Source code for arcade.drawing_support

"""
Functions used to support drawing. No Pyglet/OpenGL here.
"""

import math

from typing import Tuple, Union, cast

from arcade import Color
from arcade import RGBA, RGB


[docs]def get_points_for_thick_line(start_x: float, start_y: float, end_x: float, end_y: float, line_width: float): """ Function used internally for Arcade. OpenGL draws triangles only, so a thick line must be two triangles that make up a rectangle. This calculates and returns those points. """ vector_x = start_x - end_x vector_y = start_y - end_y perpendicular_x = vector_y perpendicular_y = -vector_x length = math.sqrt(vector_x * vector_x + vector_y * vector_y) if length == 0: normal_x = 1.0 normal_y = 1.0 else: normal_x = perpendicular_x / length normal_y = perpendicular_y / length r1_x = start_x + normal_x * line_width / 2 r1_y = start_y + normal_y * line_width / 2 r2_x = start_x - normal_x * line_width / 2 r2_y = start_y - normal_y * line_width / 2 r3_x = end_x + normal_x * line_width / 2 r3_y = end_y + normal_y * line_width / 2 r4_x = end_x - normal_x * line_width / 2 r4_y = end_y - normal_y * line_width / 2 return (r1_x, r1_y), (r2_x, r2_y), (r4_x, r4_y), (r3_x, r3_y)
[docs]def get_four_byte_color(color: Color) -> RGBA: """ Converts a color to RGBA. If the color is already RGBA the original color value will be returned. If the alpha channel is not present a 255 value will be added. This function is useful when a mix of RGB and RGBA values are used and you need to enforce RGBA. Examples:: >>> arcade.get_four_byte_color((255, 255, 255)) (255, 255, 255, 255) :param Color color: Three or four byte tuple :returns: return: Four byte RGBA tuple """ if len(color) == 4: return cast(RGBA, color) elif len(color) == 3: return color[0], color[1], color[2], 255 else: raise ValueError(f"This isn't a 3 or 4 byte color: {color}")
[docs]def get_four_float_color(color: Color) -> Tuple[float, float, float, float]: """ Converts an RGB or RGBA byte color to a floating point RGBA color. Basically we divide each component by 255. Float based colors are often used with OpenGL. Examples:: >>> arcade.get_four_float_color((255, 127, 0)) (1.0, 0.4980392156862745, 0.0, 1.0) >>> arcade.get_four_float_color((255, 255, 255, 127)) (1.0, 1.0, 1.0, 0.4980392156862745) :param Color color: Three or four byte tuple :return: Four floats as a RGBA tuple """ if len(color) == 4: return color[0] / 255, color[1] / 255, color[2] / 255, color[3] / 255 # type: ignore elif len(color) == 3: return color[0] / 255, color[1] / 255, color[2] / 255, 1.0 else: raise ValueError("This isn't a 3 or 4 byte color")
[docs]def get_three_float_color(color: Color) -> Tuple[float, float, float]: """ Converts an RGB or RGBA byte color to a floating point RGB color. Basically we divide each component by 255. Float based colors are often used with OpenGL. Examples: >>> arcade.get_three_float_color(arcade.color.RED) (1.0, 0.0, 0.0) >>> arcade.get_three_float_color((255, 255, 255, 255)) (1.0, 1.0, 1.0) :param Color color: Three or four byte tuple :return: Three floats as a RGB tuple """ if len(color) in (3, 4): return color[0] / 255, color[1] / 255, color[2] / 255 # type: ignore else: raise ValueError("This isn't a 3 or 4 byte color")
[docs]def make_transparent_color(color: Color, transparency: float): """ Given a RGB color, along with an alpha, returns an RGBA color tuple: ``(R, G, B, transparency)``. Example:: >>> arcade.make_transparent_color((255, 255, 255), 127) (255, 255, 255, 127) :param Color color: Three or four byte RGBA color :param float transparency: Transparency """ return color[0], color[1], color[2], transparency
[docs]def uint24_to_three_byte_color(color: int) -> RGB: """ Given an int between 0 and 16777215, return a RGB color tuple. Example:: >>> arcade.uint24_to_three_byte_color(16777215) (255, 255, 255) :param int color: 3 byte int """ return (color & (255 << 16)) >> 16, (color & (255 << 8)) >> 8, color & 255
[docs]def uint32_to_four_byte_color(color: int) -> RGBA: """ Given an int between 0 and 4294967295, return a RGBA color tuple. Example:: >>> arcade.uint32_to_four_byte_color(4294967295) (255, 255, 255, 255) :param int color: 4 byte int """ return (color & (255 << 24)) >> 24, (color & (255 << 16)) >> 16, (color & (255 << 8)) >> 8, color & 255
[docs]def color_from_hex_string(code: str) -> RGBA: """ Make a color from a hex code (3, 4, 6 or 8 characters of hex, normally with a hashtag). Supports most formats used in CSS. Returns an RGBA color. Examples:: >>> arcade.color_from_hex_string("#ff00ff") (255, 0, 255, 255) >>> arcade.color_from_hex_string("#ff00ff00") (255, 0, 255, 0) >>> arcade.color_from_hex_string("#fff") (255, 255, 255, 255) """ code = code.lstrip("#") if len(code) <= 4: code = "".join(i * 2 for i in code) if len(code) == 6: # full opacity if no alpha specified return int(code[:2], 16), int(code[2:4], 16), int(code[4:6], 16), 255 elif len(code) == 8: return int(code[:2], 16), int(code[2:4], 16), int(code[4:6], 16), int(code[6:8], 16) raise ValueError(f"Improperly formatted color: '{code}'")
[docs]def float_to_byte_color( color: Union[Tuple[float, float, float, float], Tuple[float, float, float]], ) -> Color: """ Converts a float colors to a byte color. This works for 3 of 4-component colors. Example:: >>> arcade.float_to_byte_color((1.0, 0.5, 0.25, 1.0)) (255, 127, 63, 255) >>> arcade.float_to_byte_color((1.0, 0.5, 0.25)) (255, 127, 63) """ if len(color) == 3: return int(color[0] * 255), int(color[1] * 255), int(color[2] * 255) elif len(color) == 4: color = cast(Tuple[float, float, float, float], color) return int(color[0] * 255), int(color[1] * 255), int(color[2] * 255), int(color[3] * 255) else: raise ValueError(f"color needs to have 3 or 4 components, not {color}")