import os import sdl2 import sdl2.ext from PIL import Image class GameWindow: def __init__(self, width, height, cell_size, title="Default", key_callback=None): self.cell_size = cell_size self.width = width * cell_size self.height = height * cell_size self.actual_screen_size = (640, 480) if self.width > self.actual_screen_size[0] or self.height > self.actual_screen_size[1]: self.target_size = self.actual_screen_size else: self.target_size = (self.width, self.height) self.w_start_offset = (self.target_size[0] - self.width) // 2 self.h_start_offset = (self.target_size[1] - self.height) // 2 self.w_offset = self.w_start_offset self.h_offset = self.h_start_offset self.max_w_offset = self.target_size[0] - self.width self.max_h_offset = self.target_size[1] - self.height print(f"Screen size: {self.width}x{self.height}") sdl2.ext.init(joystick=True) self.window = sdl2.ext.Window(title=title, size=self.target_size,)# flags=sdl2.SDL_WINDOW_FULLSCREEN) self.delay = 30 self.load_joystick() self.window.show() self.renderer = sdl2.ext.Renderer(self.window, flags=sdl2.SDL_RENDERER_ACCELERATED) self.factory = sdl2.ext.SpriteFactory(renderer=self.renderer) self.fonts = self.generate_fonts("assets/decterm.ttf") self.running = True self.key_callback = key_callback self.performance = 0 def load_joystick(self): sdl2.SDL_Init(sdl2.SDL_INIT_JOYSTICK) sdl2.SDL_JoystickOpen(0) def generate_fonts(self,font_file): fonts = {} for i in range(10, 70, 1): fonts.update({i: sdl2.ext.FontManager(font_path=font_file, size=i)}) return fonts def load_image(self, path, transparent_color=None): image_path = os.path.join(os.path.dirname(__file__), "..", "assets", path) image = Image.open(image_path) if transparent_color: image = image.convert("RGBA") datas = image.getdata() new_data = [] for item in datas: if item[:3] == transparent_color: new_data.append((255, 255, 255, 0)) else: new_data.append(item) image.putdata(new_data) scale = self.cell_size // 20 image = image.resize((image.width * scale, image.height * scale), Image.NEAREST) return self.factory.from_surface(sdl2.ext.pillow_to_surface(image)) def draw_text(self, text, font, position, color): sprite = self.factory.from_text(text, color=color, fontmanager=font) if position == "center": sprite.position = (self.size[0] // 2 - sprite.size[0] // 2, self.size[1] // 2 - sprite.size[1] // 2) else: sprite.position = position self.renderer.copy(sprite, dstrect=sprite.position) def draw_image(self, x, y, sprite, tag, anchor="nw"): if not self.is_in_visible_area(x, y): return sprite.position = (x+self.w_offset, y+self.h_offset) self.renderer.copy(sprite, dstrect=sprite.position) def draw_rectangle(self, x, y, width, height, tag, outline="red", filling=None): if not self.is_in_visible_area(x, y): return x, y = x + self.w_offset, y + self.h_offset if filling: self.renderer.fill((x, y, width, height), sdl2.ext.Color(*filling)) else: self.renderer.draw_rect((x, y, width, height), sdl2.ext.Color(*outline)) def draw_pointer(self, x, y): x=x+self.w_offset y=y+self.h_offset for i in range(3): self.renderer.draw_rect((x + i,y+i, self.cell_size-2*i, self.cell_size-2*i), color=sdl2.ext.Color(255, 0, 0)) def delete_tag(self, tag): pass def get_image_size(self, image): return image.size def update_status(self, text): fps = int(1000 / self.performance) if self.performance != 0 else 0 text = f"FPS: {fps} - {text}" font = self.fonts[20] sprite = self.factory.from_text(text, color=sdl2.ext.Color(0, 0, 0), fontmanager=font) text_width, text_height = sprite.size self.renderer.fill((3, 3, text_width + 10, text_height + 4), sdl2.ext.Color(255, 255, 255)) self.draw_text(text, font, (8, 5), sdl2.ext.Color(0, 0, 0)) def new_cycle(self, delay, callback): pass def full_screen(self,flag): sdl2.SDL_SetWindowFullscreen(self.window.window, flag) def is_in_visible_area(self, x, y): return -self.w_offset <= x <= self.width - self.w_offset and -self.h_offset <= y <= self.height - self.h_offset def mainloop(self, **kwargs): while self.running: performance_start = sdl2.SDL_GetPerformanceCounter() self.renderer.clear() if "bg_update" in kwargs: kwargs["bg_update"]() kwargs["update"]() events = sdl2.ext.get_events() for event in events: if event.type == sdl2.SDL_QUIT: self.running = False elif event.type == sdl2.SDL_KEYDOWN and self.key_callback: key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') self.key_callback(key) elif event.type == sdl2.SDL_KEYUP and self.key_callback: key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8') + "Release" self.key_callback(key) elif event.type == sdl2.SDL_MOUSEMOTION: self.key_callback("mouse", coords=(event.motion.x, event.motion.y)) elif event.type == sdl2.SDL_JOYBUTTONDOWN: key = event.jbutton.button self.key_callback(key) # Disegna qui gli sprite self.renderer.present() self.performance = (sdl2.SDL_GetPerformanceCounter() - performance_start) / sdl2.SDL_GetPerformanceFrequency() * 1000 if self.performance < self.delay: delay = self.delay - round(self.performance) else: delay = 0 sdl2.SDL_Delay(delay) def close(self): self.running = False sdl2.ext.quit() def scroll_view(self, pointer): """ Adjusts the view offset based on the given pointer coordinates. Scales them down by half, then adjusts offsets, ensuring they don't exceed maximum allowed values. """ x, y = pointer # Scale down and invert x = -(x // 2) * self.cell_size y = -(y // 2) * self.cell_size # Clamp horizontal offset if x <= self.max_w_offset + self.cell_size: x = self.max_w_offset # Clamp vertical offset if y < self.max_h_offset: y = self.max_h_offset self.w_offset = x self.h_offset = y def play_sound(self, sound_file): return sample = sdl2.sdlmixer.Mix_LoadWAV(byteify(sound_file, "utf-8")) if sample is None: raise RuntimeError("Cannot open audio file: {}".format(sdl2.sdlmixer.Mix_GetError())) channel = sdl2.sdlmixer.Mix_PlayChannel(-1, sample, 0) if channel == -1: print(f"Cannot play sound: {sdl2.sdlmixer.Mix_GetError()}")