Source code for arcade.texture.texture

from __future__ import annotations

import hashlib
import logging
from typing import Any, Dict, Optional, Tuple, Type, Union, TYPE_CHECKING
from pathlib import Path
from weakref import WeakSet

import PIL.Image
import PIL.ImageDraw
import PIL.ImageOps

from arcade import cache as _cache
from arcade import hitbox
from arcade.color import TRANSPARENT_BLACK
from arcade.hitbox.base import HitBoxAlgorithm
from arcade.texture.transforms import (
    ORIENTATIONS,
    FlipLeftRightTransform,
    FlipTopBottomTransform,
    Rotate90Transform,
    Rotate180Transform,
    Rotate270Transform,
    Transform,
    TransposeTransform,
    TransverseTransform,
)

from arcade.types import RGBA255, PointList

if TYPE_CHECKING:
    from arcade import TextureAtlas
    from arcade.sprite_list import SpriteList

__all__ = ["ImageData", "Texture"]

LOG = logging.getLogger(__name__)


class ImageData:
    """
    A class holding the image for a texture with other metadata such as the hash.
    This information is used internally by the texture atlas to identify unique textures.

    If a hash is not provided, it will be calculated.
    It's important that all hashes are of the same type.
    By default, the hash is calculated using the sha256 algorithm.

    The ability to provide a hash directly is mainly there
    for ensuring we can load and save texture atlases to disk.

    :param image: The image for this texture
    :param hash: The hash of the image
    """

    __slots__ = ("image", "hash", "__weakref__")
    hash_func = "sha256"

    def __init__(self, image: PIL.Image.Image, hash: Optional[str] = None):
        self.image = image
        self.hash = hash or self.calculate_hash(image)

    @classmethod
    def calculate_hash(cls, image: PIL.Image.Image) -> str:
        """
        Calculates the hash of an image.

        The algorithm used is defined by the ``hash_func`` class variable.
        """
        hash = hashlib.new(cls.hash_func)
        hash.update(image.tobytes())
        return hash.hexdigest()

    @property
    def width(self) -> int:
        """
        The width of the image
        """
        return self.image.width

    @property
    def height(self) -> int:
        """
        The height of the image
        """
        return self.image.height

    @property
    def size(self) -> Tuple[int, int]:
        """
        The size of the image
        """
        return self.image.size

    # ImageData uniqueness is based on the hash
    # -----------------------------------------
    def __hash__(self) -> int:
        return hash(self.hash)

    def __eq__(self, other) -> bool:
        if other is None:
            return False
        if not isinstance(other, self.__class__):
            return False
        return self.hash == other.hash

    def __ne__(self, other) -> bool:
        if other is None:
            return True
        if not isinstance(other, self.__class__):
            return True
        return self.hash != other.hash

    # -----------------------------------------

    def __repr__(self):
        return f"<ImageData width={self.width}, height={self.height}, hash={self.hash}>"


[docs] class Texture: """ An arcade.Texture is simply a wrapper for image data as a Pillow image and the hit box data for this image used in collision detection. Usually created by the :class:`load_texture` or :class:`load_textures` commands. :param image: The image or ImageData for this texture :param hit_box_algorithm: The algorithm to use for calculating the hit box. :param hit_box_points: A list of hitbox points for the texture to use (Optional). Completely overrides the hit box algorithm. :param hash: Optional unique name for the texture. Can be used to make this texture globally unique. By default the hash of the pixel data is used. """ __slots__ = ( "_image_data", "_size", "_vertex_order", "_transforms", "_sprite_list", "_hit_box_algorithm", "_hit_box_points", "_hash", "_cache_name", "_atlas_name", "_file_path", "_crop_values", "_properties", "_atlas_refs", "__weakref__", ) def __init__( self, image: Union[PIL.Image.Image, ImageData], *, hit_box_algorithm: Optional[HitBoxAlgorithm] = None, hit_box_points: Optional[PointList] = None, hash: Optional[str] = None, **kwargs, ): # Overrides the hash self._hash = hash if isinstance(image, PIL.Image.Image): self._image_data = ImageData(image, hash=hash) elif isinstance(image, ImageData): self._image_data = image else: raise TypeError( "image must be an instance of PIL.Image.Image or ImageData, " f"not {type(image)}" ) # Set the size of the texture since this is immutable self._size = image.width, image.height # The order of the texture coordinates when mapping # to a sprite/quad. This order is changed when the # texture is flipped or rotated. self._vertex_order = 0, 1, 2, 3 # Internal spritelist for drawing self._sprite_list: Optional[SpriteList] = None self._hit_box_algorithm = hit_box_algorithm or hitbox.algo_default if not isinstance(self._hit_box_algorithm, HitBoxAlgorithm): raise TypeError( f"hit_box_algorithm must be an instance of HitBoxAlgorithm, not {type(self._hit_box_algorithm)}" ) # Internal names self._cache_name: str = "" self._atlas_name: str = "" self._update_cache_names() self._hit_box_points: PointList = ( hit_box_points or self._calculate_hit_box_points() ) # Track what atlases the image is in self._atlas_refs: Optional[WeakSet["TextureAtlas"]] = None # Optional filename for debugging self._file_path: Optional[Path] = None self._crop_values: Optional[Tuple[int, int, int, int]] = None self._properties: Dict[str, Any] = {} @property def properties(self) -> Dict[str, Any]: """ A dictionary of properties for this texture. This can be used to store any data you want. :return: Dict[str, Any] """ return self._properties @property def cache_name(self) -> str: """ The name of the texture used for caching (read only). :return: str """ return self._cache_name
[docs] @classmethod def create_cache_name( cls, *, hash: str, hit_box_algorithm: HitBoxAlgorithm, vertex_order: Tuple[int, int, int, int] = (0, 1, 2, 3), ) -> str: """ Create a cache name for the texture. :param image_data: The image data :param hit_box_algorithm: The hit box algorithm :param hit_box_args: The hit box algorithm arguments :param Tuple[int, int, int, int] vertex_order: The vertex order :return: str """ if not isinstance(hash, str): raise TypeError(f"Expected str, got {type(hash)}") if not isinstance(hit_box_algorithm, HitBoxAlgorithm): raise TypeError(f"Expected HitBoxAlgorithm, got {type(hit_box_algorithm)}") return f"{hash}|{vertex_order}|{hit_box_algorithm.cache_name}|"
[docs] @classmethod def create_atlas_name( cls, hash: str, vertex_order: Tuple[int, int, int, int] = (0, 1, 2, 3) ): return f"{hash}|{vertex_order}"
def _update_cache_names(self): """ Update the internal cache names. """ self._cache_name = self.create_cache_name( hash=self._hash or self._image_data.hash, hit_box_algorithm=self._hit_box_algorithm, vertex_order=self._vertex_order, ) self._atlas_name = self.create_atlas_name( hash=self._hash or self._image_data.hash, vertex_order=self._vertex_order, )
[docs] @classmethod def create_image_cache_name( cls, path: Union[str, Path], crop: Tuple[int, int, int, int] = (0, 0, 0, 0) ): return f"{str(path)}|{crop}"
@property def atlas_name(self) -> str: """ The name of the texture used for the texture atlas (read only). :return: str """ return self._atlas_name @property def file_path(self) -> Optional[Path]: """ A Path object to the file this texture was loaded from :return: Path """ return self._file_path @file_path.setter def file_path(self, path: Optional[Path]): self._file_path = path @property def crop_values(self) -> Optional[Tuple[int, int, int, int]]: """ The crop values used to create this texture in the referenced file :return: Tuple[int, int, int, int] """ return self._crop_values @crop_values.setter def crop_values(self, crop: Optional[Tuple[int, int, int, int]]): self._crop_values = crop @property def image(self) -> PIL.Image.Image: """ Get or set the image of the texture. .. warning:: This is an advanced function. Be absolutely sure you know the consequences of changing the image. It can cause problems with the texture atlas and hit box points. :param image: The image to set """ return self._image_data.image @image.setter def image(self, image: PIL.Image.Image): if image.size != self._image_data.image.size: raise ValueError("New image must be the same size as the old image") self._image_data.image = image @property def image_data(self) -> ImageData: """ The image data of the texture (read only). This is a simple wrapper around the image containing metadata like hash and is used to determine the uniqueness of the image in texture atlases. :return: ImageData """ return self._image_data @property def width(self) -> int: """ The virtual width of the texture in pixels. This can be different from the actual width if the texture has been transformed or the size have been set manually. """ return self._size[0] @width.setter def width(self, value: int): self._size = (value, self._size[1]) @property def height(self) -> int: """ The virtual width of the texture in pixels. This can be different from the actual width if the texture has been transformed or the size have been set manually. """ return self._size[1] @height.setter def height(self, value: int): self._size = (self._size[0], value) @property def size(self) -> Tuple[int, int]: """ The virtual size of the texture in pixels. This can be different from the actual width if the texture has been transformed or the size have been set manually. """ return self._size @size.setter def size(self, value: Tuple[int, int]): self._size = value @property def hit_box_points(self) -> PointList: """ Get the hit box points for this texture. Custom hit box points must be supplied during texture creation and should ideally not be changed after creation. :return: PointList """ return self._hit_box_points @property def hit_box_algorithm(self) -> HitBoxAlgorithm: """ (read only) The algorithm used to calculate the hit box for this texture. """ return self._hit_box_algorithm
[docs] @classmethod def create_filled(cls, name: str, size: Tuple[int, int], color: RGBA255) -> "Texture": """ Create a filled texture. This is an alias for :py:meth:`create_empty`. :param name: Name of the texture :param Tuple[int, int] size: Size of the texture :param color: Color of the texture :return: Texture """ return cls.create_empty(name, size, color)
[docs] @classmethod def create_empty( cls, name: str, size: Tuple[int, int], color: RGBA255 = TRANSPARENT_BLACK, ) -> "Texture": """ Create a texture with all pixels set to transparent black. The hit box of the returned Texture will be set to a rectangle with the dimensions in ``size`` because there is no non-blank pixel data to calculate a hit box. :param name: The unique name for this texture :param size: The xy size of the internal image This function has multiple uses, including: - Allocating space in texture atlases - Generating custom cached textures from component images The internal image can be altered with Pillow draw commands and then written/updated to a texture atlas. This works best for infrequent changes such as generating custom cached sprites. For frequent texture changes, you should instead render directly into the texture atlas. .. warning:: If you plan to alter images using Pillow, read its documentation thoroughly! Some of the functions can have unexpected behavior. For example, if you want to draw one or more images that contain transparency onto a base image that also contains transparency, you will likely need to use `PIL.Image.alpha_composite`_ as part of your solution. Otherwise, blending may behave in unexpected ways. This is especially important for customizable characters. .. _PIL.Image.alpha_composite: https://pillow.readthedocs.io/en/stable/\ reference/Image.html#PIL.Image.alpha_composite Be careful of your RAM usage when using this function. The Texture this method returns will have a new internal RGBA Pillow image which uses 4 bytes for every pixel in it. This will quickly add up if you create many large Textures. If you want to create more than one blank texture with the same dimensions, you can save CPU time and RAM by calling this function once, then passing the ``image`` attribute of the resulting Texture object to the class constructor for each additional blank Texture instance you would like to create. This can be especially helpful if you are creating multiple large Textures. """ return Texture( image=PIL.Image.new("RGBA", size, color), hash=name, hit_box_algorithm=hitbox.algo_bounding_box, )
# ----- Transformations -----
[docs] def flip_left_right(self) -> "Texture": """ Flip the texture left to right / horizontally. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transform(FlipLeftRightTransform)
[docs] def flip_top_bottom(self) -> "Texture": """ Flip the texture top to bottom / vertically. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transform(FlipTopBottomTransform)
[docs] def flip_horizontally(self) -> "Texture": """ Flip the texture left to right / horizontally. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.flip_left_right()
[docs] def flip_vertically(self) -> "Texture": """ Flip the texture top to bottom / vertically. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.flip_top_bottom()
[docs] def flip_diagonally(self) -> "Texture": """ Returns a new texture that is flipped diagonally from this texture. This is an alias for :func:`transpose`. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transpose()
[docs] def transpose(self) -> "Texture": """ Returns a new texture that is transposed from this texture. This flips the texture diagonally from lower right to upper left. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transform(TransposeTransform)
[docs] def transverse(self) -> "Texture": """ Returns a new texture that is transverse from this texture. This flips the texture diagonally from lower left to upper right. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transform(TransverseTransform)
[docs] def rotate_90(self, count: int = 1) -> "Texture": """ Rotate the texture by a given number of 90 degree steps. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :param count: Number of 90 degree steps to rotate. :return: Texture """ angles = [None, Rotate90Transform, Rotate180Transform, Rotate270Transform] count = count % 4 transform = angles[count] if transform is None: return self return self.transform(transform)
[docs] def rotate_180(self) -> "Texture": """ Rotate the texture 180 degrees. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transform(Rotate180Transform)
[docs] def rotate_270(self) -> "Texture": """ Rotate the texture 270 degrees. This returns a new texture with the same image data, but has updated hit box data and a transform that will be applied to the image when it's drawn (GPU side). :return: Texture """ return self.transform(Rotate270Transform)
[docs] def transform( self, transform: Type[Transform], ) -> "Texture": """ Create a new texture with the given transform applied. :param transform: Transform to apply :return: New texture """ new_hit_box_points = transform.transform_hit_box_points(self._hit_box_points) texture = Texture( self.image_data, hit_box_algorithm=self._hit_box_algorithm, hit_box_points=new_hit_box_points, hash=self._hash, ) texture.width = self.width texture.height = self.height texture._vertex_order = transform.transform_vertex_order(self._vertex_order) texture.file_path = self.file_path texture.crop_values = self.crop_values # Swap width and height of the texture if needed old_rotation = ORIENTATIONS[self._vertex_order][0] new_rotation = ORIENTATIONS[texture._vertex_order][0] old_swapped = abs(old_rotation) % 180 != 0 new_swapped = abs(new_rotation) % 180 != 0 if old_swapped != new_swapped: texture.width, texture.height = self.height, self.width texture._update_cache_names() return texture
[docs] def crop( self, x: int, y: int, width: int, height: int, ) -> "Texture": """ Create a new texture from a sub-section of this texture. If the crop is the same size as the original texture or the crop is 0 width or height, the original texture is returned. :param x: X position to start crop :param y: Y position to start crop :param width: Width of crop :param height: Height of crop :param cache: If True, the cropped texture will be cached :return: Texture """ # Return self if the crop is the same size as the original image if ( width == self.image.width and height == self.image.height and x == 0 and y == 0 ): return self # Return self width and height is 0 if width == 0 and height == 0: return self self.validate_crop(self.image, x, y, width, height) area = (x, y, x + width, y + height) image = self.image.crop(area) image_data = ImageData(image) texture = Texture( image_data, hit_box_algorithm=self._hit_box_algorithm, ) texture.crop_values = (x, y, width, height) return texture
# ------ Atlas functions ------
[docs] def remove_from_atlases(self) -> None: """ Remove this texture from all atlases. """ for atlas in self._atlas_refs or (): atlas.remove(self)
[docs] def add_atlas_ref(self, atlas: "TextureAtlas") -> None: """ Add a reference to an atlas that this texture is in. """ if self._atlas_refs is None: self._atlas_refs = WeakSet() self._atlas_refs.add(atlas)
[docs] def remove_atlas_ref(self, atlas: "TextureAtlas") -> None: """ Remove a reference to an atlas that this texture is in. """ if self._atlas_refs is not None: self._atlas_refs.remove(atlas)
# ----- Utility functions -----
[docs] def remove_from_cache(self, ignore_error: bool = True) -> None: """ Remove this texture from the cache. :param ignore_error: If True, ignore errors if the texture is not in the cache :return: None """ _cache.texture_cache.delete(self)
[docs] @staticmethod def validate_crop( image: PIL.Image.Image, x: int, y: int, width: int, height: int ) -> None: """ Validate the crop values for a given image. """ if x < 0 or y < 0 or width < 0 or height < 0: raise ValueError( f"crop values must be positive: {x}, {y}, {width}, {height}" ) if x >= image.width: raise ValueError(f"x position is outside of texture: {x}") if y >= image.height: raise ValueError(f"y position is outside of texture: {y}") if x + width - 1 >= image.width: raise ValueError(f"width is outside of texture: {width + x}") if y + height - 1 >= image.height: raise ValueError(f"height is outside of texture: {height + y}")
def _calculate_hit_box_points(self) -> PointList: """ Calculate the hit box points for this texture based on the configured hit box algorithm. This is usually done on texture creation or when the hit box points are requested the first time. """ # Check if we have cached points points = _cache.hit_box_cache.get(self.cache_name) if points: return points # Calculate points with the selected algorithm points = self._hit_box_algorithm.calculate(self.image) if self._hit_box_algorithm.cache: _cache.hit_box_cache.put(self.cache_name, points) return points # ----- Drawing functions ----- def _create_cached_spritelist(self) -> "SpriteList": """Create or return the cached sprite list.""" from arcade.sprite_list import SpriteList if self._sprite_list is None: self._sprite_list = SpriteList(capacity=1) return self._sprite_list
[docs] def draw_sized( self, center_x: float, center_y: float, width: float, height: float, angle: float = 0.0, alpha: int = 255, ): """ Draw a texture with a specific width and height. .. warning:: This is a very slow method of drawing a texture, and should be used sparingly. The method simply creates a sprite internally and draws it. :param center_x: X position to draw texture :param center_y: Y position to draw texture :param width: Width to draw texture :param height: Height to draw texture :param angle: Angle to draw texture :param alpha: Alpha value to draw texture """ from arcade import Sprite spritelist = self._create_cached_spritelist() sprite = Sprite( self, center_x=center_x, center_y=center_y, angle=angle, ) # sprite.size = (width, height) sprite.width = width sprite.height = height sprite.alpha = alpha # Due to circular references we can't keep the sprite around spritelist.append(sprite) spritelist.draw() spritelist.remove(sprite)
[docs] def draw_scaled( self, center_x: float, center_y: float, scale: float = 1.0, angle: float = 0.0, alpha: int = 255, ): """ Draw the texture. .. warning:: This is a very slow method of drawing a texture, and should be used sparingly. The method simply creates a sprite internally and draws it. :param center_x: X location of where to draw the texture. :param center_y: Y location of where to draw the texture. :param scale: Scale to draw rectangle. Defaults to 1. :param angle: Angle to rotate the texture by. :param alpha: The transparency of the texture `(0-255)`. """ from arcade import Sprite spritelist = self._create_cached_spritelist() sprite = Sprite( self, center_x=center_x, center_y=center_y, angle=angle, scale=scale, ) sprite.alpha = alpha # Due to circular references we can't keep the sprite around spritelist.append(sprite) spritelist.draw() spritelist.remove(sprite)
# ------------------------------------------------------------ # Comparison and hash functions so textures can work with sets # A texture's uniqueness is simply based on the name # ------------------------------------------------------------ # def __hash__(self) -> int: # return hash(self.cache_name) # def __eq__(self, other) -> bool: # if other is None: # return False # if not isinstance(other, self.__class__): # return False # return self.cache_name == other.cache_name # def __ne__(self, other) -> bool: # if other is None: # return True # if not isinstance(other, self.__class__): # return True # return self.cache_name != other.cache_name def __repr__(self) -> str: cache_name = getattr(self, "cache_name", None) return f"<Texture cache_name={cache_name}>" def __del__(self): if getattr(self, "_atlas_refs", None) is not None: for atlas in self._atlas_refs: atlas.remove(self)