Source code for arcade.window_commands

"""
This submodule has functions that control opening, closing, rendering, and otherwise managing windows.
It also has commands for scheduling pauses and scheduling interval functions.
"""

import gc
import time

import pyglet

import pyglet.gl as gl
import numpy as np

from numbers import Number
from typing import Callable
from typing import Union
from arcade.arcade_types import Color

_left = -1
_right = 1
_bottom = -1
_top = 1
_scaling = None

_window = None

_projection = None
_opengl_context = None


[docs]def get_projection(): return _projection
[docs]def create_orthogonal_projection( left, right, bottom, top, near, far, dtype=None ): """Creates an orthogonal projection matrix. :param float left: The left of the near plane relative to the plane's centre. :param float right: The right of the near plane relative to the plane's centre. :param float top: The top of the near plane relative to the plane's centre. :param float bottom: The bottom of the near plane relative to the plane's centre. :param float near: The distance of the near plane from the camera's origin. It is recommended that the near plane is set to 1.0 or above to avoid rendering issues at close range. :param float far: The distance of the far plane from the camera's origin. :param dtype: :rtype: numpy.array :return: A projection matrix representing the specified orthogonal perspective. .. seealso:: http://msdn.microsoft.com/en-us/library/dd373965(v=vs.85).aspx """ rml = right - left tmb = top - bottom fmn = far - near a = 2. / rml b = 2. / tmb c = -2. / fmn tx = -(right + left) / rml ty = -(top + bottom) / tmb tz = -(far + near) / fmn return np.array(( (a, 0., 0., 0.), (0., b, 0., 0.), (0., 0., c, 0.), (tx, ty, tz, 1.), ), dtype=dtype)
[docs]def pause(seconds: Number): """ Pause for the specified number of seconds. This is a convenience function that just calls time.sleep() :param float seconds: Time interval to pause in seconds. """ time.sleep(seconds)
[docs]def get_window() -> Union[pyglet.window.Window, None]: """ Return a handle to the current window. :param: None :return window: Handle to the current window. :raises: None """ global _window return _window
[docs]def set_window(window: pyglet.window.Window): """ Set a handle to the current window. Args: :window: Handle to the current window. """ global _window _window = window
[docs]def get_scaling_factor(window): from pyglet import compat_platform if compat_platform == 'darwin': from pyglet.libs.darwin.cocoapy import NSMakeRect view = window.context._nscontext.view() content_rect = NSMakeRect(0, 0, window._width, window._height) # Get size, possibly scaled bounds = view.convertRectFromBacking_(content_rect) # Convert to actual pixel sizes return int(content_rect.size.width / bounds.size.width) else: return 1
[docs]def set_viewport(left: Number, right: Number, bottom: Number, top: Number): """ This sets what coordinates the window will cover. By default, the lower left coordinate will be (0, 0) and the top y coordinate will be the height of the window in pixels, and the right x coordinate will be the width of the window in pixels. If a program is making a game where the user scrolls around a larger world, this command can help out. Note: It is recommended to only set the view port to integer values that line up with the pixels on the screen. Otherwise if making a tiled game the blocks may not line up well, creating rectangle artifacts. Args: :left: Left-most (smallest) x value. :right: Right-most (largest) x value. :bottom: Bottom (smallest) y value. :top: Top (largest) y value. Returns: None Raises: None """ global _left global _right global _bottom global _top global _projection global _scaling _left = left _right = right _bottom = bottom _top = top # Needed for sprites if _scaling is None: _scaling = get_scaling_factor(_window) gl.glViewport(0, 0, _window.width * _scaling, _window.height * _scaling) # Needed for drawing # gl.glMatrixMode(gl.GL_PROJECTION) # gl.glLoadIdentity() # gl.glOrtho(_left, _right, _bottom, _top, -1, 1) # gl.glMatrixMode(gl.GL_MODELVIEW) # gl.glLoadIdentity() _projection = create_orthogonal_projection(left=_left, right=_right, bottom=_bottom, top=_top, near=-1000, far=100, dtype=np.float32)
[docs]def get_viewport() -> (float, float, float, float): """ Get the current viewport settings. """ return _left, _right, _bottom, _top
[docs]def close_window(): """ Closes the current window, and then runs garbage collection. The garbage collection is necessary to prevent crashing when opening/closing windows rapidly (usually during unit tests). """ global _window _window.close() _window = None # Have to do a garbage collection or Python will crash # if we do a lot of window open and closes. Like for # unit tests. gc.collect()
[docs]def finish_render(): """ Swap buffers and displays what has been drawn. If programs use derive from the Window class, this function is automatically called. """ global _window _window.flip()
[docs]def run(): """ Run the main loop. After the window has been set up, and the event hooks are in place, this is usually one of the last commands on the main program. """ pyglet.app.run()
[docs]def quick_run(time_to_pause: Number): """ Only run the application for the specified time in seconds. Useful for unit testing or continuous integration (CI) testing where there is no user interaction. Args: :time_to_pause: Number of seconds to pause before automatically closing. """ pause(time_to_pause) close_window()
[docs]def start_render(): """ Get set up to render. Required to be called before drawing anything to the screen. """ gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
# gl.glMatrixMode(gl.GL_MODELVIEW) # gl.glEnableClientState(gl.GL_VERTEX_ARRAY)
[docs]def set_background_color(color: Color): """ This specifies the background color of the window. Args: :color (tuple): List of 3 or 4 bytes in RGB/RGBA format. Returns: None Raises: None """ gl.glClearColor(color[0]/255, color[1]/255, color[2]/255, 1)
[docs]def schedule(function_pointer: Callable, interval: Number): """ Schedule a function to be automatically called every ``interval`` seconds. Args: :function_pointer: Pointer to the function to be called. :interval: Interval to call the function. Returns: None Raises: None """ pyglet.clock.schedule_interval(function_pointer, interval)