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 os

import pyglet
import numpy as np

from numbers import Number
from typing import (
    Callable,
    cast,
    Tuple,
    Union
)
from arcade.arcade_types import Color

_window = None


[docs]def get_display_size(screen_id: int = 0) -> Tuple[int, int]: """Return the width and height of a monitor. The size of the primary monitor is returned by default. :param int screen_id: The screen number :return: Tuple containing the width and height of the screen :rtype: tuple """ display = pyglet.canvas.Display() screen = display.get_screens()[screen_id] return screen.width, screen.height
[docs]def get_projection(): """ Returns the current projection matrix used by sprites and shapes in arcade. This is a shortcut for ```window.ctx.projection_2d_matrix``. :return: Numpy array with projection. """ return get_window().ctx.projection_2d_matrix
[docs]def create_orthogonal_projection( left, right, bottom, top, near, far, dtype=None ): """ Creates an orthogonal projection matrix. Used internally with the OpenGL shaders. :param float left: The left of the near plane relative to the plane's center. :param float right: The right of the near plane relative to the plane's center. :param float top: The top of the near plane relative to the plane's center. :param float bottom: The bottom of the near plane relative to the plane's center. :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: :return: A projection matrix representing the specified orthogonal perspective. :rtype: numpy.array .. 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 or 'f4')
[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(cast(float, seconds))
[docs]def get_window() -> pyglet.window.Window: """ Return a handle to the current window. :return: Handle to the current window. """ if _window is None: raise RuntimeError("No window is active. Use set_window() to set an active window") return _window
[docs]def set_window(window: pyglet.window.Window): """ Set a handle to the current window. :param Window window: Handle to the current window. """ global _window _window = window
[docs]def get_scaling_factor(window=None) -> float: """ Gets the scaling factor of the given Window. This is the ratio between the window and framebuffer size. If no window is supplied the currently active window will be used. :param Window window: Handle to window we want to get scaling factor of. :return: Scaling factor. E.g., 2 would indicate scaled up twice. :rtype: float """ if window: return window.get_pixel_ratio() else: return get_window().get_pixel_ratio()
[docs]def set_viewport(left: float, right: float, bottom: float, top: float): """ 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. Note: Window.on_resize will call set_viewport by default. If you set your own custom viewport, you may need to over-ride this method. For more advanced users: This functions sets the orthogonal projection used by shapes and sprites using the values passed in. it also updates the viewport to match the current screen resolution. ```window.ctx.projection_2d`` and ``window.ctx.viewport``` can be used to set viewport and projection separately. :param Number left: Left-most (smallest) x value. :param Number right: Right-most (largest) x value. :param Number bottom: Bottom (smallest) y value. :param Number top: Top (largest) y value. """ window = get_window() fbo = window.ctx.fbo # If the window framebuffer is active we should apply pixel scale if fbo.is_default: scaling = get_scaling_factor(window) fbo.viewport = 0, 0, int(window.width * scaling), int(window.height * scaling) # otherwise it's an offscreen framebuffer not needing pixel scale else: fbo.viewport = 0, 0, *fbo.size window.ctx.projection_2d = left, right, bottom, top
[docs]def get_viewport() -> Tuple[float, float, float, float]: """ Get the current viewport settings. :return: Tuple of floats, with ``(left, right, bottom, top)`` """ return get_window().ctx.projection_2d
[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. """ get_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. """ if 'ARCADE_TEST' in os.environ and os.environ['ARCADE_TEST'].upper() == "TRUE": # print("Testing!!!") window = get_window() if window: window.on_update(1/60) window.on_draw() else: 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. :param Number 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. """ get_window().clear()
[docs]def set_background_color(color: Color): """ Specifies the background color of the window. This value will persist for every future screen clears until changed. :param Color color: List of 3 or 4 bytes in RGB/RGBA format. """ get_window().background_color = color
[docs]def schedule(function_pointer: Callable, interval: Number): """ Schedule a function to be automatically called every ``interval`` seconds. :param Callable function_pointer: Pointer to the function to be called. :param Number interval: Interval to call the function. """ pyglet.clock.schedule_interval(function_pointer, interval)
[docs]def unschedule(function_pointer: Callable): """ Unschedule a function being automatically called. :param Callable function_pointer: Pointer to the function to be unscheduled. """ pyglet.clock.unschedule(function_pointer)