"""
This module provides functionality to manage Sprites in a list
and efficiently batch drawing them. Drawing sprites using
SpriteList is orders of magnitude faster then drawing
individual sprites.
"""
from __future__ import annotations
# import logging
import random
from array import array
from collections import deque
from typing import (
TYPE_CHECKING,
Any,
Callable,
ClassVar,
Deque,
Generic,
Iterable,
Iterator,
Sized,
cast,
)
from arcade import Sprite, SpriteType, get_window, gl
from arcade.gl import Program, Texture2D
from arcade.gl.buffer import Buffer
from arcade.gl.types import BlendFunction, OpenGlFilter, PyGLenum
from arcade.gl.vertex_array import Geometry
from arcade.types import RGBA255, Color, RGBANormalized, RGBOrA255, RGBOrANormalized
from arcade.utils import copy_dunders_unimplemented
if TYPE_CHECKING:
from arcade import DefaultTextureAtlas, Texture
from arcade.texture_atlas import TextureAtlasBase
# LOG = logging.getLogger(__name__)
# The slot index that makes a sprite invisible.
# 2^31-1 is usually reserved for primitive restart
# NOTE: Possibly we want to use slot 0 for this?
_SPRITE_SLOT_INVISIBLE = 2000000000
# The default capacity from spritelists
_DEFAULT_CAPACITY = 100
[docs]
@copy_dunders_unimplemented # Temp fixes https://github.com/pythonarcade/arcade/issues/2074
class SpriteList(Generic[SpriteType]):
"""
The purpose of the spriteList is to batch draw a list of sprites.
Drawing single sprites will not get you anywhere performance wise
as the number of sprites in your project increases. The spritelist
contains many low level optimizations taking advantage of your
graphics processor. To put things into perspective, a spritelist
can contain tens of thousands of sprites without any issues.
Sprites outside the viewport/window will not be rendered.
If the spritelist are going to be used for collision it's a good
idea to enable spatial hashing. Especially if no sprites are moving.
This will make collision checking **a lot** faster.
In technical terms collision checking is ``O(1)`` with spatial hashing
enabled and ``O(N)`` without. However, if you have a
list of moving sprites the cost of updating the spatial hash
when they are moved can be greater than what you save with
spatial collision checks. This needs to be profiled on a
case by case basis.
For the advanced options check the advanced section in the
Arcade documentation.
Args:
use_spatial_hash:
If set to True, this will make creating a sprite, and moving a sprite
in the SpriteList slower, but it will speed up collision detection
with items in the SpriteList. Great for doing collision detection
with static walls/platforms in large maps.
spatial_hash_cell_size:
The cell size of the spatial hash (default: 128)
atlas:
(Advanced) The texture atlas for this sprite list. If no
atlas is supplied the global/default one will be used.
capacity:
(Advanced) The initial capacity of the internal buffer.
It's a suggestion for the maximum amount of sprites this list
can hold. Can normally be left with default value.
lazy:
(Advanced) ``True`` delays creating OpenGL resources
for the sprite list until either its :py:meth:`~SpriteList.draw`
or :py:meth:`~SpriteList.initialize` method is called. See
:ref:`pg_spritelist_advanced_lazy_spritelists` to learn more.
visible:
Setting this to False will cause the SpriteList to not
be drawn. When draw is called, the method will just return without drawing.
"""
#: The default texture filter used when no other filter is specified.
#: This can be used to change the global default for all spritelists
#:
#: Example::
#:
#: from arcade import gl
#: # Set global default to nearest filtering (pixelated)
#: arcade.SpriteList.DEFAULT_TEXTURE_FILTER = gl.NEAREST, gl.NEAREST
#: # Set global default to linear filtering (smooth). This is the default.
#: arcade.SpriteList.DEFAULT_TEXTURE_FILTER = gl.NEAREST, gl.NEAREST
DEFAULT_TEXTURE_FILTER: ClassVar[tuple[int, int]] = gl.LINEAR, gl.LINEAR
def __init__(
self,
use_spatial_hash: bool = False,
spatial_hash_cell_size: int = 128,
atlas: TextureAtlasBase | None = None,
capacity: int = 100,
lazy: bool = False,
visible: bool = True,
) -> None:
self.program: Program | None = None
self._atlas: TextureAtlasBase | None = atlas
self._initialized = False
self._lazy = lazy
self._visible = visible
self._blend = True
self._color: tuple[float, float, float, float] = (1.0, 1.0, 1.0, 1.0)
# The initial capacity of the spritelist buffers (internal)
self._buf_capacity = abs(capacity) or _DEFAULT_CAPACITY
# The initial capacity of the index buffer (internal)
self._idx_capacity = abs(capacity) or _DEFAULT_CAPACITY
# The number of slots used in the sprite buffer
self._sprite_buffer_slots = 0
# Number of slots used in the index buffer
self._sprite_index_slots = 0
# List of free slots in the sprite buffers. These are filled when sprites are removed.
self._sprite_buffer_free_slots: Deque[int] = deque()
# List of sprites in the sprite list
self.sprite_list: list[SpriteType] = []
# Buffer slots for the sprites (excluding index buffer)
# This has nothing to do with the index in the spritelist itself
self.sprite_slot: dict[SpriteType, int] = dict()
# Python representation of buffer data
self._sprite_pos_data = array("f", [0] * self._buf_capacity * 3)
self._sprite_size_data = array("f", [0] * self._buf_capacity * 2)
self._sprite_angle_data = array("f", [0] * self._buf_capacity)
self._sprite_color_data = array("B", [0] * self._buf_capacity * 4)
self._sprite_texture_data = array("f", [0] * self._buf_capacity)
# Index buffer
self._sprite_index_data = array("i", [0] * self._idx_capacity)
# Define and annotate storage space for buffers
self._sprite_pos_buf: Buffer | None = None
self._sprite_size_buf: Buffer | None = None
self._sprite_angle_buf: Buffer | None = None
self._sprite_color_buf: Buffer | None = None
self._sprite_texture_buf: Buffer | None = None
# Index buffer
self._sprite_index_buf: Buffer | None = None
self._geometry: Geometry | None = None
# Flags for signaling if a buffer needs to be written to the OpenGL buffer
self._sprite_pos_changed: bool = False
self._sprite_size_changed: bool = False
self._sprite_angle_changed: bool = False
self._sprite_color_changed: bool = False
self._sprite_texture_changed: bool = False
self._sprite_index_changed: bool = False
# Used in collision detection optimization
from .spatial_hash import SpatialHash
self._spatial_hash_cell_size = spatial_hash_cell_size
self.spatial_hash: SpatialHash[SpriteType] | None = None
if use_spatial_hash:
self.spatial_hash = SpatialHash(cell_size=self._spatial_hash_cell_size)
self.properties: dict[str, Any] | None = None
# LOG.debug(
# "[%s] Creating SpriteList use_spatial_hash=%s capacity=%s",
# id(self),
# use_spatial_hash,
# self._buf_capacity,
# )
# Check if the window/context is available
try:
get_window()
if not self._lazy:
self._init_deferred()
except RuntimeError:
pass
def _init_deferred(self) -> None:
"""
Since spritelist can be created before the window we need to defer initialization.
It also makes us able to support lazy loading.
"""
if self._initialized:
return
self.ctx = get_window().ctx
self.program = self.ctx.sprite_list_program_cull
if not self._atlas:
self._atlas = self.ctx.default_atlas
# Buffers for each sprite attribute (read by shader) with initial capacity
self._sprite_pos_buf = self.ctx.buffer(reserve=self._buf_capacity * 12) # 3 x 32 bit floats
self._sprite_size_buf = self.ctx.buffer(reserve=self._buf_capacity * 8) # 2 x 32 bit floats
self._sprite_angle_buf = self.ctx.buffer(reserve=self._buf_capacity * 4) # 32 bit float
self._sprite_color_buf = self.ctx.buffer(reserve=self._buf_capacity * 4) # 4 x bytes colors
self._sprite_texture_buf = self.ctx.buffer(reserve=self._buf_capacity * 4) # 32 bit int
# Index buffer
self._sprite_index_buf = self.ctx.buffer(
reserve=self._idx_capacity * 4
) # 32 bit unsigned integers
contents = [
gl.BufferDescription(self._sprite_pos_buf, "3f", ["in_pos"]),
gl.BufferDescription(self._sprite_size_buf, "2f", ["in_size"]),
gl.BufferDescription(self._sprite_angle_buf, "1f", ["in_angle"]),
gl.BufferDescription(self._sprite_texture_buf, "1f", ["in_texture"]),
gl.BufferDescription(
self._sprite_color_buf,
"4f1",
["in_color"],
),
]
self._geometry = self.ctx.geometry(
contents,
index_buffer=self._sprite_index_buf,
index_element_size=4, # 32 bit integers
)
self._initialized = True
# Load all the textures and write texture coordinates into buffers.
for sprite in self.sprite_list:
if sprite._texture is None:
raise ValueError("Attempting to use a sprite without a texture")
self._update_texture(sprite)
if hasattr(sprite, "textures"):
if TYPE_CHECKING:
assert isinstance(sprite, Sprite)
for texture in sprite.textures or []:
self._atlas.add(texture)
self._sprite_pos_changed = True
self._sprite_size_changed = True
self._sprite_angle_changed = True
self._sprite_color_changed = True
self._sprite_texture_changed = True
self._sprite_index_changed = True
[docs]
def __len__(self) -> int:
"""Return the length of the sprite list."""
return len(self.sprite_list)
[docs]
def __contains__(self, sprite: Sprite) -> bool:
"""Return if the sprite list contains the given sprite"""
return sprite in self.sprite_slot
[docs]
def __iter__(self) -> Iterator[SpriteType]:
"""Return an iterable object of sprites."""
return iter(self.sprite_list)
def __getitem__(self, i: int) -> SpriteType:
return self.sprite_list[i]
[docs]
def __setitem__(self, index: int, sprite: SpriteType) -> None:
"""Replace a sprite at a specific index"""
# print(f"{id(self)} : {id(sprite)} __setitem__({index})")
try:
existing_index = self.sprite_list.index(sprite) # raise ValueError
if existing_index == index:
return
raise Exception(f"Sprite is already in the list (index {existing_index})")
except ValueError:
pass
sprite_to_be_removed = self.sprite_list[index]
sprite_to_be_removed.sprite_lists.remove(self)
self.sprite_list[index] = sprite # Replace sprite
sprite.register_sprite_list(self)
if self.spatial_hash is not None:
self.spatial_hash.remove(sprite_to_be_removed)
self.spatial_hash.add(sprite)
# Steal the slot from the old sprite
slot = self.sprite_slot[sprite_to_be_removed]
del self.sprite_slot[sprite_to_be_removed]
self.sprite_slot[sprite] = slot
# Update the internal sprite buffer data
self._update_all(sprite)
@property
def visible(self) -> bool:
"""
Get or set the visible flag for this spritelist.
If visible is ``False`` the ``draw()`` has no effect.
"""
return self._visible
@visible.setter
def visible(self, value: bool) -> None:
self._visible = value
@property
def blend(self) -> bool:
"""Enable or disable alpha blending for the spritelist."""
return self._blend
@blend.setter
def blend(self, value: bool) -> None:
self._blend = value
@property
def color(self) -> Color:
"""
Get or set the multiply color for all sprites in the list RGBA integers
This will affect all sprites in the list, and each value must be
between 0 and 255.
The color may be specified as any of the following:
* an RGBA :py:class:`tuple` with each channel value between 0 and 255
* an instance of :py:class:`~arcade.types.Color`
* an RGB :py:class:`tuple`, in which case the color will be treated as opaque
Each individual sprite can also be assigned a color via its
:py:attr:`~arcade.BasicSprite.color` property.
When :py:meth:`.SpriteList.draw` is called, each pixel will default
to a value equivalent to the following:
1. Convert the sampled texture, sprite, and list colors into normalized floats (0.0 to 1.0)
2. Multiply the color channels together: ``texture_color * sprite_color * spritelist_color``
3. Multiply the floating point values by 255 and round the result
"""
return Color.from_normalized(self._color)
@color.setter
def color(self, color: RGBA255) -> None:
self._color = Color.from_iterable(color).normalized
@property
def color_normalized(self) -> RGBANormalized:
"""
Get or set the spritelist color in normalized form (0.0 -> 1.0 floats).
This property works the same as :py:attr:`~arcade.SpriteList.color`.
"""
return self._color
@color_normalized.setter
def color_normalized(self, value: RGBOrANormalized) -> None:
try:
r, g, b, *_a = value
assert len(_a) <= 1
except (ValueError, AssertionError) as e:
raise ValueError("color_normalized must unpack as 3 or 4 float values") from e
self._color = r, g, b, _a[0] if _a else 1.0
@property
def alpha(self) -> int:
"""
Get or set the alpha/transparency of the entire spritelist.
This is a byte value from 0 to 255 were 0 is completely
transparent/invisible and 255 is opaque.
"""
return int(self._color[3] * 255)
@alpha.setter
def alpha(self, value: int) -> None:
# value = clamp(value, 0, 255)
self._color = self._color[0], self._color[1], self._color[2], value / 255
@property
def alpha_normalized(self) -> float:
"""
Get or set the alpha/transparency of all the sprites in the list.
This is a floating point number from 0.0 to 1.0 were 0.0 is completely
transparent/invisible and 1.0 is opaque.
This is a shortcut for setting the alpha value in the spritelist color.
"""
return self._color[3]
@alpha_normalized.setter
def alpha_normalized(self, value: float) -> None:
# value = clamp(value, 0.0, 1.0)
self._color = self._color[0], self._color[1], self._color[2], value
@property
def atlas(self) -> TextureAtlasBase | None:
"""Get the texture atlas for this sprite list"""
return self._atlas
@property
def geometry(self) -> Geometry:
"""
Returns the internal OpenGL geometry for this spritelist.
This can be used to execute custom shaders with the
spritelist data.
One or multiple of the following inputs must be defined in your vertex shader::
in vec2 in_pos;
in float in_angle;
in vec2 in_size;
in float in_texture;
in vec4 in_color;
"""
if not self._geometry:
raise ValueError("SpriteList is not initialized.")
return self._geometry
@property
def buffer_positions(self) -> Buffer:
"""
Get the internal OpenGL position buffer for this spritelist.
The buffer contains 32 bit float values with
x, y and z positions. These are the center positions
for each sprite.
This buffer is attached to the :py:attr:`~arcade.SpriteList.geometry`
instance with name ``in_pos``.
"""
if self._sprite_pos_buf is None:
raise ValueError("SpriteList is not initialized")
return self._sprite_pos_buf
@property
def buffer_sizes(self) -> Buffer:
"""
Get the internal OpenGL size buffer for this spritelist.
The buffer contains 32 bit float width and height values.
This buffer is attached to the :py:attr:`~arcade.SpriteList.geometry`
instance with name ``in_size``.
"""
if self._sprite_size_buf is None:
raise ValueError("SpriteList is not initialized")
return self._sprite_size_buf
@property
def buffer_angles(self) -> Buffer:
"""
Get the internal OpenGL angle buffer for the spritelist.
This buffer contains a series of 32 bit floats
representing the rotation angle for each sprite in degrees.
This buffer is attached to the :py:attr:`~arcade.SpriteList.geometry`
instance with name ``in_angle``.
"""
if self._sprite_angle_buf is None:
raise ValueError("SpriteList is not initialized")
return self._sprite_angle_buf
@property
def buffer_colors(self) -> Buffer:
"""
Get the internal OpenGL color buffer for this spritelist.
This buffer contains a series of 32 bit floats representing
the RGBA color for each sprite. 4 x floats = RGBA.
This buffer is attached to the :py:attr:`~arcade.SpriteList.geometry`
instance with name ``in_color``.
"""
if self._sprite_color_buf is None:
raise ValueError("SpriteList is not initialized")
return self._sprite_color_buf
@property
def buffer_textures(self) -> Buffer:
"""
Get the internal openGL texture id buffer for the spritelist.
This buffer contains a series of single 32 bit floats referencing
a texture ID. This ID references a texture in the texture
atlas assigned to this spritelist. The ID is used to look up
texture coordinates in a 32bit floating point texture the
texture atlas provides. This system makes sure we can resize
and rebuild a texture atlas without having to rebuild every
single spritelist.
This buffer is attached to the :py:attr:`~arcade.SpriteList.geometry`
instance with name ``in_texture``.
Note that it should ideally an unsigned integer, but due to
compatibility we store them as 32 bit floats. We cast them
to integers in the shader.
"""
if self._sprite_texture_buf is None:
raise ValueError("SpriteList is not initialized")
return self._sprite_texture_buf
@property
def buffer_indices(self) -> Buffer:
"""
Get the internal index buffer for this spritelist.
The data in the other buffers are not in the correct order
matching ``spritelist[i]``. The index buffer has to be
used used to resolve the right order. It simply contains
a series of integers referencing locations in the other buffers.
Also note that the length of this buffer might be bigger than
the number of sprites. Rely on ``len(spritelist)`` for the
correct length.
This index buffer is attached to the :py:attr:`~arcade.SpriteList.geometry`
instance and will be automatically be applied the the input buffers
when rendering or transforming.
"""
if self._sprite_index_buf is None:
raise ValueError("SpriteList is not initialized")
return self._sprite_index_buf
def _next_slot(self) -> int:
"""
Get the next available slot in sprite buffers
:return: index slot, buffer_slot
"""
# Reuse old slots from deleted sprites
if self._sprite_buffer_free_slots:
return self._sprite_buffer_free_slots.popleft()
# Add a new slot
buff_slot = self._sprite_buffer_slots
self._sprite_buffer_slots += 1
self._grow_sprite_buffers() # We might need to increase our buffers
return buff_slot
[docs]
def index(self, sprite: SpriteType) -> int:
"""
Return the index of a sprite in the spritelist
Args:
sprite: Sprite to find and return the index of
"""
return self.sprite_list.index(sprite)
[docs]
def clear(self, *, capacity: int | None = None, deep: bool = True) -> None:
"""
Remove all the sprites resetting the spritelist
to it's initial state.
The complexity of this method is ``O(N)`` with a deep clear (default).
If ALL the sprites in the list gets garbage collected with the list itself
you can do an ``O(1)``` clear using ``deep=False``. **Make sure you know
exactly what you are doing before using this option.** Any lingering sprite
reference will cause a massive memory leak. The ``deep`` option will
iterate all the sprites and remove their references to this spritelist.
Sprite and SpriteList have a circular reference for performance reasons.
Args:
deep: Whether to do a deep clear or not. Default is ``True``.
capacity: The size of the internal buffers used to store the sprites.
Defaults to preserving the current capacity.
"""
from .spatial_hash import SpatialHash
# Manually remove the spritelist from all sprites
if deep:
for sprite in self.sprite_list:
sprite.sprite_lists.remove(self)
self.sprite_list = []
self.sprite_slot = dict()
# Reset SpatialHash
if self.spatial_hash is not None:
self.spatial_hash = SpatialHash(cell_size=self._spatial_hash_cell_size)
# Clear the slot_idx and slot info and other states
capacity = abs(capacity or self._buf_capacity)
self._buf_capacity = capacity
self._idx_capacity = capacity
self._sprite_buffer_slots = 0
self._sprite_index_slots = 0
self._sprite_buffer_free_slots = deque()
# Reset buffers
# Python representation of buffer data
self._sprite_pos_data = array("f", [0] * self._buf_capacity * 3)
self._sprite_size_data = array("f", [0] * self._buf_capacity * 2)
self._sprite_angle_data = array("f", [0] * self._buf_capacity)
self._sprite_color_data = array("B", [0] * self._buf_capacity * 4)
self._sprite_texture_data = array("f", [0] * self._buf_capacity)
# Index buffer
self._sprite_index_data = array("I", [0] * self._idx_capacity)
if self._initialized:
self._initialized = False
self._init_deferred()
[docs]
def pop(self, index: int = -1) -> SpriteType:
"""Attempt to pop a sprite from the list.
This works like :external:ref:`popping from <tut-morelists>` a
standard Python :py:class:`list`:
#. If the list is empty, raise an :py:class:`IndexError`
#. If no ``index`` is passed, try to pop the last
:py:class:`Sprite` in the list
Args:
index:
Index of sprite to remove (defaults to ``-1`` for the last item)
"""
if len(self.sprite_list) == 0:
raise IndexError("pop from empty list")
sprite = self.sprite_list[index]
self.remove(sprite)
return sprite
[docs]
def append(self, sprite: SpriteType) -> None:
"""
Add a new sprite to the list.
Args:
sprite: Sprite to add to the list.
"""
# print(f"{id(self)} : {id(sprite)} append")
if sprite in self.sprite_slot:
raise ValueError("Sprite already in SpriteList")
slot = self._next_slot()
self.sprite_slot[sprite] = slot
self.sprite_list.append(sprite)
sprite.register_sprite_list(self)
self._update_all(sprite)
# Add sprite to the end of the index buffer
idx_slot = self._sprite_index_slots
self._sprite_index_slots += 1
self._grow_index_buffer()
self._sprite_index_data[idx_slot] = slot
self._sprite_index_changed = True
if self.spatial_hash is not None:
self.spatial_hash.add(sprite)
# Load additional textures attached to the sprite
# if hasattr(sprite, "textures") and self._initialized:
# for texture in sprite.textures or []:
# self._atlas.add(texture)
if self._initialized:
if sprite.texture is None:
raise ValueError("Sprite must have a texture when added to a SpriteList")
self._atlas.add(sprite.texture) # type: ignore
[docs]
def swap(self, index_1: int, index_2: int) -> None:
"""
Swap two sprites by index.
Args:
index_1: Item index to swap
index_2: Item index to swap
"""
# Swap order in python spritelist
sprite_1 = self.sprite_list[index_1]
sprite_2 = self.sprite_list[index_2]
self.sprite_list[index_1] = sprite_2
self.sprite_list[index_2] = sprite_1
# Swap order in index buffer to change rendering order
slot_1 = self.sprite_slot[sprite_1]
slot_2 = self.sprite_slot[sprite_2]
i1 = self._sprite_index_data.index(slot_1)
i2 = self._sprite_index_data.index(slot_2)
self._sprite_index_data[i1] = slot_2
self._sprite_index_data[i2] = slot_1
self._sprite_index_changed = True
[docs]
def remove(self, sprite: SpriteType) -> None:
"""
Remove a specific sprite from the list.
Args:
sprite: Item to remove from the list
"""
# print(f"{id(self)} : {id(sprite)} remove")
try:
slot = self.sprite_slot[sprite]
except KeyError:
raise ValueError("Sprite is not in the SpriteList")
self.sprite_list.remove(sprite)
sprite.sprite_lists.remove(self)
del self.sprite_slot[sprite]
self._sprite_buffer_free_slots.append(slot)
# NOTE: Optimize this by deferring removal?
# Defer removal
# Set the sprite as invisible in the index buffer
# idx_slot = self._sprite_index_data.index(slot)
# self._sprite_index_data[idx_slot] = _SPRITE_SLOT_INVISIBLE
# Brutal resize for now. Optimize later
self._sprite_index_data.remove(slot)
self._sprite_index_data.append(0)
self._sprite_index_slots -= 1
self._sprite_index_changed = True
if self.spatial_hash is not None:
self.spatial_hash.remove(sprite)
[docs]
def extend(self, sprites: Iterable[SpriteType] | SpriteList[SpriteType]) -> None:
"""
Extends the current list with the given iterable
Args:
sprites: Iterable of Sprites to add to the list
"""
for sprite in sprites:
self.append(sprite)
[docs]
def insert(self, index: int, sprite: SpriteType) -> None:
"""
Inserts a sprite at a given index.
Args:
index: The index at which to insert
sprite: The sprite to insert
"""
if sprite in self.sprite_list:
raise ValueError("Sprite is already in list")
index = max(min(len(self.sprite_list), index), 0)
self.sprite_list.insert(index, sprite)
sprite.register_sprite_list(self)
# Allocate a new slot and write the data
slot = self._next_slot()
self.sprite_slot[sprite] = slot
self._update_all(sprite)
# Allocate room in the index buffer
self._normalize_index_buffer()
# idx_slot = self._sprite_index_slots
self._sprite_index_slots += 1
self._grow_index_buffer()
self._sprite_index_data.insert(index, slot)
self._sprite_index_data.pop()
if self.spatial_hash is not None:
self.spatial_hash.add(sprite)
[docs]
def reverse(self) -> None:
"""Reverses the current list in-place"""
# Ensure the index buffer is normalized
self._normalize_index_buffer()
# Reverse the sprites and index buffer
self.sprite_list.reverse()
# This seems to be the reasonable way to reverse a subset of an array
reverse_data = self._sprite_index_data[0 : len(self.sprite_list)]
reverse_data.reverse()
self._sprite_index_data[0 : len(self.sprite_list)] = reverse_data
self._sprite_index_changed = True
[docs]
def shuffle(self) -> None:
"""Shuffles the current list in-place"""
# The only thing we need to do when shuffling is
# to shuffle the sprite_list and index buffer in
# in the same operation. We don't change the sprite buffers
# Make sure the index buffer is the same length as the sprite list
self._normalize_index_buffer()
# zip index and sprite into pairs and shuffle
pairs = list(zip(self.sprite_list, self._sprite_index_data))
random.shuffle(pairs)
# Reconstruct the lists again from pairs
sprites, indices = cast(tuple[list[SpriteType], list[int]], zip(*pairs))
self.sprite_list = list(sprites)
self._sprite_index_data = array("I", indices)
# Resize the index buffer to the original capacity
if len(self._sprite_index_data) < self._idx_capacity:
extend_by = self._idx_capacity - len(self._sprite_index_data)
self._sprite_index_data.extend([0] * extend_by)
self._sprite_index_changed = True
[docs]
def sort(self, *, key: Callable, reverse: bool = False) -> None:
"""
Sort the spritelist in place using ``<`` comparison between sprites.
This function is similar to python's :py:meth:`list.sort`.
Example sorting sprites based on y-axis position using a lambda::
# Normal order
spritelist.sort(key=lambda x: x.position[1])
# Reversed order
spritelist.sort(key=lambda x: x.position[1], reverse=True)
Example sorting sprites using a function::
# More complex sorting logic can be applied, but let's just stick to y position
def create_y_pos_comparison(sprite):
return sprite.position[1]
spritelist.sort(key=create_y_pos_comparison)
Args:
key:
A function taking a sprite as an argument returning a comparison key
reverse:
If set to ``True`` the sprites will be sorted in reverse
"""
# Ensure the index buffer is normalized
self._normalize_index_buffer()
# In-place sort the spritelist
self.sprite_list.sort(key=key, reverse=reverse)
# Loop over the sorted sprites and assign new values in index buffer
for i, sprite in enumerate(self.sprite_list):
self._sprite_index_data[i] = self.sprite_slot[sprite]
self._sprite_index_changed = True
[docs]
def disable_spatial_hashing(self) -> None:
"""Deletes the internal spatial hash object."""
self.spatial_hash = None
[docs]
def enable_spatial_hashing(self, spatial_hash_cell_size: int = 128) -> None:
"""
Turn on spatial hashing unless it is already enabled with the same cell size.
Args:
spatial_hash_cell_size: The size of the cell in the spatial hash.
"""
if self.spatial_hash is None or self.spatial_hash.cell_size != spatial_hash_cell_size:
# LOG.debug("Enabled spatial hashing with cell size %s", spatial_hash_cell_size)
from .spatial_hash import SpatialHash
self.spatial_hash = SpatialHash(cell_size=spatial_hash_cell_size)
self._recalculate_spatial_hashes()
# else:
# LOG.debug("Spatial hashing is already enabled with size %s", spatial_hash_cell_size)
def _recalculate_spatial_hashes(self) -> None:
if self.spatial_hash is None:
from .spatial_hash import SpatialHash
self.spatial_hash = SpatialHash(cell_size=self._spatial_hash_cell_size)
self.spatial_hash.reset()
for sprite in self.sprite_list:
self.spatial_hash.add(sprite)
[docs]
def update(self, delta_time: float = 1 / 60, *args, **kwargs) -> None:
"""
Call the update() method on each sprite in the list.
Args:
delta_time: Time since last update in seconds
*args: Additional positional arguments
**kwargs: Additional keyword arguments
"""
for sprite in self.sprite_list:
sprite.update(delta_time, *args, **kwargs)
[docs]
def update_animation(self, delta_time: float = 1 / 60, *args, **kwargs) -> None:
"""
Call the update_animation in every sprite in the sprite list.
Args:
delta_time: Time since last update in seconds
*args: Additional positional arguments
**kwargs: Additional keyword arguments
"""
# NOTE: Can we limit this to animated sprites?
for sprite in self.sprite_list:
sprite.update_animation(delta_time, *args, **kwargs)
def _get_center(self) -> tuple[float, float]:
"""Get the mean center coordinates of all sprites in the list."""
x = sum((sprite.center_x for sprite in self.sprite_list)) / len(self.sprite_list)
y = sum((sprite.center_y for sprite in self.sprite_list)) / len(self.sprite_list)
return x, y
center = property(_get_center)
[docs]
def rescale(self, factor: float) -> None:
"""Rescale all sprites in the list relative to the spritelists center."""
for sprite in self.sprite_list:
sprite.rescale_relative_to_point(self.center, factor)
[docs]
def move(self, change_x: float, change_y: float) -> None:
"""
Moves all Sprites in the list by the same amount.
This can be a very expensive operation depending on the
size of the sprite list.
Args:
change_x: Amount to change all x values by
change_y: Amount to change all y values by
"""
for sprite in self.sprite_list:
sprite.center_x += change_x
sprite.center_y += change_y
[docs]
def preload_textures(self, texture_list: Iterable["Texture"]) -> None:
"""
Preload a set of textures that will be used for sprites in this
sprite list.
Args:
texture_list: List of textures.
"""
if not self.ctx:
raise ValueError("Cannot preload textures before the window is created")
for texture in texture_list:
# Ugly spacing is a fast workaround for None type checking issues
self._atlas.add(texture) # type: ignore
[docs]
def write_sprite_buffers_to_gpu(self) -> None:
"""
Ensure buffers are resized and fresh sprite data is written into the internal
sprite buffers.
This is automatically called in :py:meth:`SpriteList.draw`, but there are
instances when using custom shaders we need to force this to happen since
we might have not called :py:meth:`SpriteList.draw` since the spritelist
was modified.
If you have added, removed, moved or changed ANY sprite property this method
will synchronize the data on the gpu side (buffer resizing and writing in
new data).
"""
self._write_sprite_buffers_to_gpu()
def _write_sprite_buffers_to_gpu(self) -> None:
# LOG.debug(
# (
# "[%s] SpriteList._write_sprite_buffers_to_gpu: "
# "pos=%s, size=%s, angle=%s, color=%s tex=%s idx=%s"
# ),
# id(self),
# self._sprite_pos_changed,
# self._sprite_size_changed,
# self._sprite_angle_changed,
# self._sprite_color_changed,
# self._sprite_texture_changed,
# self._sprite_index_changed,
# )
if self._sprite_pos_changed and self._sprite_pos_buf:
self._sprite_pos_buf.orphan()
self._sprite_pos_buf.write(self._sprite_pos_data)
self._sprite_pos_changed = False
if self._sprite_size_changed and self._sprite_size_buf:
self._sprite_size_buf.orphan()
self._sprite_size_buf.write(self._sprite_size_data)
self._sprite_size_changed = False
if self._sprite_angle_changed and self._sprite_angle_buf:
self._sprite_angle_buf.orphan()
self._sprite_angle_buf.write(self._sprite_angle_data)
self._sprite_angle_changed = False
if self._sprite_color_changed and self._sprite_color_buf:
self._sprite_color_buf.orphan()
self._sprite_color_buf.write(self._sprite_color_data)
self._sprite_color_changed = False
if self._sprite_texture_changed and self._sprite_texture_buf:
self._sprite_texture_buf.orphan()
self._sprite_texture_buf.write(self._sprite_texture_data)
self._sprite_texture_changed = False
if self._sprite_index_changed and self._sprite_index_buf:
self._sprite_index_buf.orphan()
self._sprite_index_buf.write(self._sprite_index_data)
self._sprite_index_changed = False
[docs]
def initialize(self) -> None:
"""
Request immediate creation of OpenGL resources for this list.
Calling this method is optional. It only has an effect for lists
created with ``lazy=True``. If this method is not called,
uninitialized sprite lists will automatically initialize OpenGL
resources on their first :py:meth:`~SpriteList.draw` call instead.
This method is useful for performance optimization, advanced
techniques, and writing tests. Do not call it across thread
boundaries. See :ref:`pg_spritelist_advanced_lazy_spritelists`
to learn more.
"""
self._init_deferred()
[docs]
def draw(
self,
*,
filter: PyGLenum | OpenGlFilter | None = None,
pixelated: bool | None = None,
blend_function: BlendFunction | None = None,
) -> None:
"""
Draw this list of sprites.
Uninitialized sprite lists will first create OpenGL resources
before drawing. This may cause a performance stutter when the
following are true:
1. You created the sprite list with ``lazy=True``
2. You did not call :py:meth:`~SpriteList.initialize` before drawing
3. You are initializing many sprites and/or lists at once
See :ref:`pg_spritelist_advanced_lazy_spritelists` to learn more.
Args:
filter:
Optional parameter to set OpenGL filter, such as
`gl.GL_NEAREST` to avoid smoothing.
pixelated:
``True`` for pixelated and ``False`` for smooth interpolation.
Shortcut for setting filter to GL_NEAREST for a pixelated look.
The filter parameter have precedence over this.
blend_function:
Optional parameter to set the OpenGL blend function used for drawing
the sprite list, such as 'arcade.Window.ctx.BLEND_ADDITIVE' or
'arcade.Window.ctx.BLEND_DEFAULT'
"""
if len(self.sprite_list) == 0 or not self._visible or self.alpha_normalized == 0.0:
return
self._init_deferred()
if not self.program:
raise ValueError("Attempting to render without shader program.")
self._write_sprite_buffers_to_gpu()
prev_blend_func = self.ctx.blend_func
if self._blend:
self.ctx.enable(self.ctx.BLEND)
# Set custom blend function or revert to default
if blend_function is not None:
self.ctx.blend_func = blend_function
else:
self.ctx.blend_func = self.ctx.BLEND_DEFAULT
else:
self.ctx.disable(self.ctx.BLEND)
# Workarounds for Optional[TextureAtlas] + slow . lookup speed
atlas: DefaultTextureAtlas = self.atlas # type: ignore
atlas_texture: Texture2D = atlas.texture
# Set custom filter or reset to default
if filter:
if hasattr(
filter,
"__len__",
): # assume it's a collection
if len(cast(Sized, filter)) != 2:
raise ValueError("Can't use sequence of length != 2")
atlas_texture.filter = tuple(filter) # type: ignore
else: # assume it's an int
atlas_texture.filter = cast(OpenGlFilter, (filter, filter))
else:
# Handle the pixelated shortcut if filter is not set
if pixelated:
atlas_texture.filter = self.ctx.NEAREST, self.ctx.NEAREST
else:
atlas_texture.filter = self.DEFAULT_TEXTURE_FILTER
self.program["spritelist_color"] = self._color
# Control center pixel interpolation:
# 0.0 = raw interpolation using texture corners
# 1.0 = center pixel interpolation
if self.ctx.NEAREST in atlas_texture.filter:
self.program.set_uniform_safe("uv_offset_bias", 0.0)
else:
self.program.set_uniform_safe("uv_offset_bias", 1.0)
atlas_texture.use(0)
atlas.use_uv_texture(1)
if not self._geometry:
raise ValueError("Attempting to render without '_geometry' field being set.")
self._geometry.render(
self.program,
mode=self.ctx.POINTS,
vertices=self._sprite_index_slots,
)
# Leave global states to default
if self._blend:
self.ctx.disable(self.ctx.BLEND)
if blend_function is not None:
self.ctx.blend_func = prev_blend_func
[docs]
def draw_hit_boxes(
self, color: RGBOrA255 = (0, 0, 0, 255), line_thickness: float = 1.0
) -> None:
"""
Draw all the hit boxes in this list.
.. warning:: This method is slow and should only be used for debugging.
Args:
color: The color of the hit boxes
line_thickness: The thickness of the lines
"""
converted_color = Color.from_iterable(color)
for sprite in self.sprite_list:
sprite.draw_hit_box(converted_color, line_thickness)
def _normalize_index_buffer(self) -> None:
"""
Removes unused slots in the index buffer.
The other buffers don't need this because they re-use slots.
New sprites on the other hand always needs to be added
to the end of the index buffer to preserve order
"""
# NOTE: Currently we keep the index buffer normalized
# but we can increase the performance in the future
# delaying normalization.
# Need counter for how many slots are used in index buffer.
# 1) Sort the deleted indices (descending) and pop() them in a loop
# 2) Create a new array.array and manually copy every
# item in the list except the deleted index slots
# 3) Use a transform (gpu) to trim the index buffer and
# read this buffer back into a new array using array.from_bytes
# NOTE: Right now the index buffer is always normalized
pass
def _grow_sprite_buffers(self) -> None:
"""Double the internal buffer sizes"""
# Resize sprite buffers if needed
if self._sprite_buffer_slots <= self._buf_capacity:
return
# Double the capacity
extend_by = self._buf_capacity
self._buf_capacity = self._buf_capacity * 2
# LOG.debug(
# "(%s) Increasing buffer capacity from %s to %s",
# self._sprite_buffer_slots,
# extend_by,
# self._buf_capacity,
# )
# Extend the buffers so we don't lose the old data
self._sprite_pos_data.extend([0] * extend_by * 3)
self._sprite_size_data.extend([0] * extend_by * 2)
self._sprite_angle_data.extend([0] * extend_by)
self._sprite_color_data.extend([0] * extend_by * 4)
self._sprite_texture_data.extend([0] * extend_by)
if self._initialized:
# Proper initialization implies these buffers are allocated
self._sprite_pos_buf.orphan(double=True) # type: ignore
self._sprite_size_buf.orphan(double=True) # type: ignore
self._sprite_angle_buf.orphan(double=True) # type: ignore
self._sprite_color_buf.orphan(double=True) # type: ignore
self._sprite_texture_buf.orphan(double=True) # type: ignore
self._sprite_pos_changed = True
self._sprite_size_changed = True
self._sprite_angle_changed = True
self._sprite_color_changed = True
self._sprite_texture_changed = True
def _grow_index_buffer(self) -> None:
# Extend the index buffer capacity if needed
if self._sprite_index_slots <= self._idx_capacity:
return
extend_by = self._idx_capacity
self._idx_capacity = self._idx_capacity * 2
# LOG.debug(
# "Buffers: index_slots=%s sprite_slots=%s over-allocation-ratio=%s",
# self._sprite_index_slots,
# self._sprite_buffer_slots,
# self._sprite_index_slots / self._sprite_buffer_slots,
# )
# LOG.debug(
# "(%s) Increasing index capacity from %s to %s",
# self._sprite_index_slots,
# extend_by,
# self._idx_capacity,
# )
self._sprite_index_data.extend([0] * extend_by)
if self._initialized and self._sprite_index_buf:
self._sprite_index_buf.orphan(size=self._idx_capacity * 4)
self._sprite_index_changed = True
def _update_all(self, sprite: SpriteType) -> None:
"""
Update all sprite data. This is faster when adding and moving sprites.
This duplicate code, but reduces call overhead, dict lookups etc.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
# position
self._sprite_pos_data[slot * 3] = sprite._position[0]
self._sprite_pos_data[slot * 3 + 1] = sprite._position[1]
self._sprite_pos_data[slot * 3 + 2] = sprite._depth
self._sprite_pos_changed = True
# size
self._sprite_size_data[slot * 2] = sprite._width
self._sprite_size_data[slot * 2 + 1] = sprite._height
self._sprite_size_changed = True
# angle
self._sprite_angle_data[slot] = sprite._angle
self._sprite_angle_changed = True
# color
self._sprite_color_data[slot * 4] = sprite._color[0]
self._sprite_color_data[slot * 4 + 1] = sprite._color[1]
self._sprite_color_data[slot * 4 + 2] = sprite._color[2]
self._sprite_color_data[slot * 4 + 3] = sprite._color[3] * sprite._visible
self._sprite_color_changed = True
# Don't deal with textures if spritelist is not initialized.
# This can often mean we don't have a context/window yet.
if not self._initialized:
return
if not sprite._texture:
return
# Ugly syntax makes type checking pass without perf hit from cast
tex_slot: int = self._atlas.add(sprite._texture)[0] # type: ignore
slot = self.sprite_slot[sprite]
self._sprite_texture_data[slot] = tex_slot
self._sprite_texture_changed = True
def _update_texture(self, sprite: SpriteType) -> None:
"""
Make sure we update the texture for this sprite for the next batch drawing.
Args:
sprite: Sprite to update.
"""
# We cannot interact with texture atlases unless the context
# is created. We defer all texture initialization for later
if not self._initialized:
return
if not sprite._texture:
return
atlas = self._atlas
# Ugly spacing makes type checking work with specificity
tex_slot: int = atlas.add(sprite._texture)[0] # type: ignore
slot = self.sprite_slot[sprite]
self._sprite_texture_data[slot] = tex_slot
self._sprite_texture_changed = True
# Update size in cas the sprite was initialized without size
# NOTE: There should be a better way to do this
self._sprite_size_data[slot * 2] = sprite._width
self._sprite_size_data[slot * 2 + 1] = sprite._height
self._sprite_size_changed = True
def _update_position(self, sprite: SpriteType) -> None:
"""
Called when setting initial position of a sprite when
added or inserted into the SpriteList.
``update_location`` should be called to move them
once the sprites are in the list.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_pos_data[slot * 3] = sprite._position[0]
self._sprite_pos_data[slot * 3 + 1] = sprite._position[1]
self._sprite_pos_changed = True
def _update_position_x(self, sprite: SpriteType) -> None:
"""
Called when setting initial position of a sprite when
added or inserted into the SpriteList.
``update_location`` should be called to move them
once the sprites are in the list.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_pos_data[slot * 3] = sprite._position[0]
self._sprite_pos_changed = True
def _update_position_y(self, sprite: SpriteType) -> None:
"""
Called when setting initial position of a sprite when
added or inserted into the SpriteList.
``update_location`` should be called to move them
once the sprites are in the list.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_pos_data[slot * 3 + 1] = sprite._position[1]
self._sprite_pos_changed = True
def _update_depth(self, sprite: SpriteType) -> None:
"""
Called by the Sprite class to update the depth of the specified sprite.
Necessary for batch drawing of items.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_pos_data[slot * 3 + 2] = sprite._depth
self._sprite_pos_changed = True
def _update_color(self, sprite: SpriteType) -> None:
"""
Called by the Sprite class to update position, angle, size and color
of the specified sprite.
Necessary for batch drawing of items.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_color_data[slot * 4] = int(sprite._color[0])
self._sprite_color_data[slot * 4 + 1] = int(sprite._color[1])
self._sprite_color_data[slot * 4 + 2] = int(sprite._color[2])
self._sprite_color_data[slot * 4 + 3] = int(sprite._color[3] * sprite._visible)
self._sprite_color_changed = True
def _update_size(self, sprite: SpriteType) -> None:
"""
Called by the Sprite class to update the size/scale in this sprite.
Necessary for batch drawing of items.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_size_data[slot * 2] = sprite._width
self._sprite_size_data[slot * 2 + 1] = sprite._height
self._sprite_size_changed = True
def _update_width(self, sprite: SpriteType) -> None:
"""
Called by the Sprite class to update the size/scale in this sprite.
Necessary for batch drawing of items.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_size_data[slot * 2] = sprite._width
self._sprite_size_changed = True
def _update_height(self, sprite: SpriteType) -> None:
"""
Called by the Sprite class to update the size/scale in this sprite.
Necessary for batch drawing of items.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_size_data[slot * 2 + 1] = sprite._height
self._sprite_size_changed = True
def _update_angle(self, sprite: SpriteType) -> None:
"""
Called by the Sprite class to update the angle in this sprite.
Necessary for batch drawing of items.
Args:
sprite: Sprite to update.
"""
slot = self.sprite_slot[sprite]
self._sprite_angle_data[slot] = sprite._angle
self._sprite_angle_changed = True