Web   ·   Wiki   ·   Activities   ·   Blog   ·   Lists   ·   Chat   ·   Meeting   ·   Bugs   ·   Git   ·   Translate   ·   Archive   ·   People   ·   Donate
summaryrefslogtreecommitdiffstats
diff options
context:
space:
mode:
authorIgnacio Rodríguez <ignaciorodriguez@sugarlabs.org>2013-04-23 01:54:42 (GMT)
committer Ignacio Rodríguez <ignaciorodriguez@sugarlabs.org>2013-04-23 01:54:42 (GMT)
commitacbd56a910cfa59d20e77eee03abec8c7f61de1d (patch)
tree11be4d9a05d3c5a25b371896204451ad13a785f5
parent6d79836fe1bb76965a80447cc18bdb837f431b20 (diff)
SugarGame
-rw-r--r--sugargame/.gitignore4
-rw-r--r--sugargame/README.txt137
-rw-r--r--sugargame/__init__.py1
-rw-r--r--sugargame/canvas.py62
-rw-r--r--sugargame/event.py244
5 files changed, 448 insertions, 0 deletions
diff --git a/sugargame/.gitignore b/sugargame/.gitignore
new file mode 100644
index 0000000..b6cb09a
--- /dev/null
+++ b/sugargame/.gitignore
@@ -0,0 +1,4 @@
+*.pyc
+locale
+.DS_Store
+dist
diff --git a/sugargame/README.txt b/sugargame/README.txt
new file mode 100644
index 0000000..c0ac366
--- /dev/null
+++ b/sugargame/README.txt
@@ -0,0 +1,137 @@
+== Sugargame ==
+
+Sugargame is a Python package which allows [http://www.pygame.org/ Pygame]
+programs to run well under Sugar.
+It is fork of the olcpgames framework, which is no longer maintained.
+
+http://git.sugarlabs.org/projects/sugargame
+
+What it does:
+
+* Wraps a Sugar activity around an existing Pygame program with few changes
+* Allows Sugar toolbars and other widgets to be added to the activity UI
+* Provides hooks for saving to and restoring from the Journal
+
+==== Differences between Sugargame and olpcgames ====
+
+The olpcgames framework provides a wrapper around Pygame which attempts to
+allow a Pygame program to run mostly unmodified under Sugar. To this end,
+the Pygame program is run in a separate thread with its own Pygame message
+loop while the main thread runs the GTK message loop. Also, olpcgames wraps
+Sugar APIs such as the journal and mesh into a Pygame-like API.
+
+Sugargame takes a simpler approach; it provides a way to embed Pygame into a
+GTK widget. The Sugar APIs are used to interact with Sugar, the Pygame APIs
+are used for the game.
+
+Sugargame advantages:
+
+* Simpler code
+* More elegant interface between Pygame and GTK
+* Runs as a single thread: no thread related segfaults
+* Possible to use Sugar widgets with Pygame
+
+Sugargame limitations:
+
+* No support for Pango or SVG sprites (yet)
+
+== Using Sugargame ==
+
+See also [[Development Team/Sugargame/Examples]].
+
+==== Wrapping a Pygame program ====
+
+To use Sugargame to Sugarize a Pygame program, set up an activity directory and
+copy the Sugargame package to it.
+
+The activity directory should look something like this:
+
+ activity/ - Activity directory: activity.info, SVG icon, etc.
+ sugargame/ - Sugargame package
+ MyActivity.py - Activity class
+ mygame.py - Pygame code
+ setup.py - Install script
+
+To make the Activity class, start with test/TestActivity.py from the Sugargame
+distribution.
+
+The activity should create a single PygameCanvas widget and call run_pygame on it.
+Pass the main loop function of the Pygame program.
+
+ self._canvas = sugargame.canvas.PygameCanvas(self)
+ self.set_canvas(self._canvas)
+
+ # Start the game running.
+ self._canvas.run_pygame(self.game.run)
+
+In your Pygame main loop, pump the GTK message loop:
+
+ while gtk.events_pending():
+ gtk.main_iteration()
+
+==== Adding Pygame to a PyGTK activity ====
+
+To add Pygame to an existing Sugar activity, create a PygameCanvas widget and call
+run_pygame on it.
+
+ widget = sugargame.canvas.PygameCanvas(self)
+ vbox.pack_start(widget)
+
+ widget.run_pygame(self.game.run)
+
+Due to limitations of Pygame and SDL, there can only be one PygameCanvas in the
+entire activity.
+
+The argument to run_pygame is a function structured like a Pygame program. In the
+main loop, remember to dispatch GTK messages using gtk.main_iteration().
+
+ def main_loop():
+ clock = pygame.time.Clock()
+ screen = pygame.display.get_surface()
+
+ while self.running:
+ # Pump GTK messages.
+ while gtk.events_pending():
+ gtk.main_iteration()
+
+ # Pump PyGame messages.
+ for event in pygame.event.get():
+ if event.type == pygame.QUIT:
+ return
+ elif event.type == pygame.VIDEORESIZE:
+ pygame.display.set_mode(event.size, pygame.RESIZABLE)
+
+ # Check the mouse position
+ x, y = pygame.mouse.get_pos()
+
+ # Clear Display
+ screen.fill((255,255,255)) #255 for white
+
+ # Draw stuff here
+ .................
+
+ # Flip Display
+ pygame.display.flip()
+
+ # Try to stay at 30 FPS
+ self.clock.tick(30)
+
+== Support ==
+
+For help with Sugargame, please email the Sugar Labs development list:
+
+: sugar-devel@lists.sugarlabs.org
+
+Sugargame is developed by Wade Brainerd <wadetb@gmail.com>.
+
+It is loosely based on the source code to the olpcgames framework, developed by
+the One Laptop Per Child project.
+
+=== Changelog ===
+
+====v1.1====
+* Fix bugs in event handling. (Pablo Moleri)
+* Remove reference to gtk.Socket.get_window() method, which is missing in older versions of PyGTK.
+
+====v1.0====
+* Initial version of Sugargame
diff --git a/sugargame/__init__.py b/sugargame/__init__.py
new file mode 100644
index 0000000..439eb0c
--- /dev/null
+++ b/sugargame/__init__.py
@@ -0,0 +1 @@
+__version__ = '1.1'
diff --git a/sugargame/canvas.py b/sugargame/canvas.py
new file mode 100644
index 0000000..1ce0250
--- /dev/null
+++ b/sugargame/canvas.py
@@ -0,0 +1,62 @@
+import os
+from gi.repository import Gtk
+from gi.repository import GObject
+import pygame
+import event
+
+CANVAS = None
+
+class PygameCanvas(Gtk.EventBox):
+
+ """
+ mainwindow is the activity intself.
+ """
+ def __init__(self, mainwindow, pointer_hint = True):
+ GObject.GObject.__init__(self)
+
+ global CANVAS
+ assert CANVAS == None, "Only one PygameCanvas can be created, ever."
+ CANVAS = self
+
+ # Initialize Events translator before widget gets "realized".
+ self.translator = event.Translator(mainwindow, self)
+
+ self._mainwindow = mainwindow
+
+ self.set_can_focus(True)
+
+ self._socket = Gtk.Socket()
+ self.add(self._socket)
+ self.show_all()
+
+ def run_pygame(self, main_fn):
+ # Run the main loop after a short delay. The reason for the delay is that the
+ # Sugar activity is not properly created until after its constructor returns.
+ # If the Pygame main loop is called from the activity constructor, the
+ # constructor never returns and the activity freezes.
+ GObject.idle_add(self._run_pygame_cb, main_fn)
+
+ def _run_pygame_cb(self, main_fn):
+ assert pygame.display.get_surface() is None, "PygameCanvas.run_pygame can only be called once."
+
+ # Preinitialize Pygame with the X window ID.
+ assert pygame.display.get_init() == False, "Pygame must not be initialized before calling PygameCanvas.run_pygame."
+ os.environ['SDL_WINDOWID'] = str(self._socket.get_id())
+ pygame.init()
+
+ # Restore the default cursor.
+ self._socket.props.window.set_cursor(None)
+
+ # Initialize the Pygame window.
+ r = self.get_allocation()
+ pygame.display.set_mode((r.width, r.height), pygame.RESIZABLE)
+
+ # Hook certain Pygame functions with GTK equivalents.
+ self.translator.hook_pygame()
+
+ # Run the Pygame main loop.
+ main_fn()
+ return False
+
+ def get_pygame_widget(self):
+ return self._socket
diff --git a/sugargame/event.py b/sugargame/event.py
new file mode 100644
index 0000000..431a600
--- /dev/null
+++ b/sugargame/event.py
@@ -0,0 +1,244 @@
+from gi.repository import Gtk
+from gi.repository import Gdk
+from gi.repository import GObject
+import pygame
+import pygame.event
+import logging
+
+class _MockEvent(object):
+ def __init__(self, keyval):
+ self.keyval = keyval
+
+class Translator(object):
+ key_trans = {
+ 'Alt_L': pygame.K_LALT,
+ 'Alt_R': pygame.K_RALT,
+ 'Control_L': pygame.K_LCTRL,
+ 'Control_R': pygame.K_RCTRL,
+ 'Shift_L': pygame.K_LSHIFT,
+ 'Shift_R': pygame.K_RSHIFT,
+ 'Super_L': pygame.K_LSUPER,
+ 'Super_R': pygame.K_RSUPER,
+ 'KP_Page_Up' : pygame.K_KP9,
+ 'KP_Page_Down' : pygame.K_KP3,
+ 'KP_End' : pygame.K_KP1,
+ 'KP_Home' : pygame.K_KP7,
+ 'KP_Up' : pygame.K_KP8,
+ 'KP_Down' : pygame.K_KP2,
+ 'KP_Left' : pygame.K_KP4,
+ 'KP_Right' : pygame.K_KP6,
+
+ }
+
+ mod_map = {
+ pygame.K_LALT: pygame.KMOD_LALT,
+ pygame.K_RALT: pygame.KMOD_RALT,
+ pygame.K_LCTRL: pygame.KMOD_LCTRL,
+ pygame.K_RCTRL: pygame.KMOD_RCTRL,
+ pygame.K_LSHIFT: pygame.KMOD_LSHIFT,
+ pygame.K_RSHIFT: pygame.KMOD_RSHIFT,
+ }
+
+ def __init__(self, mainwindow, inner_evb):
+ """Initialise the Translator with the windows to which to listen"""
+ self._mainwindow = mainwindow
+ self._inner_evb = inner_evb
+
+ # Enable events
+ # (add instead of set here because the main window is already realized)
+ self._mainwindow.add_events(
+ Gdk.EventMask.KEY_PRESS_MASK | \
+ Gdk.EventMask.KEY_RELEASE_MASK \
+ )
+
+ self._inner_evb.set_events(
+ Gdk.EventMask.POINTER_MOTION_MASK | \
+ Gdk.EventMask.POINTER_MOTION_HINT_MASK | \
+ Gdk.EventMask.BUTTON_MOTION_MASK | \
+ Gdk.EventMask.BUTTON_PRESS_MASK | \
+ Gdk.EventMask.BUTTON_RELEASE_MASK
+ )
+
+ self._mainwindow.set_can_focus(True)
+ self._inner_evb.set_can_focus(True)
+
+ # Callback functions to link the event systems
+ self._mainwindow.connect('unrealize', self._quit_cb)
+ self._inner_evb.connect('key_press_event', self._keydown_cb)
+ self._inner_evb.connect('key_release_event', self._keyup_cb)
+ self._inner_evb.connect('button_press_event', self._mousedown_cb)
+ self._inner_evb.connect('button_release_event', self._mouseup_cb)
+ self._inner_evb.connect('motion-notify-event', self._mousemove_cb)
+ self._inner_evb.connect('draw', self._draw_cb)
+ self._inner_evb.connect('configure-event', self._resize_cb)
+
+ # Internal data
+ self.__stopped = False
+ self.__keystate = [0] * 323
+ self.__button_state = [0,0,0]
+ self.__mouse_pos = (0,0)
+ self.__repeat = (None, None)
+ self.__held = set()
+ self.__held_time_left = {}
+ self.__held_last_time = {}
+ self.__tick_id = None
+
+ def hook_pygame(self):
+ pygame.key.get_pressed = self._get_pressed
+ pygame.key.set_repeat = self._set_repeat
+ pygame.mouse.get_pressed = self._get_mouse_pressed
+ pygame.mouse.get_pos = self._get_mouse_pos
+
+ def _draw_cb(self, widget, event):
+ if pygame.display.get_init():
+ pygame.event.post(pygame.event.Event(pygame.VIDEOEXPOSE))
+ return True
+
+ def _resize_cb(self, widget, event):
+ evt = pygame.event.Event(pygame.VIDEORESIZE,
+ size=(event.width,event.height), width=event.width, height=event.height)
+ pygame.event.post(evt)
+ return False # continue processing
+
+ def _quit_cb(self, data=None):
+ self.__stopped = True
+ pygame.event.post(pygame.event.Event(pygame.QUIT))
+
+ def _keydown_cb(self, widget, event):
+ key = event.keyval
+ if key in self.__held:
+ return True
+ else:
+ if self.__repeat[0] is not None:
+ self.__held_last_time[key] = pygame.time.get_ticks()
+ self.__held_time_left[key] = self.__repeat[0]
+ self.__held.add(key)
+
+ return self._keyevent(widget, event, pygame.KEYDOWN)
+
+ def _keyup_cb(self, widget, event):
+ key = event.keyval
+ if self.__repeat[0] is not None:
+ if key in self.__held:
+ # This is possibly false if set_repeat() is called with a key held
+ del self.__held_time_left[key]
+ del self.__held_last_time[key]
+ self.__held.discard(key)
+
+ return self._keyevent(widget, event, pygame.KEYUP)
+
+ def _keymods(self):
+ mod = 0
+ for key_val, mod_val in self.mod_map.iteritems():
+ mod |= self.__keystate[key_val] and mod_val
+ return mod
+
+ def _keyevent(self, widget, event, type):
+ key = Gdk.keyval_name(event.keyval)
+ if key is None:
+ # No idea what this key is.
+ return False
+
+ keycode = None
+ if key in self.key_trans:
+ keycode = self.key_trans[key]
+ elif hasattr(pygame, 'K_'+key.upper()):
+ keycode = getattr(pygame, 'K_'+key.upper())
+ elif hasattr(pygame, 'K_'+key.lower()):
+ keycode = getattr(pygame, 'K_'+key.lower())
+ elif key == 'XF86Start':
+ # view source request, specially handled...
+ self._mainwindow.view_source()
+ else:
+ print 'Key %s unrecognized' % key
+
+ if keycode is not None:
+ if type == pygame.KEYDOWN:
+ mod = self._keymods()
+ self.__keystate[keycode] = type == pygame.KEYDOWN
+ if type == pygame.KEYUP:
+ mod = self._keymods()
+ ukey = unichr(Gdk.keyval_to_unicode(event.keyval))
+ if ukey == '\000':
+ ukey = ''
+ evt = pygame.event.Event(type, key=keycode, unicode=ukey, mod=mod)
+ self._post(evt)
+
+ return True
+
+ def _get_pressed(self):
+ return self.__keystate
+
+ def _get_mouse_pressed(self):
+ return self.__button_state
+
+ def _mousedown_cb(self, widget, event):
+ self.__button_state[event.button-1] = 1
+ return self._mouseevent(widget, event, pygame.MOUSEBUTTONDOWN)
+
+ def _mouseup_cb(self, widget, event):
+ self.__button_state[event.button-1] = 0
+ return self._mouseevent(widget, event, pygame.MOUSEBUTTONUP)
+
+ def _mouseevent(self, widget, event, type):
+ evt = pygame.event.Event(type, button=event.button, pos=(event.x, event.y))
+ self._post(evt)
+ return True
+
+ def _mousemove_cb(self, widget, event):
+ # From http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/
+ # if this is a hint, then let's get all the necessary
+ # information, if not it's all we need.
+ if event.is_hint:
+ win, x, y, state = event.window.get_device_position(event.device)
+ else:
+ x = event.x
+ y = event.y
+ state = event.get_state()
+
+ rel = (x - self.__mouse_pos[0], y - self.__mouse_pos[1])
+ self.__mouse_pos = (x, y)
+
+ self.__button_state = [
+ state & Gdk.ModifierType.BUTTON1_MASK and 1 or 0,
+ state & Gdk.ModifierType.BUTTON2_MASK and 1 or 0,
+ state & Gdk.ModifierType.BUTTON3_MASK and 1 or 0,
+ ]
+
+ evt = pygame.event.Event(pygame.MOUSEMOTION,
+ pos=self.__mouse_pos, rel=rel, buttons=self.__button_state)
+ self._post(evt)
+ return True
+
+ def _tick_cb(self):
+ cur_time = pygame.time.get_ticks()
+ for key in self.__held:
+ delta = cur_time - self.__held_last_time[key]
+ self.__held_last_time[key] = cur_time
+
+ self.__held_time_left[key] -= delta
+ if self.__held_time_left[key] <= 0:
+ self.__held_time_left[key] = self.__repeat[1]
+ self._keyevent(None, _MockEvent(key), pygame.KEYDOWN)
+
+ return True
+
+ def _set_repeat(self, delay=None, interval=None):
+ if delay is not None and self.__repeat[0] is None:
+ self.__tick_id = GObject.timeout_add(10, self._tick_cb)
+ elif delay is None and self.__repeat[0] is not None:
+ GObject.source_remove(self.__tick_id)
+ self.__repeat = (delay, interval)
+
+ def _get_mouse_pos(self):
+ return self.__mouse_pos
+
+ def _post(self, evt):
+ try:
+ pygame.event.post(evt)
+ except pygame.error, e:
+ if str(e) == 'Event queue full':
+ print "Event queue full!"
+ pass
+ else:
+ raise e