Source code for arcade.application

"""
The main window class that all object-oriented applications should
derive from.
"""
from __future__ import annotations

import logging
import os
import time
from typing import List, Tuple, Optional

import pyglet

import pyglet.gl as gl
import pyglet.window.mouse
from pyglet.canvas.base import ScreenMode

import arcade
from arcade import get_display_size
from arcade import set_viewport
from arcade import set_window
from arcade.color import TRANSPARENT_BLACK
from arcade.context import ArcadeContext
from arcade.types import Color, RGBA255, RGBA255OrNormalized
from arcade import SectionManager
from arcade.utils import is_raspberry_pi

LOG = logging.getLogger(__name__)

MOUSE_BUTTON_LEFT = 1
MOUSE_BUTTON_MIDDLE = 2
MOUSE_BUTTON_RIGHT = 4

_window: 'Window'

__all__ = [
    "get_screens",
    "NoOpenGLException",
    "Window",
    "open_window",
    "View",
    "MOUSE_BUTTON_LEFT",
    "MOUSE_BUTTON_MIDDLE",
    "MOUSE_BUTTON_RIGHT"
]


[docs] def get_screens() -> List: """ Return a list of screens. So for a two-monitor setup, this should return a list of two screens. Can be used with arcade.Window to select which window we full-screen on. :returns: List of screens, one for each monitor. """ display = pyglet.canvas.get_display() return display.get_screens()
[docs] class NoOpenGLException(Exception): """ Exception when we can't get an OpenGL 3.3+ context """ pass
[docs] 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. .. _pyglet_pg_window_size_position: https://pyglet.readthedocs.io/en/latest/programming_guide/windowing.html#size-and-position .. _pyglet_pg_window_style: https://pyglet.readthedocs.io/en/latest/programming_guide/windowing.html#window-style :param width: Window width :param height: Window height :param title: Title (appears in title bar) :param fullscreen: Should this be full screen? :param resizable: Can the user resize the window? :param update_rate: How frequently to run the on_update event. :param draw_rate: How frequently to run the on_draw event. (this is the FPS limit) :param antialiasing: Should OpenGL's anti-aliasing be enabled? :param gl_version: What OpenGL version to request. This is ``(3, 3)`` by default \ and can be overridden when using more advanced OpenGL features. :param screen: Pass a pyglet :py:class:`~pyglet.canvas.Screen` to request the window be placed on it. See `pyglet's window size & position guide <pyglet_pg_window_size_position_>`_ to learn more. :param style: Request a non-default window style, such as borderless. Some styles only work in certain situations. See `pyglet's guide to window style <pyglet_pg_window_style_>`_ to learn more. :param visible: Should the window be visible immediately :param vsync: Wait for vertical screen refresh before swapping buffer \ This can make animations and movement look smoother. :param gc_mode: Decides how OpenGL objects should be garbage collected ("context_gc" (default) or "auto") :param center_window: If true, will center the window. :param samples: Number of samples used in antialiasing (default 4). \ Usually this is 2, 4, 8 or 16. :param enable_polling: Enabled input polling capability. This makes the ``keyboard`` and ``mouse`` \ attributes available for use. """ def __init__( self, width: int = 800, height: int = 600, title: Optional[str] = 'Arcade Window', fullscreen: bool = False, resizable: bool = False, update_rate: float = 1 / 60, antialiasing: bool = True, gl_version: Tuple[int, int] = (3, 3), screen: Optional[pyglet.canvas.Screen] = None, style: Optional[str] = pyglet.window.Window.WINDOW_STYLE_DEFAULT, visible: bool = True, vsync: bool = False, gc_mode: str = "context_gc", center_window: bool = False, samples: int = 4, enable_polling: bool = True, gl_api: str = "gl", draw_rate: float = 1 / 60, ): # In certain environments we can't have antialiasing/MSAA enabled. # Detect replit environment if os.environ.get("REPL_ID"): antialiasing = False # Detect Raspberry Pi and switch to OpenGL ES 3.1 if is_raspberry_pi(): gl_version = 3, 1 gl_api = "gles" #: bool: If this is a headless window self.headless = pyglet.options.get("headless") is True config = None # Attempt to make window with antialiasing if antialiasing: try: config = pyglet.gl.Config( major_version=gl_version[0], minor_version=gl_version[1], opengl_api=gl_api, double_buffer=True, sample_buffers=1, samples=samples, depth_size=24, stencil_size=8, red_size=8, green_size=8, blue_size=8, alpha_size=8, ) display = pyglet.canvas.get_display() screen = display.get_default_screen() if screen: config = screen.get_best_config(config) except pyglet.window.NoSuchConfigException: LOG.warning("Skipping antialiasing due missing hardware/driver support") config = None antialiasing = False # If we still don't have a config if not config: config = pyglet.gl.Config( major_version=gl_version[0], minor_version=gl_version[1], opengl_api=gl_api, double_buffer=True, depth_size=24, stencil_size=8, red_size=8, green_size=8, blue_size=8, alpha_size=8, ) try: super().__init__( width=width, height=height, caption=title, resizable=resizable, config=config, vsync=vsync, visible=visible, style=style, ) self.register_event_type('on_update') 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: LOG.warning("Warning: Anti-aliasing not supported on this computer.") # We don't call the set_draw_rate function here because unlike the updates, the draw scheduling # is initially set in the call to pyglet.app.run() that is done by the run() function. # run() will pull this draw rate from the Window and use it. Calls to set_draw_rate only need # to be done if changing it after the application has been started. self._draw_rate = draw_rate self.set_update_rate(update_rate) self.set_vsync(vsync) super().set_fullscreen(fullscreen, screen) # This used to be necessary on Linux, but no longer appears to be. # With Pyglet 2.0+, setting this to false will not allow the screen to # update. It does, however, cause flickering if creating a window that # isn't derived from the Window class. # self.invalid = False set_window(self) self._current_view: Optional[View] = None self.current_camera: Optional[arcade.SimpleCamera] = None self.textbox_time = 0.0 self.key: Optional[int] = None self.flip_count: int = 0 self.static_display: bool = False self._ctx: ArcadeContext = ArcadeContext(self, gc_mode=gc_mode, gl_api=gl_api) set_viewport(0, self.width, 0, self.height) self._background_color: Color = TRANSPARENT_BLACK # See if we should center the window if center_window: self.center_window() if enable_polling: self.keyboard = pyglet.window.key.KeyStateHandler() if pyglet.options["headless"]: self.push_handlers(self.keyboard) else: self.mouse = pyglet.window.mouse.MouseStateHandler() self.push_handlers(self.keyboard, self.mouse) else: self.keyboard = None self.mouse = None @property def current_view(self) -> Optional["View"]: """ This property returns the current view being shown. To set a different view, call the :py:meth:`arcade.Window.show_view` method. """ return self._current_view @property def ctx(self) -> ArcadeContext: """ The OpenGL context for this window. :type: :py:class:`arcade.ArcadeContext` """ return self._ctx
[docs] def clear( self, color: Optional[RGBA255OrNormalized] = None, normalized: bool = False, viewport: Optional[Tuple[int, int, int, int]] = None, ): """Clears the window with the configured background color set through :py:attr:`arcade.Window.background_color`. :param color: (Optional) override the current background color with one of the following: 1. A :py:class:`~arcade.types.Color` instance 2. A 4-length RGBA :py:class:`tuple` of byte values (0 to 255) 3. A 4-length RGBA :py:class:`tuple` of normalized floats (0.0 to 1.0) :param normalized: If the color format is normalized (0.0 -> 1.0) or byte values :param Tuple[int, int, int, int] viewport: The viewport range to clear """ color = color if color is not None else self.background_color self.ctx.screen.clear(color, normalized=normalized, viewport=viewport)
@property def background_color(self) -> Color: """ Get or set the background color for this window. This affects what color the window will contain when :py:meth:`~arcade.Window.clear()` is called. Examples:: # Use Arcade's built in Color values window.background_color = arcade.color.AMAZON # Set the background color with a custom Color instance MY_RED = arcade.types.Color(255, 0, 0) window.background_color = MY_RED # Set the backgrund color directly from an RGBA tuple window.background_color = 255, 0, 0, 255 # (Discouraged) # Set the background color directly from an RGB tuple # RGB tuples will assume 255 as the opacity / alpha value window.background_color = 255, 0, 0 :type: Color """ return self._background_color @background_color.setter def background_color(self, value: RGBA255): self._background_color = Color.from_iterable(value)
[docs] def run(self) -> None: """ 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. This is a blocking function starting pyglet's event loop meaning it will start to dispatch events such as ``on_draw`` and ``on_update``. """ arcade.run()
[docs] def close(self): """ Close the Window. """ super().close() # Make sure we don't reference the window any more set_window(None) pyglet.clock.unschedule(self._dispatch_updates)
[docs] def set_fullscreen(self, fullscreen: bool = True, screen: Optional['Window'] = None, mode: Optional[ScreenMode] = None, width: Optional[float] = None, height: Optional[float] = None): """ Set if we are full screen or not. :param fullscreen: :param screen: Which screen should we display on? See :func:`get_screens` :param mode: The screen will be switched to the given mode. The mode must have been obtained by enumerating `Screen.get_modes`. If None, an appropriate mode will be selected from the given `width` and `height`. :param width: :param height: """ super().set_fullscreen(fullscreen, screen, mode, width, height)
[docs] def center_window(self) -> None: """ Center the window on the screen. """ # Get the display screen using pyglet screen_width, screen_height = get_display_size() window_width, window_height = self.get_size() # Center the window self.set_location((screen_width - window_width) // 2, (screen_height - window_height) // 2)
[docs] def on_update(self, delta_time: float): """ Move everything. Perform collision checks. Do all the game logic here. :param delta_time: Time interval since the last time the function was called. """ pass
def _dispatch_updates(self, delta_time: float): """ Internal function that is scheduled with Pyglet's clock, this function gets run by the clock, and dispatches the on_update events. """ self.dispatch_event('on_update', delta_time)
[docs] def set_update_rate(self, rate: float): """ Set how often the on_update function should be dispatched. For example, self.set_update_rate(1 / 60) will set the update rate to 60 times per second. :param rate: Update frequency in seconds """ self._update_rate = rate pyglet.clock.unschedule(self._dispatch_updates) pyglet.clock.schedule_interval(self._dispatch_updates, rate)
[docs] def set_draw_rate(self, rate: float): """ Set how often the on_draw function should be run. For example, set.set_draw_rate(1 / 60) will set the draw rate to 60 frames per second. """ self._draw_rate = rate pyglet.clock.unschedule(pyglet.app.event_loop._redraw_windows) pyglet.clock.schedule_interval(pyglet.app.event_loop._redraw_windows, self._draw_rate)
[docs] def on_mouse_motion(self, x: int, y: int, dx: int, dy: int): """ Called repeatedly while the mouse is moving over the window. Override this function to respond to changes in mouse position. :param x: x position of mouse within the window in pixels :param y: y position of mouse within the window in pixels :param dx: Change in x since the last time this method was called :param dy: Change in y since the last time this method was called """ pass
[docs] def on_mouse_press(self, x: int, y: int, button: int, modifiers: int): """ Called once whenever a mouse button gets pressed down. Override this function to handle mouse clicks. For an example of how to do this, see arcade's built-in :ref:`aiming and shooting bullets <sprite_bullets_aimed>` demo. .. seealso:: :meth:`~.Window.on_mouse_release` :param x: x position of the mouse :param y: y position of the mouse :param button: What button was pressed. This will always be one of the following: * ``arcade.MOUSE_BUTTON_LEFT`` * ``arcade.MOUSE_BUTTON_RIGHT`` * ``arcade.MOUSE_BUTTON_MIDDLE`` :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, buttons: int, modifiers: int): """ Called repeatedly while the mouse moves with a button down. Override this function to handle dragging. :param x: x position of mouse :param y: y position of mouse :param dx: Change in x since the last time this method was called :param dy: Change in y since the last time this method was called :param buttons: Which button is pressed :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ self.on_mouse_motion(x, y, dx, dy)
[docs] def on_mouse_release(self, x: int, y: int, button: int, modifiers: int): """ Called once whenever a mouse button gets released. Override this function to respond to mouse button releases. This may be useful when you want to use the duration of a mouse click to affect gameplay. :param x: x position of mouse :param y: y position of mouse :param button: What button was hit. One of: arcade.MOUSE_BUTTON_LEFT, arcade.MOUSE_BUTTON_RIGHT, arcade.MOUSE_BUTTON_MIDDLE :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int): """ Called repeatedly while a mouse scroll wheel moves. Override this function to respond to scroll events. The scroll arguments may be positive or negative to indicate direction, but the units are unstandardized. How many scroll steps you recieve may vary wildly between computers depending a number of factors, including system settings and the input devices used (i.e. mouse scrollwheel, touchpad, etc). .. warning:: Not all users can scroll easily! Only some input devices support horizontal scrolling. Standard vertical scrolling is common, but some laptop touchpads are hard to use. This means you should be careful about how you use scrolling. Consider making it optional to maximize the number of people who can play your game! :param x: x position of mouse :param y: y position of mouse :param scroll_x: number of steps scrolled horizontally since the last call of this function :param scroll_y: number of steps scrolled vertically since the last call of this function """ pass
[docs] def set_mouse_visible(self, visible: bool = True): """ Set whether to show the system's cursor while over the window By default, the system mouse cursor is visible whenever the mouse is over the window. To hide the cursor, pass ``False`` to this function. Pass ``True`` to make the cursor visible again. The window will continue receiving mouse events while the cursor is hidden, including movements and clicks. This means that functions like :meth:`~.Window.on_mouse_motion` and t':meth:`~.Window.on_mouse_press` will continue to work normally. You can use this behavior to visually replace the system mouse cursor with whatever you want. One example is :ref:`a game character that is always at the most recent mouse position in the window<sprite_collect_coins>`. .. note:: Advanced users can try using system cursor state icons It may be possible to use system icons representing cursor interaction states such as hourglasses or resize arrows by using features ``arcade.Window`` inherits from the underlying pyglet window class. See the `pyglet overview on cursors <https://pyglet.readthedocs.io/en/master/programming_guide/mouse.html#changing-the-mouse-cursor>`_ for more information. :param visible: Whether to hide the system mouse cursor """ super().set_mouse_visible(visible)
[docs] def on_key_press(self, symbol: int, modifiers: int): """ Called once when a key gets pushed down. Override this function to add key press functionality. .. tip:: If you want the length of key presses to affect gameplay, you also need to override :meth:`~.Window.on_key_release`. :param symbol: Key that was just pushed down :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ try: self.key = symbol except AttributeError: pass
[docs] def on_key_release(self, symbol: int, modifiers: int): """ Called once when a key gets released. Override this function to add key release functionality. Situations that require handling key releases include: * Rythm games where a note must be held for a certain amount of time * 'Charging up' actions that change strength depending on how long a key was pressed * Showing which keys are currently pressed down :param symbol: Key that was just released :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ try: self.key = None except AttributeError: pass
[docs] def on_draw(self): """ Override this function to add your custom drawing code. """ pass
[docs] def on_resize(self, width: int, height: int): """ Override this function to add custom code to be called any time the window is resized. The main responsibility of this method is updating the projection and the viewport. If you are not changing the default behavior when overriding, make sure you call the parent's ``on_resize`` first:: def on_resize(self, width: int, height: int): super().on_resize(width, height) # Add extra resize logic here :param width: New width :param height: New height """ # NOTE: When a second window is opened pyglet will # dispatch on_resize during the window constructor. # The arcade context is not created at that time if hasattr(self, "_ctx"): # Retain projection scrolling if applied original_viewport = self._ctx.projection_2d self.set_viewport( original_viewport[0], original_viewport[0] + width, original_viewport[2], original_viewport[2] + height )
[docs] def set_min_size(self, width: int, height: int): """ Wrap the Pyglet window call to set minimum size :param width: width in pixels. :param height: height in pixels. """ if self._resizable: super().set_minimum_size(width, height) else: raise ValueError('Cannot set min size on non-resizable window')
[docs] def set_max_size(self, width: int, height: int): """ Wrap the Pyglet window call to set maximum size :param width: width in pixels. :param 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')
[docs] def set_size(self, width: int, height: int): """ Ignore the resizable flag and set the size :param width: :param height: """ super().set_size(width, height)
[docs] def get_size(self) -> Tuple[int, int]: """ Get the size of the window. :returns: (width, height) """ return super().get_size()
[docs] 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()
[docs] def set_visible(self, visible: bool = True): """ Set if the window is visible or not. Normally, a program's window is visible. :param visible: """ super().set_visible(visible)
# noinspection PyMethodMayBeStatic
[docs] def set_viewport(self, left: float, right: float, bottom: float, top: float): """ Set the viewport. (What coordinates we can see. Used to scale and/or scroll the screen). See :py:func:`arcade.set_viewport` for more detailed information. :param left: :param right: :param bottom: :param top: """ set_viewport(left, right, bottom, top)
# noinspection PyMethodMayBeStatic
[docs] def get_viewport(self) -> Tuple[float, float, float, float]: """ Get the viewport. (What coordinates we can see.) """ return self.ctx.projection_2d
[docs] def use(self): """Bind the window's framebuffer for rendering commands""" self.ctx.screen.use()
[docs] def test(self, frames: int = 10): """ Used by unit test cases. Runs the event loop a few times and stops. :param frames: """ start_time = time.time() for _ in range(frames): self.switch_to() self.dispatch_events() self.dispatch_event('on_draw') self.flip() current_time = time.time() elapsed_time = current_time - start_time start_time = current_time if elapsed_time < 1. / 60.: sleep_time = (1. / 60.) - elapsed_time time.sleep(sleep_time) self._dispatch_updates(1 / 60)
[docs] def show_view(self, new_view: 'View'): """ Select the view to show in the next frame. This is not a blocking call showing the view. Your code will continue to run after this call and the view will appear in the next dispatch of ``on_update``/``on_draw```. Calling this function is the same as setting the :py:attr:`arcade.Window.current_view` attribute. :param new_view: View to show """ if not isinstance(new_view, View): raise TypeError( f"Window.show_view() takes an arcade.View," f"but it got a {type(new_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._current_view.on_hide_view() if self._current_view.has_sections: self.remove_handlers(self._current_view.section_manager) self.remove_handlers(self._current_view) # push new view's handlers self._current_view = new_view if new_view.has_sections: section_manager_managed_events = new_view.section_manager.managed_events section_handlers = {event_type: getattr(new_view.section_manager, event_type, None) for event_type in section_manager_managed_events} if section_handlers: self.push_handlers( **section_handlers ) else: section_manager_managed_events = set() # Note: Excluding on_show because this even can trigger multiple times. # It should only be called once when the view is shown. view_handlers = { event_type: getattr(new_view, event_type, None) for event_type in self.event_types if event_type != 'on_show' and event_type not in section_manager_managed_events and hasattr(new_view, event_type) } if view_handlers: self.push_handlers( **view_handlers ) self._current_view.on_show() self._current_view.on_show_view() if self._current_view.has_sections: self._current_view.section_manager.on_show_view()
# 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)
[docs] def hide_view(self): """ Hide the currently active view (if any) returning us back to ``on_draw`` and ``on_update`` functions in the window. This is not necessary to call if you are switching views. Simply call ``show_view`` again. """ if self._current_view is None: return self._current_view.on_hide_view() if self._current_view.has_sections: self._current_view.section_manager.on_hide_view() self.remove_handlers(self._current_view.section_manager) self.remove_handlers(self._current_view) self._current_view = None
def _create(self): super()._create() def _recreate(self, changes): super()._recreate(changes)
[docs] def flip(self): """ Window framebuffers normally have a back and front buffer. This method makes the back buffer visible and hides the front buffer. A frame is rendered into the back buffer, so this method displays the frame we currently worked on. This method also garbage collect OpenGL resources before swapping the buffers. """ # Garbage collect OpenGL resources num_collected = self.ctx.gc() LOG.debug("Garbage collected %s OpenGL resource(s)", num_collected) # Attempt to handle static draw setups if self.static_display: if self.flip_count > 0: return else: self.flip_count += 1 super().flip()
[docs] def switch_to(self): """ Switch the this window. """ super().switch_to()
[docs] def set_caption(self, caption): """ Set the caption for the window. """ super().set_caption(caption)
[docs] def set_minimum_size(self, width: int, height: int): """ Set smallest window size. """ super().set_minimum_size(width, height)
[docs] def set_maximum_size(self, width, height): """ Set largest window size. """ super().set_maximum_size(width, height)
[docs] def set_location(self, x, y): """ Set location of the window. """ super().set_location(x, y)
[docs] def activate(self): """ Activate this window. """ super().activate()
[docs] def minimize(self): """ Minimize the window. """ super().minimize()
[docs] def maximize(self): """ Maximize the window. """ super().maximize()
[docs] def set_vsync(self, vsync: bool): """ Set if we sync our draws to the monitors vertical sync rate. """ super().set_vsync(vsync)
[docs] def set_mouse_platform_visible(self, platform_visible=None): """ .. warning:: You are probably looking for :meth:`~.Window.set_mouse_visible`! This method was implemented to prevent PyCharm from displaying linter warnings. Most users will never need to set platform-specific visibility as the defaults from pyglet will usually handle their needs automatically. For more information on what this means, see the documentation for :py:meth:`pyglet.window.Window.set_mouse_platform_visible`. """ super().set_mouse_platform_visible(platform_visible)
[docs] def set_exclusive_mouse(self, exclusive=True): """ Capture the mouse. """ super().set_exclusive_mouse(exclusive)
[docs] def set_exclusive_keyboard(self, exclusive=True): """ Capture all keyboard input. """ super().set_exclusive_keyboard(exclusive)
[docs] def get_system_mouse_cursor(self, name): """ Get the system mouse cursor """ return super().get_system_mouse_cursor(name)
[docs] def dispatch_events(self): """ Dispatch events """ super().dispatch_events()
[docs] def on_mouse_enter(self, x: int, y: int): """ Called once whenever the mouse enters the window area on screen. This event will not be triggered if the mouse is currently being dragged. :param x: :param y: """ pass
[docs] def on_mouse_leave(self, x: int, y: int): """ Called once whenever the mouse leaves the window area on screen. This event will not be triggered if the mouse is currently being dragged. Note that the coordinates of the mouse pointer will be outside of the window rectangle. :param x: :param y: """ pass
[docs] def open_window( width: int, height: int, window_title: Optional[str] = None, 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 width: Width of the window. :param height: Height of the window. :param window_title: Title of the window. :param resizable: Whether the user can resize the window. :param antialiasing: Smooth the graphics? :returns: Handle to window """ global _window _window = Window(width, height, window_title, resizable=resizable, antialiasing=antialiasing) _window.invalid = False return _window
[docs] class View: """ Support different views/screens in a window. """ def __init__(self, window: Optional[Window] = None): self.window = arcade.get_window() if window is None else window self.key: Optional[int] = None self._section_manager: Optional[SectionManager] = None @property def section_manager(self) -> SectionManager: """ lazy instantiation of the section manager """ if self._section_manager is None: self._section_manager = SectionManager(self) return self._section_manager @property def has_sections(self) -> bool: """ Return if the View has sections """ if self._section_manager is None: return False else: return self.section_manager.has_sections
[docs] def add_section(self, section, at_index: Optional[int] = None, at_draw_order: Optional[int] = None) -> None: """ Adds a section to the view Section Manager. :param section: the section to add to this section manager :param at_index: inserts the section at that index for event capture and update events. If None at the end :param at_draw_order: inserts the section in a specific draw order. Overwrites section.draw_order """ self.section_manager.add_section(section, at_index, at_draw_order)
[docs] def clear( self, color: Optional[RGBA255OrNormalized] = None, normalized: bool = False, viewport: Optional[Tuple[int, int, int, int]] = None, ): """Clears the View's Window with the configured background color set through :py:attr:`arcade.Window.background_color`. :param color: (Optional) override the current background color with one of the following: 1. A :py:class:`~arcade.types.Color` instance 2. A 4-length RGBA :py:class:`tuple` of byte values (0 to 255) 3. A 4-length RGBA :py:class:`tuple` of normalized floats (0.0 to 1.0) :param normalized: If the color format is normalized (0.0 -> 1.0) or byte values :param Tuple[int, int, int, int] viewport: The viewport range to clear """ self.window.clear(color, normalized, viewport)
[docs] def on_update(self, delta_time: float): """To be overridden""" pass
[docs] def on_draw(self): """Called when this view should draw""" pass
[docs] def on_show(self): """Deprecated. Use :py:meth:`~arcade.View.on_show_view` instead.""" pass
[docs] def on_show_view(self): """ Called once when the view is shown. .. seealso:: :py:meth:`~arcade.View.on_hide_view` """ pass
[docs] def on_hide_view(self): """Called once when this view is hidden.""" pass
[docs] def on_mouse_motion(self, x: int, y: int, dx: int, dy: int): """ Override this function to add mouse functionality. :param x: x position of mouse :param y: y position of mouse :param dx: Change in x since the last time this method was called :param dy: Change in y since the last time this method was called """ pass
[docs] def on_mouse_press(self, x: int, y: int, button: int, modifiers: int): """ Override this function to add mouse button functionality. :param x: x position of the mouse :param y: y position of the mouse :param button: What button was hit. One of: arcade.MOUSE_BUTTON_LEFT, arcade.MOUSE_BUTTON_RIGHT, arcade.MOUSE_BUTTON_MIDDLE :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_drag(self, x: int, y: int, dx: int, dy: int, _buttons: int, _modifiers: int): """ Override this function to add mouse button functionality. :param x: x position of mouse :param y: y position of mouse :param dx: Change in x since the last time this method was called :param dy: Change in y since the last time this method was called :param _buttons: Which button is pressed :param _modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ self.on_mouse_motion(x, y, dx, dy)
[docs] def on_mouse_release(self, x: int, y: int, button: int, modifiers: int): """ Override this function to add mouse button functionality. :param x: x position of mouse :param y: y position of mouse :param button: What button was hit. One of: arcade.MOUSE_BUTTON_LEFT, arcade.MOUSE_BUTTON_RIGHT, arcade.MOUSE_BUTTON_MIDDLE :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ pass
[docs] def on_mouse_scroll(self, x: int, y: int, scroll_x: int, scroll_y: int): """ User moves the scroll wheel. :param x: x position of mouse :param y: y position of mouse :param scroll_x: ammout of x pixels scrolled since last call :param scroll_y: ammout of y pixels scrolled since last call """ pass
[docs] def on_key_press(self, symbol: int, modifiers: int): """ Override this function to add key press functionality. :param symbol: Key that was hit :param modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ try: self.key = symbol except AttributeError: pass
[docs] def on_key_release(self, _symbol: int, _modifiers: int): """ Override this function to add key release functionality. :param _symbol: Key that was hit :param _modifiers: Bitwise 'and' of all modifiers (shift, ctrl, num lock) active during this event. See :ref:`keyboard_modifiers`. """ try: self.key = None except AttributeError: pass
[docs] def on_resize(self, width: int, height: int): """ Called when the window is resized while this view is active. :py:meth:`~arcade.Window.on_resize` is also called separately. By default this method does nothing and can be overridden to handle resize logic. """ pass
[docs] def on_mouse_enter(self, x: int, y: int): """ Called when the mouse was moved into the window. This event will not be triggered if the mouse is currently being dragged. :param x: x position of mouse :param y: y position of mouse """ pass
[docs] def on_mouse_leave(self, x: int, y: int): """ Called when the mouse was moved outside of the window. This event will not be triggered if the mouse is currently being dragged. Note that the coordinates of the mouse pointer will be outside of the window rectangle. :param x: x position of mouse :param y: y position of mouse """ pass