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import os
import sdl2
import sdl2.ext
from sdl2.ext.compat import byteify
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
actual_screen_size = os.environ.get("RESOLUTION", "640x480").split("x")
actual_screen_size = tuple(map(int, actual_screen_size))
self.target_size = actual_screen_size if self.width > actual_screen_size[0] or self.height > actual_screen_size[1] else (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)
sdl2.SDL_Init(sdl2.SDL_INIT_AUDIO)
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_down, self.key_up, self.axis_scroll = 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("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.target_size[0] // 2 - sprite.size[0] // 2, self.target_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):
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 win_screen(self, text, image=None):
self.draw_rectangle(50 - self.w_offset, 50 - self.h_offset,
self.target_size[0] - 100, self.target_size[1] - 100, "win", filling=(255, 255, 255))
self.draw_text(text, self.fonts[self.target_size[1]//20], "center", sdl2.ext.Color(0, 0, 0))
if image:
image_size = self.get_image_size(image)
self.draw_image(self.target_size[0] // 2 - image_size[0] // 2 - self.w_offset,
self.target_size[1] // 2 - image_size[1] * 2 - self.h_offset,
image, "win")
def pause_screen(self, text):
self.draw_rectangle(50 - self.w_offset, 50 - self.h_offset,
self.target_size[0] - 100, self.target_size[1] - 100, "pause", filling=(255, 255, 255))
self.draw_text(text, self.fonts[self.target_size[1]//20], "center", sdl2.ext.Color(0, 0, 0))
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_down:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_down(key)
elif event.type == sdl2.SDL_KEYUP and self.key_down:
key = sdl2.SDL_GetKeyName(event.key.keysym.sym).decode('utf-8')
self.key_up(key)
print(key)
elif event.type == sdl2.SDL_MOUSEMOTION:
self.key_down("mouse", coords=(event.motion.x, event.motion.y))
elif event.type == sdl2.SDL_JOYBUTTONDOWN:
key = event.jbutton.button
self.key_down(key)
elif event.type == sdl2.SDL_JOYBUTTONUP:
key = event.jbutton.button
self.key_up(key)
elif event.type == sdl2.SDL_JOYAXISMOTION:
self.axis_scroll(event.jaxis.axis, event.jaxis.value)
# 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()}")