""" The main window class that all object-oriented applications should derive from. """ from numbers import Number from typing import Tuple import pyglet.gl as gl import pyglet from arcade.window_commands import (get_viewport, set_viewport, set_window) MOUSE_BUTTON_LEFT = 1 MOUSE_BUTTON_MIDDLE = 2 MOUSE_BUTTON_RIGHT = 4 class NoOpenGLException(Exception): """ Exception when we can't get an OpenGL 3.3+ context """ pass class Window(pyglet.window.Window): """ The Window class forms the basis of most advanced games that use Arcade. It represents a window on the screen, and manages events. """ def __init__(self, width: Number = 800, height: Number = 600, title: str = 'Arcade Window', fullscreen: bool = False, resizable: bool = False, update_rate=1/60, antialiasing: bool = True): """ Construct a new window :param float width: Window width :param float height: Window height :param str title: Title (appears in title bar) :param bool fullscreen: Should this be full screen? :param bool resizable: Can the user resize the window? :param float update_rate: How frequently to update the window. :param bool antialiasing: Should OpenGL's anti-aliasing be enabled? """ if antialiasing: config = pyglet.gl.Config(major_version=3, minor_version=3, double_buffer=True, sample_buffers=1, samples=4) else: config = pyglet.gl.Config(major_version=3, minor_version=3, double_buffer=True) try: super().__init__(width=width, height=height, caption=title, resizable=resizable, config=config) except pyglet.window.NoSuchConfigException: raise NoOpenGLException("Unable to create an OpenGL 3.3+ context. " "Check to make sure your system supports OpenGL 3.3 or higher.") if antialiasing: try: gl.glEnable(gl.GL_MULTISAMPLE_ARB) except pyglet.gl.GLException: print("Warning: Anti-aliasing not supported on this computer.") if update_rate: from pyglet import compat_platform if compat_platform == 'darwin' or compat_platform == 'linux': # Set vsync to false, or we'll be limited to a 1/30 sec update rate possibly self.context.set_vsync(False) self.set_update_rate(update_rate) super().set_fullscreen(fullscreen) self.invalid = False set_window(self) set_viewport(0, self.width, 0, self.height) self.current_view = None def update(self, delta_time: float): """ Move everything. For better consistency in naming, use ``on_update`` instead. :param float delta_time: Time interval since the last time the function was called in seconds. """ try: self.current_view.update(delta_time) except AttributeError: pass def on_update(self, delta_time: float): """ Move everything. Perform collision checks. Do all the game logic here. :param float delta_time: Time interval since the last time the function was called. """ try: self.current_view.on_update(delta_time) except AttributeError: pass def set_update_rate(self, rate: float): """ Set how often the screen should be updated. For example, self.set_update_rate(1 / 60) will set the update rate to 60 fps :param float rate: Update frequency in seconds """ pyglet.clock.unschedule(self.update) pyglet.clock.schedule_interval(self.update, rate) pyglet.clock.unschedule(self.on_update) pyglet.clock.schedule_interval(self.on_update, rate) def on_mouse_motion(self, x: float, y: float, dx: float, dy: float): """ Override this function to add mouse functionality. :param float x: x position of mouse :param float y: y position of mouse :param float dx: Change in x since the last time this method was called :param float dy: Change in y since the last time this method was called """ pass def on_mouse_press(self, x: float, y: float, button: int, modifiers: int): """ Override this function to add mouse button functionality. :param float x: x position of the mouse :param float y: y position of the mouse :param int button: What button was hit. One of: arcade.MOUSE_BUTTON_LEFT, arcade.MOUSE_BUTTON_RIGHT, arcade.MOUSE_BUTTON_MIDDLE :param int modifiers: Shift/click, ctrl/click, etc. """ pass def on_mouse_drag(self, x: float, y: float, dx: float, dy: float, buttons: int, modifiers: int): """ Override this function to add mouse button functionality. :param float x: x position of mouse :param float y: y position of mouse :param float dx: Change in x since the last time this method was called :param float dy: Change in y since the last time this method was called :param int buttons: Which button is pressed :param int modifiers: Ctrl, shift, etc. """ self.on_mouse_motion(x, y, dx, dy) def on_mouse_release(self, x: float, y: float, button: int, modifiers: int): """ Override this function to add mouse button functionality. :param float x: :param float y: :param int button: :param int modifiers: """ pass def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int): """ User moves the scroll wheel. :param int x: :param int y: :param int scroll_x: :param int scroll_y: """ pass def set_mouse_visible(self, visible: bool = True): """ If true, user can see the mouse cursor while it is over the window. Set false, the mouse is not visible. Default is true. :param bool visible: """ super().set_mouse_visible(visible) def on_key_press(self, symbol: int, modifiers: int): """ Override this function to add key press functionality. :param int symbol: Key that was hit :param int modifiers: If it was shift/ctrl/alt """ pass def on_key_release(self, symbol: int, modifiers: int): """ Override this function to add key release functionality. :param int symbol: Key that was hit :param int modifiers: If it was shift/ctrl/alt """ pass def on_draw(self): """ Override this function to add your custom drawing code. """ pass def on_resize(self, width: float, height: float): """ Override this function to add custom code to be called any time the window is resized. :param float width: New width :param float height: New height """ original_viewport = self.get_viewport() # unscaled_viewport = self.get_viewport_size() # scaling = unscaled_viewport[0] / width self.set_viewport(original_viewport[0], original_viewport[0] + width, original_viewport[2], original_viewport[2] + height) def set_min_size(self, width: float, height: float): """ Wrap the Pyglet window call to set minimum size :param float width: width in pixels. :param float height: height in pixels. """ if self._resizable: super().set_minimum_size(width, height) else: raise ValueError('Cannot set min size on non-resizable window') def set_max_size(self, width: float, height: float): """ Wrap the Pyglet window call to set maximum size :param float width: width in pixels. :param float height: height in pixels. :Raises ValueError: """ if self._resizable: super().set_maximum_size(width, height) else: raise ValueError('Cannot set max size on non-resizable window') def set_size(self, width: float, height: float): """ Ignore the resizable flag and set the size :param float width: :param float height: """ super().set_size(width, height) def get_size(self) -> Tuple[int, int]: """ Get the size of the window. :returns: (width, height) """ return super().get_size() def get_location(self) -> Tuple[int, int]: """ Return the X/Y coordinates of the window :returns: x, y of window location """ return super().get_location() def set_visible(self, visible=True): """ Set if the window is visible or not. Normally, a program's window is visible. :param bool visible: """ super().set_visible(visible) def set_viewport(self, left: Number, right: Number, bottom: Number, top: Number): """ Set the viewport. (What coordinates we can see. Used to scale and/or scroll the screen.) :param Number left: :param Number right: :param Number bottom: :param Number top: """ set_viewport(left, right, bottom, top) def get_viewport(self) -> (float, float, float, float): """ Get the viewport. (What coordinates we can see.) """ return get_viewport() def test(self, frames: int = 10): """ Used by unit test cases. Runs the event loop a few times and stops. :param int frames: """ for i in range(frames): self.switch_to() self.dispatch_events() self.dispatch_event('on_draw') self.flip() self.update(1/60) def show_view(self, new_view: 'View'): if not isinstance(new_view, View): raise ValueError("Must pass an arcade.View object to " "Window.show_view()") # Store the Window that is showing the "new_view" View. if new_view.window is None: new_view.window = self elif new_view.window != self: raise RuntimeError("You are attempting to pass the same view " "object between multiple windows. A single " "view object can only be used in one window.") # remove previously shown view's handlers if self.current_view is not None: self.remove_handlers(self.current_view) # push new view's handlers self.current_view = new_view self.push_handlers(self.current_view) self.current_view.on_show() # Note: After the View has been pushed onto pyglet's stack of event handlers (via push_handlers()), pyglet # will still call the Window's event handlers. (See pyglet's EventDispatcher.dispatch_event() implementation # for details) def _create(self): super()._create() def _recreate(self, changes): super()._recreate(changes) def flip(self): super().flip() def switch_to(self): super().switch_to() def set_caption(self, caption): super().set_caption(caption) def set_minimum_size(self, width, height): super().set_minimum_size(width, height) def set_maximum_size(self, width, height): super().set_maxiumum_size(width, height) def set_location(self, x, y): super().set_location(x, y) def activate(self): super().activate() def minimize(self): super().minimize() def maximize(self): super().maximize() def set_vsync(self, vsync): super().set_vsync(vsync) def set_mouse_platform_visible(self, platform_visible=None): super().set_mouse_platform_visible(platform_visible) def set_exclusive_mouse(self, exclusive=True): super().set_exclusive_mouse(exclusive) def set_exclusive_keyboard(self, exclusive=True): super().set_exclusive_keyboard(exclusive) def get_system_mouse_cursor(self, name): super().get_system_mouse_cursor(name) def dispatch_events(self): super().dispatch_events() def open_window(width: Number, height: Number, window_title: str, resizable: bool = False, antialiasing: bool = True) -> Window: """ This function opens a window. For ease-of-use we assume there will only be one window, and the programmer does not need to keep a handle to the window. This isn't the best architecture, because the window handle is stored in a global, but it makes things easier for programmers if they don't have to track a window pointer. :param Number width: Width of the window. :param Number height: Height of the window. :param str window_title: Title of the window. :param bool resizable: Whether the window can be user-resizable. :param bool antialiasing: Smooth the graphics? :returns: Handle to window :rtype arcade.Window: """ global _window _window = Window(width, height, window_title, resizable, update_rate=None, antialiasing=antialiasing) return _window class View: """ TODO:Thoughts: - is there a need for a close()/on_close() method? """ def __init__(self): self.window = None def update(self, delta_time: float): """To be overridden""" pass def on_update(self, delta_time: float): """To be overridden""" pass def on_draw(self): """Called when this view should draw""" pass def on_show(self): """Called when this view is shown""" pass