# -*- 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 # 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 gobject import pango # # A class for the list of sprites and everything they share in common # class Sprites: def __init__(self, canvas, area=None, gc=None): 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): if i < 0 or i > len(self.list)-1: return(None) else: return(self.list[i]) def length_of_list(self): return(len(self.list)) def append_to_list(self, spr): self.list.append(spr) def insert_in_list(self, spr, 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): if spr in self.list: self.list.remove(spr) def find_sprite(self, pos): list = self.list[:] list.reverse() for spr in list: if spr.hit(pos): return spr return None def redraw_sprites(self): for spr in self.list: spr.draw() # # A class for the individual sprites # class Sprite: def __init__(self, sprites, x, y, image): self._sprites = sprites self._x = int(x) self._y = int(y) 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._width = 0 self._height = 0 self._margins = [0,0,0,0] self.layer = 100 self.labels = [] self.images = [] self._dx = [] # image offsets self._dy = [] self.set_image(image) self._sprites.append_to_list(self) def set_image(self, image, i=0, dx=0, dy=0): 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._width = _w + dx self._height = _h + dy else: if _w + dx > self._width: self._width = _w + dx if _h + dy > self._height: self._height = _h + dy def move(self, pos): self.inval() self._x,self._y = int(pos[0]),int(pos[1]) self.inval() def move_relative(self, pos): self.inval() self._x += int(pos[0]) self._y += int(pos[1]) self.inval() def get_xy(self): return (self._x, self._y) def get_dimensions(self): return (self._width, self._height) def get_layer(self): return self.layer def set_shape(self, image, i=0): self.inval() self.set_image(image, i) self.inval() def set_layer(self, layer): 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): 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): self._margins = [l,t,r,b] def _extend_labels_array(self, i): 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): self._fd = pango.FontDescription(font) def set_label_color(self, rgb): self._color = self._sprites.cm.alloc_color(rgb) def set_label_attributes(self, scale, rescale=True, horiz_align="center", vert_align="middle", i=0): 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): self.inval() self._sprites.remove_from_list(self) def inval(self): self._sprites.area.invalidate_rect( gtk.gdk.Rectangle(self._x,self._y,self._width,self._height), False) def draw(self): 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._x+self._dx[i], self._y+self._dy[i]) elif img is not None: self._sprites.area.draw_drawable( self._sprites.gc, img, 0, 0, self._x+self._dx[i], self._y+self._dy[i], -1, -1) if len(self.labels) > 0: self.draw_label() def hit(self, pos): x, y = pos if x < self._x: return False if x > self._x+self._width: return False if y < self._y: return False if y > self._y+self._height: return False return True def draw_label(self): my_width = self._width-self._margins[0]-self._margins[2] if my_width < 0: my_width = 0 my_height = self._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] is True: 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._x+self._margins[0]+(my_width-w)/2) elif self._horiz_align[i] == 'left': x = int(self._x+self._margins[0]) else: # right x = int(self._x+self._width-w-self._margins[2]) h = pl.get_size()[1]/pango.SCALE if self._vert_align[i] == "middle": y = int(self._y+self._margins[1]+(my_height-h)/2) elif self._vert_align[i] == "top": y = int(self._y+self._margins[1]) else: # bottom y = int(self._y+self._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): 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 self._width-self._margins[0]-self._margins[2] def label_safe_height(self): return self._height-self._margins[1]-self._margins[3] def label_left_top(self): return (self._margins[0], self._margins[1]) def get_pixel(self, pos, i=0): x, y = pos x = x-self._x y = y-self._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)