From c2937d9fdd30b1b896caf66851d6677924d07488 Mon Sep 17 00:00:00 2001 From: Walter Bender Date: Thu, 12 Aug 2010 17:57:55 +0000 Subject: reorg of module heirarchy --- (limited to 'TurtleArt/sprites.py') diff --git a/TurtleArt/sprites.py b/TurtleArt/sprites.py new file mode 100644 index 0000000..ae5447d --- /dev/null +++ b/TurtleArt/sprites.py @@ -0,0 +1,420 @@ +# -*- coding: utf-8 -*- + +#Copyright (c) 2007-8, Playful Invention Company. +#Copyright (c) 2008-10 Walter Bender + +#Permission is hereby granted, free of charge, to any person obtaining a copy +#of this software and associated documentation files (the "Software"), to deal +#in the Software without restriction, including without limitation the rights +#to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +#copies of the Software, and to permit persons to whom the Software is +#furnished to do so, subject to the following conditions: + +#The above copyright notice and this permission notice shall be included in +#all copies or substantial portions of the Software. + +#THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +#IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +#FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +#AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +#LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +#OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN +#THE SOFTWARE. + +""" + +sprites.py is a simple sprites library for managing graphics objects, +'sprites', on a canvas. It manages multiple sprites with methods such +as move, hide, set_layer, etc. + +There are two classes: + +class Sprites maintains a collection of sprites. +class Sprite manages individual sprites within the collection. + +Example usage: + # Import the classes into your program. + from sprites import Sprites Sprite + + # In your expose callback event handler, call refresh + def _expose_cb(self, win, event): + self.sprite_list.refresh(event) + return True + + # Create a new sprite collection for a gtk Drawing Area. + my_drawing_area = gtk.DrawingArea() + self.sprite_list = Sprites(my_drawing_area) + + # Create a "pixbuf" (in this example, from SVG). + my_pixbuf = svg_str_to_pixbuf("...some svg code...") + + # Create a sprite at position x1, y1. + my_sprite = sprites.Sprite(self.sprite_list, x1, y1, my_pixbuf) + + # Move the sprite to a new position. + my_sprite.move((x1+dx, y1+dy)) + + # Create another "pixbuf". + your_pixbuf = svg_str_to_pixbuf("...some svg code...") + + # Create a sprite at position x2, y2. + your_sprite = sprites.Sprite(self.sprite_list, x2, y2, my_pixbuf) + + # Assign the sprites to layers. + # In this example, your_sprite will be on top of my_sprite. + my_sprite.set_layer(100) + your_sprite.set_layer(200) + + # Now put my_sprite on top of your_sprite. + my_sprite.set_layer(300) + +# method for converting SVG to a gtk pixbuf +def svg_str_to_pixbuf(svg_string): + pl = gtk.gdk.PixbufLoader('svg') + pl.write(svg_string) + pl.close() + pixbuf = pl.get_pixbuf() + return pixbuf +""" + +import pygtk +pygtk.require('2.0') +import gtk +import pango + + +class Sprites: + """ A class for the list of sprites and everything they share in common """ + + def __init__(self, canvas, area=None, gc=None): + """ Initialize an empty array of sprites """ + self.canvas = canvas + if area == None: + self.area = self.canvas.window + self.gc = self.area.new_gc() + else: + self.area = area + self.gc = gc + self.cm = self.gc.get_colormap() + self.list = [] + + def get_sprite(self, i): + """ Return a sprint from the array """ + if i < 0 or i > len(self.list)-1: + return(None) + else: + return(self.list[i]) + + def length_of_list(self): + """ How many sprites are there? """ + return(len(self.list)) + + def append_to_list(self, spr): + """ Append a new sprite to the end of the list. """ + self.list.append(spr) + + def insert_in_list(self, spr, i): + """ Insert a sprite at position i. """ + if i < 0: + self.list.insert(0, spr) + elif i > len(self.list) - 1: + self.list.append(spr) + else: + self.list.insert(i, spr) + + def remove_from_list(self, spr): + """ Remove a sprite from the list. """ + if spr in self.list: + self.list.remove(spr) + + def find_sprite(self, pos): + """ Search based on (x, y) position. Return the 'top/first' one. """ + list = self.list[:] + list.reverse() + for spr in list: + if spr.hit(pos): + return spr + return None + + def refresh(self, event): + """ Handle expose event refresh """ + self.redraw_sprites(event.area) + + def redraw_sprites(self, area=None): + """ Redraw the sprites that intersect area. """ + for spr in self.list: + if area == None: + spr.draw() + else: + intersection = spr.rect.intersect(area) + if intersection.width > 0 or intersection.height > 0: + spr.draw() + + +class Sprite: + """ A class for the individual sprites """ + + def __init__(self, sprites, x, y, image): + """ Initialize an individual sprite """ + self._sprites = sprites + self.rect = gtk.gdk.Rectangle(int(x), int(y), 0, 0) + self._scale = [12] + self._rescale = [True] + self._horiz_align = ["center"] + self._vert_align = ["middle"] + self._fd = None + self._bold = False + self._italic = False + self._color = None + self._margins = [0, 0, 0, 0] + self.layer = 100 + self.labels = [] + self.images = [] + self._dx = [] # image offsets + self._dy = [] + self.set_image(image) + if self._sprites is not None: + self._sprites.append_to_list(self) + + def set_image(self, image, i=0, dx=0, dy=0): + """ Add an image to the sprite. """ + while len(self.images) < i + 1: + self.images.append(None) + self._dx.append(0) + self._dy.append(0) + self.images[i] = image + self._dx[i] = dx + self._dy[i] = dy + if isinstance(self.images[i], gtk.gdk.Pixbuf): + w = self.images[i].get_width() + h = self.images[i].get_height() + else: + w, h = self.images[i].get_size() + if i == 0: # Always reset width and height when base image changes. + self.rect.width = w + dx + self.rect.height = h + dy + else: + if w + dx > self.rect.width: + self.rect.width = w + dx + if h + dy > self.rect.height: + self.rect.height = h + dy + + def move(self, pos): + """ Move to new (x, y) position """ + self.inval() + self.rect.x, self.rect.y = int(pos[0]), int(pos[1]) + self.inval() + + def move_relative(self, pos): + """ Move to new (x+dx, y+dy) position """ + self.inval() + self.rect.x += int(pos[0]) + self.rect.y += int(pos[1]) + self.inval() + + def get_xy(self): + """ Return current (x, y) position """ + return (self.rect.x, self.rect.y) + + def get_dimensions(self): + """ Return current size """ + return (self.rect.width, self.rect.height) + + def get_layer(self): + """ Return current layer """ + return self.layer + + def set_shape(self, image, i=0): + """ Set the current image associated with the sprite """ + self.inval() + self.set_image(image, i) + self.inval() + + def set_layer(self, layer): + """ Set the layer for a sprite """ + if self._sprites is None: + return + self._sprites.remove_from_list(self) + self.layer = layer + for i in range(self._sprites.length_of_list()): + if layer < self._sprites.get_sprite(i).layer: + self._sprites.insert_in_list(self, i) + self.inval() + return + self._sprites.append_to_list(self) + self.inval() + + def set_label(self, new_label, i=0): + """ Set the label drawn on the sprite """ + self._extend_labels_array(i) + if type(new_label) is str or type(new_label) is unicode: + # pango doesn't like nulls + self.labels[i] = new_label.replace("\0", " ") + else: + self.labels[i] = str(new_label) + self.inval() + + def set_margins(self, l=0, t=0, r=0, b=0): + """ Set the margins for drawing the label """ + self._margins = [l, t, r, b] + + def _extend_labels_array(self, i): + """ Append to the labels attribute list """ + if self._fd is None: + self.set_font('Sans') + if self._color is None: + self._color = self._sprites.cm.alloc_color('black') + while len(self.labels) < i + 1: + self.labels.append(" ") + self._scale.append(self._scale[0]) + self._rescale.append(self._rescale[0]) + self._horiz_align.append(self._horiz_align[0]) + self._vert_align.append(self._vert_align[0]) + + def set_font(self, font): + """ Set the font for a label """ + self._fd = pango.FontDescription(font) + + def set_label_color(self, rgb): + """ Set the font color for a label """ + self._color = self._sprites.cm.alloc_color(rgb) + + def set_label_attributes(self, scale, rescale=True, horiz_align="center", + vert_align="middle", i=0): + """ Set the various label attributes """ + self._extend_labels_array(i) + self._scale[i] = scale + self._rescale[i] = rescale + self._horiz_align[i] = horiz_align + self._vert_align[i] = vert_align + + def hide(self): + """ Hide a sprite """ + if self._sprites is None: + return + self.inval() + self._sprites.remove_from_list(self) + + def inval(self): + """ Force a region redraw by gtk """ + if self._sprites is None: + return + self._sprites.area.invalidate_rect(self.rect, False) + + def draw(self): + """ Draw the sprite (and label) """ + if self._sprites is None: + return + for i, img in enumerate(self.images): + if isinstance(img, gtk.gdk.Pixbuf): + self._sprites.area.draw_pixbuf(self._sprites.gc, img, 0, 0, + self.rect.x + self._dx[i], + self.rect.y + self._dy[i]) + elif img is not None: + self._sprites.area.draw_drawable(self._sprites.gc, img, 0, 0, + self.rect.x + self._dx[i], + self.rect.y + self._dy[i], + -1, -1) + if len(self.labels) > 0: + self.draw_label() + + def hit(self, pos): + """ Is (x, y) on top of the sprite? """ + x, y = pos + if x < self.rect.x: + return False + if x > self.rect.x + self.rect.width: + return False + if y < self.rect.y: + return False + if y > self.rect.y + self.rect.height: + return False + return True + + def draw_label(self): + """ Draw the label based on its attributes """ + if self._sprites is None: + return + my_width = self.rect.width - self._margins[0] - self._margins[2] + if my_width < 0: + my_width = 0 + my_height = self.rect.height - self._margins[1] - self._margins[3] + for i in range(len(self.labels)): + pl = self._sprites.canvas.create_pango_layout(str(self.labels[i])) + self._fd.set_size(int(self._scale[i] * pango.SCALE)) + pl.set_font_description(self._fd) + w = pl.get_size()[0] / pango.SCALE + if w > my_width: + if self._rescale[i]: + self._fd.set_size( + int(self._scale[i] * pango.SCALE * my_width / w)) + pl.set_font_description(self._fd) + w = pl.get_size()[0] / pango.SCALE + else: + j = len(self.labels[i]) - 1 + while(w > my_width and j > 0): + pl = self._sprites.canvas.create_pango_layout( + "…" + self.labels[i][len(self.labels[i]) - j:]) + self._fd.set_size(int(self._scale[i] * pango.SCALE)) + pl.set_font_description(self._fd) + w = pl.get_size()[0] / pango.SCALE + j -= 1 + if self._horiz_align[i] == "center": + x = int(self.rect.x + self._margins[0] + (my_width - w) / 2) + elif self._horiz_align[i] == 'left': + x = int(self.rect.x + self._margins[0]) + else: # right + x = int(self.rect.x + self.rect.width - w - self._margins[2]) + h = pl.get_size()[1] / pango.SCALE + if self._vert_align[i] == "middle": + y = int(self.rect.y + self._margins[1] + (my_height - h) / 2) + elif self._vert_align[i] == "top": + y = int(self.rect.y + self._margins[1]) + else: # bottom + y = int(self.rect.y + self.rect.height - h - self._margins[3]) + self._sprites.gc.set_foreground(self._color) + self._sprites.area.draw_layout(self._sprites.gc, x, y, pl) + + def label_width(self): + """ Calculate the width of a label """ + max = 0 + for i in range(len(self.labels)): + pl = self._sprites.canvas.create_pango_layout(self.labels[i]) + self._fd.set_size(int(self._scale[i] * pango.SCALE)) + pl.set_font_description(self._fd) + w = pl.get_size()[0] / pango.SCALE + if w > max: + max = w + return max + + def label_safe_width(self): + """ Return maximum width for a label """ + return self.rect.width - self._margins[0] - self._margins[2] + + def label_safe_height(self): + """ Return maximum height for a label """ + return self.rect.height - self._margins[1] - self._margins[3] + + def label_left_top(self): + """ Return the upper-left corner of the label safe zone """ + return(self._margins[0], self._margins[1]) + + def get_pixel(self, pos, i=0): + """ Return the pixl at (x, y) """ + x, y = pos + x = x - self.rect.x + y = y - self.rect.y + if y > self.images[i].get_height() - 1: + return(-1, -1, -1, -1) + try: + array = self.images[i].get_pixels() + if array is not None: + offset = (y * self.images[i].get_width() + x) * 4 + r, g, b, a = ord(array[offset]), ord(array[offset + 1]),\ + ord(array[offset + 2]), ord(array[offset + 3]) + return(r, g, b, a) + else: + return(-1, -1, -1, -1) + except IndexError: + print "Index Error: %d %d" % (len(array), offset) + return(-1, -1, -1, -1) -- cgit v0.9.1