and the following disclaimer.
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# * Redistributions in binary form must reproduce the above copyright
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# notice, this list of conditions and the following disclaimer in
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# the documentation and/or other materials provided with the
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# distribution.
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# * Neither the name of pyglet nor the names of its
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# contributors may be used to endorse or promote products
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# derived from this software without specific prior written
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# permission.
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#
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# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
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# FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
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# COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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# INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,
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# BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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# LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
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# CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
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# LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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# ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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# POSSIBILITY OF SUCH DAMAGE.
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# ----------------------------------------------------------------------------
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'''Display positioned, scaled and rotated images.
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A sprite is an instance of an image displayed on-screen. Multiple sprites can
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display the same image at different positions on the screen. Sprites can also
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be scaled larger or smaller, rotated at any angle and drawn at a fractional
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opacity.
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The following complete example loads a ``"ball.png"`` image and creates a
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sprite for that image. The sprite is then drawn in the window's
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draw event handler::
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import pyglet
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ball_image = pyglet.image.load('ball.png')
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ball = pyglet.sprite.Sprite(ball_image, x=50, y=50)
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window = pyglet.window.Window()
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@window.event
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def on_draw():
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ball.draw()
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pyglet.app.run()
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The sprite can be moved by modifying the ``x`` and ``y`` properties. Other
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properties determine the sprite's rotation, scale and opacity.
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The sprite's positioning, rotation and scaling all honor the original
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image's anchor (anchor_x, anchor_y).
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Drawing multiple sprites
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========================
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Sprites can be "batched" together and drawn at once more quickly than if each
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of their ``draw`` methods were called individually. The following example
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creates one hundred ball sprites and adds each of them to a `Batch`. The
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entire batch of sprites is then drawn in one call::
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batch = pyglet.graphics.Batch()
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ball_sprites = []
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for i in range(100):
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x, y = i * 10, 50
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ball_sprites.append(pyglet.sprite.Sprite(ball_image, x, y, batch=batch)
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@window.event
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def on_draw():
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batch.draw()
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Sprites can be freely modified in any way even after being added to a batch,
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however a sprite can belong to at most one batch. See the documentation for
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`pyglet.graphics` for more details on batched rendering, and grouping of
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sprites within batches.
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:since: pyglet 1.1
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'''
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__docformat__ = 'restructuredtext'
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__version__ = '$Id: sprite.py 2120 2008-06-17 12:08:05Z Alex.Holkner $'
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import math
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import sys
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from pyglet.gl import *
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from pyglet import clock
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from pyglet import event
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from pyglet import graphics
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from pyglet import image
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_is_epydoc = hasattr(sys, 'is_epydoc') and sys.is_epydoc
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class SpriteGroup(graphics.Group):
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'''Shared sprite rendering group.
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The group is automatically coallesced with other sprite groups sharing the
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same parent group, texture and blend parameters.
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'''
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def __init__(self, texture, blend_src, blend_dest, parent=None):
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'''Create a sprite group.
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The group is created internally within `Sprite`; applications usually
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do not need to explicitly create it.
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:Parameters:
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`texture` : `Texture`
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The (top-level) texture containing the sprite image.
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`blend_src` : int
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OpenGL blend source mode; for example,
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``GL_SRC_ALPHA``.
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`blend_dest` : int
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OpenGL blend destination mode; for example,
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``GL_ONE_MINUS_SRC_ALPHA``.
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`parent` : `Group`
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Optional parent group.
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'''
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super(SpriteGroup, self).__init__(parent)
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self.texture = texture
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self.blend_src = blend_src
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self.blend_dest = blend_dest
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def set_state(self):
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glEnable(self.texture.target)
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glBindTexture(self.texture.target, self.texture.id)
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glPushAttrib(GL_COLOR_BUFFER_BIT)
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glEnable(GL_BLEND)
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glBlendFunc(self.blend_src, self.blend_dest)
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def unset_state(self):
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glPopAttrib()
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glDisable(self.texture.target)
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def __repr__(self):
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return '%s(%r)' % (self.__class__.__name__, self.texture)
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def __eq__(self, other):
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return (other.__class__ is self.__class__ and
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self.parent is other.parent and
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self.texture.target == other.texture.target and
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self.texture.id == other.texture.id and
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self.blend_src == other.blend_src and
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self.blend_dest == other.blend_dest)
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def __hash__(self):
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return hash((id(self.parent),
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self.texture.id, self.texture.target,
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self.blend_src, self.blend_dest))
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class Sprite(event.EventDispatcher):
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'''Instance of an on-screen image.
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See the module documentation for usage.
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'''
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_batch = None
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_animation = None
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_rotation = 0
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_opacity = 255
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_rgb = (255, 255, 255)
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_scale = 1.0
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_visible = True
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_vertex_list = None
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def __init__(self,
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img, x=0, y=0,
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blend_src=GL_SRC_ALPHA,
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blend_dest=GL_ONE_MINUS_SRC_ALPHA,
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batch=None,
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group=None,
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usage='dynamic'):
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'''Create a sprite.
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:Parameters:
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`img` : `AbstractImage` or `Animation`
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Image or animation to display.
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`x` : int
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X coordinate of the sprite.
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`y` : int
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Y coordinate of the sprite.
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`blend_src` : int
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OpenGL blend source mode. The default is suitable for
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compositing sprites drawn from back-to-front.
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`blend_dest` : int
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OpenGL blend destination mode. The default is suitable for
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compositing sprites drawn from back-to-front.
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`batch` : `Batch`
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Optional batch to add the sprite to.
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`group` : `Group`
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Optional parent group of the sprite.
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`usage` : str
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Vertex buffer object usage hint, one of ``"none"`` (default),
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``"stream"``, ``"dynamic"`` or ``"static"``. Applies
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only to vertex data.
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'''
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if batch is not None:
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self._batch = batch
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self._x = x
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self._y = y
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if isinstance(img, image.Animation):
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self._animation = img
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self._frame_index = 0
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self._texture = img.frames[0].image.get_texture()
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self._next_dt = img.frames[0].duration
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if self._next_dt:
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clock.schedule_once(self._animate, self._next_dt)
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else:
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self._texture = img.get_texture()
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self._group = SpriteGroup(self._texture, blend_src, blend_dest, group)
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self._usage = usage
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self._create_vertex_list()
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def __del__(self):
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try:
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if self._vertex_list is not None:
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self._vertex_list.delete()
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except:
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pass
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def delete(self):
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'''Force immediate removal of the sprite from video memory.
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This is often necessary when using batches, as the Python garbage
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collector will not necessarily call the finalizer as soon as the
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sprite is garbage.
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'''
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if self._animation:
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clock.unschedule(self._animate)
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self._vertex_list.delete()
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self._vertex_list = None
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self._texture = None
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# Easy way to break circular reference, speeds up GC
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self._group = None
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def _animate(self, dt):
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self._frame_index += 1
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if self._frame_index >= len(self._animation.frames):
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self._frame_index = 0
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self.dispatch_event('on_animation_end')
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if self._vertex_list is None:
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return # Deleted in event handler.
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frame = self._animation.frames[self._frame_index]
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self._set_texture(frame.image.get_texture())
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if frame.duration is not None:
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duration = frame.duration - (self._next_dt - dt)
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duration = min(max(0, duration), frame.duration)
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clock.schedule_once(self._animate, duration)
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self._next_dt = duration
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else:
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self.dispatch_event('on_animation_end')
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def _set_batch(self, batch):
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if self._batch == batch:
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return
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if batch is not None and self._batch is not None:
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self._batch.migrate(self._vertex_list, GL_QUADS, self._group, batch)
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self._batch = batch
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else:
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self._vertex_list.delete()
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self._batch = batch
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self._create_vertex_list()
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def _get_batch(self):
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return self._batch
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batch = property(_get_batch, _set_batch,
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doc='''Graphics batch.
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The sprite can be migrated from one batch to another, or removed from its
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batch (for individual drawing). Note that this can be an expensive
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operation.
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:type: `Batch`
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''')
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def _set_group(self, group):
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if self._group.parent == group:
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return
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self._group = SpriteGroup(self._texture,
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self._group.blend_src,
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self._group.blend_dest,
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group)
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if self._batch is not None:
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self._batch.migrate(self._vertex_list, GL_QUADS, self._group,
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self._batch)
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def _get_group(self):
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return self._group.parent
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group = property(_get_group, _set_group,
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doc='''Parent graphics group.
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The sprite can change its rendering group, however this can be an
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expensive operation.
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:type: `Group`
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''')
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def _get_image(self):
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if self._animation:
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return self._animation
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return self._texture
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def _set_image(self, img):
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if self._animation is not None:
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clock.unschedule(self._animate)
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self._animation = None
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if isinstance(img, image.Animation):
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self._animation = img
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self._frame_index = 0
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self._set_texture(img.frames[0].image.get_texture())
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self._next_dt = img.frames[0].duration
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clock.schedule_once(self._animate, self._next_dt)
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else:
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self._set_texture(img.get_texture())
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self._update_position()
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image = property(_get_image, _set_image,
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doc='''Image or animation to display.
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:type: `AbstractImage` or `Animation`
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''')
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def _set_texture(self, texture):
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if texture.id is not self._texture.id:
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self._group = SpriteGroup(texture,
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self._group.blend_src,
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self._group.blend_dest,
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self._group.parent)
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if self._batch is None:
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self._vertex_list.tex_coords[:] = texture.tex_coords
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else:
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self._vertex_list.delete()
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self._texture = texture
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self._create_vertex_list()
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else:
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self._vertex_list.tex_coords[:] = texture.tex_coords
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self._texture = texture
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def _create_vertex_list(self):
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if self._batch is None:
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self._vertex_list = graphics.vertex_list(4,
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'v2i/%s' % self._usage,
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'c4B', ('t3f', self._texture.tex_coords))
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else:
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self._vertex_list = self._batch.add(4, GL_QUADS, self._group,
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'v2i/%s' % self._usage,
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'c4B', ('t3f', self._texture.tex_coords))
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self._update_position()
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self._update_color()
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def _update_position(self):
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img = self._texture
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if not self._visible:
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self._vertex_list.vertices[:] = [0, 0, 0, 0, 0, 0, 0, 0]
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elif self._rotation:
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x1 = -img.anchor_x * self._scale
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y1 = -img.anchor_y * self._scale
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x2 = x1 + img.width * self._scale
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y2 = y1 + img.height * self._scale
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x = self._x
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y = self._y
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r = -math.radians(self._rotation)
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cr = math.cos(r)
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sr = math.sin(r)
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ax = int(x1 * cr - y1 * sr + x)
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ay = int(x1 * sr + y1 * cr + y)
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bx = int(x2 * cr - y1 * sr + x)
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by = int(x2 * sr + y1 * cr + y)
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cx = int(x2 * cr - y2 * sr + x)
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cy = int(x2 * sr + y2 * cr + y)
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dx = int(x1 * cr - y2 * sr + x)
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dy = int(x1 * sr + y2 * cr + y)
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self._vertex_list.vertices[:] = [ax, ay, bx, by, cx, cy, dx, dy]
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elif self._scale != 1.0:
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x1 = int(self._x - img.anchor_x * self._scale)
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y1 = int(self._y - img.anchor_y * self._scale)
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x2 = int(x1 + img.width * self._scale)
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y2 = int(y1 + img.height * self._scale)
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self._vertex_list.vertices[:] = [x1, y1, x2, y1, x2, y2, x1, y2]
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else:
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x1 = int(self._x - img.anchor_x)
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y1 = int(self._y - img.anchor_y)
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x2 = x1 + img.width
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y2 = y1 + img.height
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self._vertex_list.vertices[:] = [x1, y1, x2, y1, x2, y2, x1, y2]
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def _update_color(self):
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r, g, b = self._rgb
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self._vertex_list.colors[:] = [r, g, b, int(self._opacity)] * 4
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def set_position(self, x, y):
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'''Set the X and Y coordinates of the sprite simultaneously.
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:Parameters:
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`x` : int
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X coordinate of the sprite.
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`y` : int
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Y coordinate of the sprite.
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'''
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self._x = x
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self._y = y
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self._update_position()
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position = property(lambda self: (self._x, self._y),
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lambda self, t: self.set_position(*t),
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doc='''The (x, y) coordinates of the sprite.
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:type: (int, int)
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''')
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def _set_x(self, x):
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self._x = x
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self._update_position()
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x = property(lambda self: self._x, _set_x,
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doc='''X coordinate of the sprite.
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:type: int
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''')
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def _set_y(self, y):
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self._y = y
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self._update_position()
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y = property(lambda self: self._y, _set_y,
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doc='''Y coordinate of the sprite.
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:type: int
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''')
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def _set_rotation(self, rotation):
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self._rotation = rotation
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self._update_position()
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rotation = property(lambda self: self._rotation, _set_rotation,
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doc='''Clockwise rotation of the sprite, in degrees.
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The sprite image will be rotated about its image's (anchor_x, anchor_y)
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position.
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:type: float
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''')
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def _set_scale(self, scale):
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self._scale = scale
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self._update_position()
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scale = property(lambda self: self._scale, _set_scale,
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doc='''Scaling factor.
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A scaling factor of 1 (the default) has no effect. A scale of 2 will draw
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the sprite at twice the native size of its image.
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:type: float
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''')
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width = property(lambda self: int(self._texture.width * self._scale),
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doc='''Scaled width of the sprite.
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Read-only. Invariant under rotation.
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:type: int
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''')
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height = property(lambda self: int(self._texture.height * self._scale),
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doc='''Scaled height of the sprite.
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Read-only. Invariant under rotation.
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:type: int
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''')
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def _set_opacity(self, opacity):
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self._opacity = opacity
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self._update_color()
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opacity = property(lambda self: self._opacity, _set_opacity,
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doc='''Blend opacity.
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This property sets the alpha component of the colour of the sprite's
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vertices. With the default blend mode (see the constructor), this
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allows the sprite to be drawn with fractional opacity, blending with the
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background.
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An opacity of 255 (the default) has no effect. An opacity of 128 will
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make the sprite appear translucent.
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:type: int
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''')
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def _set_color(self, rgb):
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self._rgb = map(int, rgb)
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self._update_color()
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color = property(lambda self: self._rgb, _set_color,
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doc='''Blend color.
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This property sets the color of the sprite's vertices. This allows the
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sprite to be drawn with a color tint.
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The color is specified as an RGB tuple of integers ``(red, green, blue)``.
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Each color component must be in the range 0 (dark) to 255 (saturated).
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:type: (int, int, int)
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''')
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def _set_visible(self, visible):
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self._visible = visible
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self._update_position()
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visible = property(lambda self: self._visible, _set_visible,
|
|
'''True if the sprite will be drawn.
|
|
|
|
:type: bool
|
|
''')
|
|
|
|
|
|
def draw(self):
|
|
'''Draw the sprite at its current position.
|
|
|
|
See the module documentation for hints on drawing multiple sprites
|
|
efficiently.
|
|
'''
|
|
self._group.set_state_recursive()
|
|
self._vertex_list.draw(GL_QUADS)
|
|
self._group.unset_state_recursive()
|
|
|
|
if _is_epydoc:
|
|
def on_animation_end():
|
|
'''The sprite animation reached the final frame.
|
|
|
|
The event is triggered only if the sprite has an animation, not an
|
|
image. For looping animations, the event is triggered each time
|
|
the animation loops.
|
|
|
|
:event:
|
|
'''
|
|
|
|
Sprite.register_event_type('on_animation_end')
|