CampBuddy/Camp.Buddy v2.2.1/Camp_Buddy-2.2.1-pc/renpy/display/swdraw.py
2025-03-03 23:00:33 +01:00

1142 lines
30 KiB
Python

# Copyright 2004-2019 Tom Rothamel <pytom@bishoujo.us>
#
# Permission is hereby granted, free of charge, to any person
# obtaining a copy of this software and associated documentation files
# (the "Software"), to deal in the Software without restriction,
# including without limitation the rights to use, copy, modify, merge,
# publish, distribute, sublicense, and/or sell copies of the Software,
# and to permit persons to whom the Software is furnished to do so,
# subject to the following conditions:
#
# The above copyright notice and this permission notice shall be
# included in all copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
# NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE
# LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION
# OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
# WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
from __future__ import print_function
import renpy.display
import pygame_sdl2 as pygame
import math
import weakref
import time
import os
from renpy.display.render import blit_lock, IDENTITY, BLIT, DISSOLVE, IMAGEDISSOLVE, PIXELLATE, FLATTEN
# A map from cached surface to rle version of cached surface.
rle_cache = weakref.WeakKeyDictionary()
class Clipper(object):
"""
This is used to calculate the clipping rectangle and update rectangles
used for a particular draw of the screen.
"""
def __init__(self):
# Lists of (x0, y0, x1, y1, clip, surface, transform) tuples,
# representing how a displayable is drawn to the screen.
self.blits = [ ]
self.old_blits = [ ]
# Sets of (x0, y0, x1, y1) tuples, representing areas that
# aren't part of any displayable.
self.forced = set()
self.old_forced = set()
# The set of surfaces that have been mutated recently.
self.mutated = set()
def compute(self, full_redraw):
"""
This returns a clipping rectangle, and a list of update rectangles
that cover the changes between the old and new frames.
"""
# First, get things out of the fields, and update them. This
# allows us to just return without having to do any cleanup
# code.
bl0 = self.old_blits
bl1 = self.blits
old_forced = self.old_forced
forced = self.forced
mutated = self.mutated
self.old_blits = bl1
self.blits = [ ]
self.old_forced = forced
self.forced = set()
self.mutated = set()
sw = renpy.config.screen_width
sh = renpy.config.screen_height
sa = sw * sh
# A tuple representing the size of the fullscreen.
fullscreen = (0, 0, sw, sh)
# Check to see if a full redraw has been forced, and return
# early.
if full_redraw:
return fullscreen, [ fullscreen ]
# Quick checks to see if a dissolve is happening, or something like
# that.
changes = forced | old_forced
if fullscreen in changes:
return fullscreen, [ fullscreen ]
# Compute the differences between the two sets, and add those
# to changes.
i0 = 0
i1 = 0
bl1set = set(bl1)
while True:
if i0 >= len(bl0) or i1 >= len(bl1):
break
b0 = bl0[i0]
b1 = bl1[i1]
if b0 == b1:
if id(b0[5]) in mutated:
changes.add(b0[:5])
i0 += 1
i1 += 1
elif b0 not in bl1set:
changes.add(b0[:5])
i0 += 1
else:
changes.add(b1[:5])
i1 += 1
changes.update(i[:5] for i in bl0[i0:])
changes.update(i[:5] for i in bl1[i1:])
# No changes? Quit.
if not changes:
return None, [ ]
# Compute the sizes of the updated rectangles.
sized = [ ]
for x0, y0, x1, y1, (sx0, sy0, sx1, sy1) in changes:
# Round up by a pixel, to prevent visual artifacts when scaled down.
x1 += 1
y1 += 1
if x0 < sx0:
x0 = sx0
if y0 < sy0:
y0 = sy0
if x1 > sx1:
x1 = sx1
if y1 > sy1:
y1 = sy1
w = x1 - x0
h = y1 - y0
if w <= 0 or h <= 0:
continue
area = w * h
if area >= sa:
return fullscreen, [ fullscreen ]
sized.append((area, x0, y0, x1, y1))
sized.sort()
# The list of non-contiguous updates.
noncont = [ ]
# The total area of noncont.
nca = 0
# Pick the largest area, merge with all overlapping smaller areas, repeat
# until no merge possible.
while sized:
area, x0, y0, x1, y1 = sized.pop()
merged = False
if nca + area >= sa:
return (0, 0, sw, sh), [ (0, 0, sw, sh) ]
i = 0
while i < len(sized):
_iarea, ix0, iy0, ix1, iy1 = sized[i]
if (x0 <= ix0 <= x1 or x0 <= ix1 <= x1) and \
(y0 <= iy0 <= y1 or y0 <= iy1 <= y1):
merged = True
x0 = min(x0, ix0)
x1 = max(x1, ix1)
y0 = min(y0, iy0)
y1 = max(y1, iy1)
area = (x1 - x0) * (y1 - y0)
sized.pop(i)
else:
i += 1
if merged:
sized.append((area, x0, y0, x1, y1))
else:
noncont.append((x0, y0, x1, y1))
nca += area
if not noncont:
return None, [ ]
x0, y0, x1, y1 = noncont.pop()
x0 = int(x0)
y0 = int(y0)
x1 = int(math.ceil(x1))
y1 = int(math.ceil(y1))
# A list of (x, y, w, h) tuples for each update.
updates = [ (x0, y0, x1 - x0, y1 - y0) ]
for ix0, iy0, ix1, iy1 in noncont:
ix0 = int(ix0)
iy0 = int(iy0)
ix1 = int(math.ceil(ix1))
iy1 = int(math.ceil(iy1))
x0 = min(x0, ix0)
y0 = min(y0, iy0)
x1 = max(x1, ix1)
y1 = max(y1, iy1)
updates.append((ix0, iy0, ix1 - ix0, iy1 - iy0))
return (x0, y0, x1 - x0, y1 - y0), updates
clippers = [ Clipper() ]
def surface(w, h, alpha):
"""
Creates a surface that shares a pixel format with the screen. The created
surface will
"""
if alpha:
rv = pygame.Surface((w + 4, h + 4), pygame.SRCALPHA)
else:
rv = pygame.Surface((w + 4, h + 4), 0)
return rv.subsurface((2, 2, w, h))
def copy_surface(surf):
w, h = surf.get_size()
rv = surface(w, h, True)
renpy.display.accelerator.nogil_copy(surf, rv) # @UndefinedVariable
return rv
def draw_special(what, dest, x, y):
"""
This handles the special drawing operations, such as dissolve and
image dissolve. `x` and `y` are the offsets of the thing to be drawn
relative to the destination rectangle, and are always negative.
"""
dw, dh = dest.get_size()
w = min(dw, what.width + x)
h = min(dh, what.height + y)
if w <= 0 or h <= 0:
return
if what.operation == DISSOLVE:
bottom = what.children[0][0].render_to_texture(True)
top = what.children[1][0].render_to_texture(True)
if what.operation_alpha:
target = surface(w, h, True)
else:
target = dest.subsurface((0, 0, w, h))
renpy.display.module.blend(
bottom.subsurface((-x, -y, w, h)),
top.subsurface((-x, -y, w, h)),
target,
int(what.operation_complete * 255))
if what.operation_alpha:
dest.blit(target, (0, 0))
elif what.operation == IMAGEDISSOLVE:
image = what.children[0][0].render_to_texture(True)
bottom = what.children[1][0].render_to_texture(True)
top = what.children[2][0].render_to_texture(True)
if what.operation_alpha:
target = surface(w, h, True)
else:
target = dest.subsurface((0, 0, w, h))
ramplen = what.operation_parameter
ramp = "\x00" * 256
for i in xrange(0, ramplen):
ramp += chr(255 * i / ramplen)
ramp += "\xff" * 256
step = int( what.operation_complete * (256 + ramplen) )
ramp = ramp[step:step+256]
renpy.display.module.imageblend(
bottom.subsurface((-x, -y, w, h)),
top.subsurface((-x, -y, w, h)),
target,
image.subsurface((-x, -y, w, h)),
ramp)
if what.operation_alpha:
dest.blit(target, (0, 0))
elif what.operation == PIXELLATE:
surf = what.children[0][0].render_to_texture(dest.get_masks()[3])
px = what.operation_parameter
renpy.display.module.pixellate(
surf.subsurface((-x, -y, w, h)),
dest.subsurface((0, 0, w, h)),
px, px, px, px)
elif what.operation == FLATTEN:
surf = what.children[0][0].render_to_texture(dest.get_masks()[3])
dest.subsurface((0, 0, w, h)).blit(surf, (0, 0))
else:
raise Exception("Unknown operation: %d" % what.operation)
def draw(dest, clip, what, xo, yo, screen):
"""
This is the simple draw routine, which only works when alpha is 1.0
and the matrices are None. If those aren't the case, draw_complex
is used instead.
`dest` - Either a destination surface, or a clipper.
`clip` - If None, we should draw. Otherwise we should clip, and this is
the rectangle to clip to.
`what` - The Render or Surface we're drawing to.
`xo` - The X offset.
`yo` - The Y offset.
`screen` - True if this is a blit to the screen, False otherwise.
"""
if not isinstance(what, renpy.display.render.Render):
# Pixel-Aligned blit.
if isinstance(xo, int) and isinstance(yo, int):
if screen:
what = rle_cache.get(what, what)
if clip:
w, h = what.get_size()
dest.blits.append((xo, yo, xo + w, yo + h, clip, what, None))
else:
try:
blit_lock.acquire()
dest.blit(what, (xo, yo))
finally:
blit_lock.release()
# Subpixel blit.
else:
if clip:
w, h = what.get_size()
dest.blits.append((xo, yo, xo + w, yo + h, clip, what, None))
else:
renpy.display.module.subpixel(what, dest, xo, yo)
return
if what.text_input:
renpy.display.interface.text_rect = what.screen_rect(xo, yo, None)
# Deal with draw functions.
if what.operation != BLIT:
xo = int(xo)
yo = int(yo)
if clip:
dx0, dy0, dx1, dy1 = clip
dw = dx1 - dx0
dh = dy1 - dy0
else:
dw, dh = dest.get_size()
if xo >= 0:
newx = 0
subx = xo
else:
newx = xo
subx = 0
if yo >= 0:
newy = 0
suby = yo
else:
newy = yo
suby = 0
if subx >= dw or suby >= dh:
return
# newx and newy are the offset of this render relative to the
# subsurface. They can only be negative or 0, as otherwise we
# would make a smaller subsurface.
subw = min(dw - subx, what.width + newx)
subh = min(dh - suby, what.height + newy)
if subw <= 0 or subh <= 0:
return
if clip:
dest.forced.add((subx, suby, subx + subw, suby + subh, clip))
else:
newdest = dest.subsurface((subx, suby, subw, subh))
# what.draw_func(newdest, newx, newy)
draw_special(what, newdest, newx, newy)
return
# Deal with clipping, if necessary.
if what.xclipping or what.yclipping:
if clip:
cx0, cy0, cx1, cy1 = clip
cx0 = max(cx0, xo)
cy0 = max(cy0, yo)
cx1 = min(cx1, xo + what.width)
cy1 = min(cy1, yo + what.height)
if cx0 > cx1 or cy0 > cy1:
return
clip = (cx0, cy0, cx1, cy1)
dest.forced.add(clip + (clip,))
return
else:
# After this code, x and y are the coordinates of the subsurface
# relative to the destination. xo and yo are the offset of the
# upper-left corner relative to the subsurface.
if xo >= 0:
x = xo
xo = 0
else:
x = 0
# xo = xo
if yo >= 0:
y = yo
yo = 0
else:
y = 0
# yo = yo
dw, dh = dest.get_size()
width = min(dw - x, what.width + xo)
height = min(dh - y, what.height + yo)
if width < 0 or height < 0:
return
dest = dest.subsurface((x, y, width, height))
# Deal with alpha and transforms by passing them off to draw_transformed.
if what.alpha != 1 or what.over != 1.0 or (what.forward is not None and what.forward is not IDENTITY):
for child, cxo, cyo, _focus, _main in what.visible_children:
draw_transformed(dest, clip, child, xo + cxo, yo + cyo,
what.alpha * what.over, what.forward, what.reverse)
return
for child, cxo, cyo, _focus, _main in what.visible_children:
draw(dest, clip, child, xo + cxo, yo + cyo, screen)
def draw_transformed(dest, clip, what, xo, yo, alpha, forward, reverse):
# If our alpha has hit 0, don't do anything.
if alpha <= 0.003: # (1 / 256)
return
if forward is None:
forward = IDENTITY
reverse = IDENTITY
if not isinstance(what, renpy.display.render.Render):
# Figure out where the other corner of the transformed surface
# is on the screen.
sw, sh = what.get_size()
if clip:
dx0, dy0, dx1, dy1 = clip
dw = dx1 - dx0
dh = dy1 - dy0
else:
dw, dh = dest.get_size()
x0, y0 = 0.0, 0.0
x1, y1 = reverse.transform(sw, 0.0)
x2, y2 = reverse.transform(sw, sh)
x3, y3 = reverse.transform(0.0, sh)
minx = math.floor(min(x0, x1, x2, x3) + xo)
maxx = math.ceil(max(x0, x1, x2, x3) + xo)
miny = math.floor(min(y0, y1, y2, y3) + yo)
maxy = math.ceil(max(y0, y1, y2, y3) + yo)
if minx < 0:
minx = 0
if miny < 0:
miny = 0
if maxx > dw:
maxx = dw
if maxy > dh:
maxy = dh
if minx > dw or miny > dh or maxx < 0 or maxy < 0:
return
cx, cy = forward.transform(minx - xo, miny - yo)
if clip:
dest.blits.append(
(minx, miny, maxx + dx0, maxy + dy0, clip, what,
(cx, cy,
forward.xdx, forward.ydx,
forward.xdy, forward.ydy,
alpha)))
else:
dest = dest.subsurface((minx, miny, maxx - minx, maxy - miny))
renpy.display.module.transform(
what, dest,
cx, cy,
forward.xdx, forward.ydx,
forward.xdy, forward.ydy,
alpha, True)
return
if what.text_input:
renpy.display.interface.text_rect = what.screen_rect(xo, yo, reverse)
if what.xclipping or what.yclipping:
if reverse.xdy or reverse.ydx:
draw_transformed(dest, clip, what.pygame_surface(True), xo, yo, alpha, forward, reverse)
return
width = what.width * reverse.xdx
height = what.height * reverse.ydy
if clip:
cx0, cy0, cx1, cy1 = clip
cx0 = max(cx0, xo)
cy0 = max(cy0, yo)
cx1 = min(cx1, xo + width)
cy1 = min(cy1, yo + height)
if cx0 > cx1 or cy0 > cy1:
return
clip = (cx0, cy0, cx1, cy1)
dest.forced.add(clip + (clip,))
return
else:
# After this code, x and y are the coordinates of the subsurface
# relative to the destination. xo and yo are the offset of the
# upper-left corner relative to the subsurface.
if xo >= 0:
x = xo
xo = 0
else:
x = 0
# xo = xo
if yo >= 0:
y = yo
yo = 0
else:
y = 0
# yo = yo
dw, dh = dest.get_size()
width = min(dw - x, width + xo)
height = min(dh - y, height + yo)
if width < 0 or height < 0:
return
dest = dest.subsurface((x, y, width, height))
if what.draw_func or what.operation != BLIT:
child = what.pygame_surface(True)
draw_transformed(dest, clip, child, xo, yo, alpha, forward, reverse)
return
for child, cxo, cyo, _focus, _main in what.visible_children:
cxo, cyo = reverse.transform(cxo, cyo)
if what.forward:
child_forward = what.forward * forward
child_reverse = reverse * what.reverse
else:
child_forward = forward
child_reverse = reverse
draw_transformed(dest, clip, child, xo + cxo, yo + cyo, alpha * what.alpha * what.over, child_forward, child_reverse)
def do_draw_screen(screen_render, full_redraw, swdraw):
"""
Draws the render produced by render_screen to the screen.
"""
yoffset = xoffset = 0
screen_render.is_opaque()
clip = (xoffset, yoffset, xoffset + screen_render.width, yoffset + screen_render.height)
clipper = clippers[0]
draw(clipper, clip, screen_render, xoffset, yoffset, True)
cliprect, updates = clipper.compute(full_redraw)
if cliprect is None:
return [ ]
x, y, _w, _h = cliprect
dest = swdraw.window.subsurface(cliprect)
draw(dest, None, screen_render, -x, -y, True)
return updates
class SWDraw(object):
"""
This uses the software renderer to draw to the screen.
"""
def __init__(self):
self.display_info = None
self.reset()
def reset(self):
# Should we draw the screen?
self.suppressed_blit = False
# The earliest time at which the next frame can be redrawn.
self.next_frame = 0
# Mouse re-drawing.
self.mouse_location = None
self.mouse_backing = None
self.mouse_backing_pos = None
self.mouse_info = None
# Is the mouse currently visible?
self.mouse_old_visible = None
# This is used to display video to the screen.
self.fullscreen_surface = None
# Info.
self.info = { "renderer" : "sw", "resizable" : False, "additive" : False }
pygame.display.init()
renpy.display.interface.post_init()
if self.display_info is None:
self.display_info = renpy.display.get_info()
# The scale factor we use for this display.
self.scale_factor = 1.0
# Should we scale fast, or scale good-looking?
self.scale_fast = "RENPY_SCALE_FAST" in os.environ
# The screen returned to us from pygame.
self.screen = None
# The window that we render into, if not the screen. This has a
# 1px border around it iff we're scaling.
self.window = None
# Did we show fullscreen video in the last frame?
self.showing_video = False
def get_texture_size(self):
return 0, 0
def set_mode(self, virtual_size, physical_size, fullscreen):
# Reset before resize.
renpy.display.interface.kill_textures_and_surfaces()
self.reset()
width, height = virtual_size
# Set up scaling, if necessary.
screen_width = self.display_info.current_w
screen_height = self.display_info.current_h
if not fullscreen:
screen_height -= 102
screen_width -= 102
scale_factor = min(1.0 * screen_width / width, 1.0 * screen_height / height, 1.0)
if "RENPY_SCALE_FACTOR" in os.environ:
scale_factor = float(os.environ["RENPY_SCALE_FACTOR"])
self.scale_factor = scale_factor
# Figure out the fullscreen info.
if fullscreen:
fsflag = pygame.FULLSCREEN
else:
fsflag = 0
# Don't reuse the old screen, because doing so fails to update
# properly on Xorg.
scaled_width = int(width * scale_factor)
scaled_height = int(height * scale_factor)
self.screen = pygame.display.set_mode((scaled_width, scaled_height), fsflag, 32)
if scale_factor != 1.0:
self.window = surface(width, height, True)
else:
self.window = self.screen
renpy.display.pgrender.set_rgba_masks()
# Scale from the rtt size to the virtual size.
self.draw_per_virt = 1.0
self.virt_to_draw = renpy.display.render.Matrix2D(self.draw_per_virt, 0, 0, self.draw_per_virt)
self.draw_to_virt = renpy.display.render.Matrix2D(1.0 / self.draw_per_virt, 0, 0, 1.0 / self.draw_per_virt)
# Should we redraw the screen from scratch?
self.full_redraw = True
# The surface used to display fullscreen video.
self.fullscreen_surface = self.screen
# Reset this on a mode change.
self.mouse_location = None
self.mouse_backing = None
self.mouse_backing_pos = None
self.mouse_info = None
return True
# private
def show_mouse(self, pos, info):
"""
Actually shows the mouse.
"""
self.mouse_location = pos
self.mouse_info = info
mxo, myo, tex = info
mx, my = pos
mw, mh = tex.get_size()
bx = mx - mxo
by = my - myo
self.mouse_backing_pos = (bx, by)
self.mouse_backing = surface(mw, mh, False)
self.mouse_backing.blit(self.window, (0, 0), (bx, by, mw, mh))
self.screen.blit(tex, (bx, by))
return bx, by, mw, mh
# private
def hide_mouse(self):
"""
Actually hides the mouse.
"""
size = self.mouse_backing.get_size()
self.screen.blit(self.mouse_backing, self.mouse_backing_pos)
rv = self.mouse_backing_pos + size
self.mouse_backing = None
self.mouse_backing_pos = None
self.mouse_location = None
return rv
# private
def draw_mouse(self, show_mouse):
"""
This draws the mouse to the screen, if necessary. It uses the
buffer to minimize the amount of the screen that needs to be
drawn, and only redraws if the mouse has actually been moved.
"""
hardware, x, y, tex = renpy.game.interface.get_mouse_info()
if self.mouse_old_visible != hardware:
pygame.mouse.set_visible(hardware)
self.mouse_old_visible = hardware
# The rest of this is for the software mouse.
if self.suppressed_blit:
return [ ]
if not show_mouse:
tex = None
info = (x, y, tex)
pos = pygame.mouse.get_pos()
if (pos == self.mouse_location and tex and info == self.mouse_info):
return [ ]
updates = [ ]
if self.mouse_location:
updates.append(self.hide_mouse())
if tex and pos and renpy.game.interface.mouse_focused: # @UndefinedVariable
updates.append(self.show_mouse(pos, info))
return updates
def translate_point(self, x, y):
x /= self.scale_factor
y /= self.scale_factor
return (x, y)
def untranslate_point(self, x, y):
x *= self.scale_factor
y *= self.scale_factor
return (x, y)
def update_mouse(self):
"""
Draws the mouse, and then updates the screen.
"""
updates = self.draw_mouse(True)
if updates:
pygame.display.update(updates)
def mouse_event(self, ev):
x, y = getattr(ev, 'pos', pygame.mouse.get_pos())
x /= self.scale_factor
y /= self.scale_factor
return x, y
def get_mouse_pos(self):
x, y = pygame.mouse.get_pos()
x /= self.scale_factor
y /= self.scale_factor
return x, y
def set_mouse_pos(self, x, y):
x *= self.scale_factor
y *= self.scale_factor
return pygame.mouse.set_pos([x, y])
def screenshot(self, surftree, fullscreen_video):
"""
Returns a pygame surface containing a screenshot.
"""
return self.window
def can_block(self):
return True
def should_redraw(self, needs_redraw, first_pass, can_block):
"""
Uses the framerate to determine if we can and should redraw.
"""
if not needs_redraw:
return False
framerate = renpy.config.framerate
if framerate is None:
return True
next_frame = self.next_frame
now = pygame.time.get_ticks()
frametime = 1000.0 / framerate
# Handle timer rollover.
if next_frame > now + frametime:
next_frame = now
# It's not yet time for the next frame.
if now < next_frame and not first_pass:
return False
# Otherwise, it is. Schedule the next frame.
# if next_frame + frametime < now:
next_frame = now + frametime
# else:
# next_frame += frametime
self.next_frame = next_frame
return True
def draw_screen(self, surftree, fullscreen_video):
"""
Draws the screen.
"""
if fullscreen_video:
if not self.showing_video:
self.window.fill((0, 0, 0, 255))
w, h = self.window.get_size()
frame = renpy.display.video.render_movie("movie", w, h)
if frame is not None:
surftree = frame
self.full_redraw = True
self.showing_video = True
else:
self.showing_video = False
updates = [ ]
updates.extend(self.draw_mouse(False))
damage = do_draw_screen(surftree, self.full_redraw, self)
if damage:
updates.extend(damage)
self.full_redraw = False
if self.window is self.screen:
updates.extend(self.draw_mouse(True))
pygame.display.update(updates)
else:
if self.scale_fast:
pygame.transform.scale(self.window, self.screen.get_size(), self.screen)
else:
renpy.display.scale.smoothscale(self.window, self.screen.get_size(), self.screen)
self.draw_mouse(True)
pygame.display.flip()
if fullscreen_video:
self.full_redraw = True
def render_to_texture(self, render, alpha):
rv = surface(render.width, render.height, alpha)
draw(rv, None, render, 0, 0, False)
return rv
def is_pixel_opaque(self, what, x, y):
# Special case ImageDissolve/AlphaMask for speed and correctness
# reasons.
#
# This doesn't work perfectly, but this should be a rare case and
# swdraw is going away.
if what.operation == IMAGEDISSOLVE:
a0 = self.is_pixel_opaque(what.visible_children[0][0], x, y)
a2 = self.is_pixel_opaque(what.visible_children[2][0], x, y)
return a0 * a2
if x < 0 or y < 0 or x >= what.width or y >= what.height:
return 0
for (child, xo, yo, _focus, _main) in what.visible_children:
cx = x - xo
cy = y - yo
if what.forward:
cx, cy = what.forward.transform(cx, cy)
if isinstance(child, renpy.display.render.Render):
if self.is_pixel_opaque(child, x, y):
return True
else:
cx = int(cx)
cy = int(cy)
if cx < 0 or cy < 0:
return False
cw, ch = child.get_size()
if cx >= cw or cy >= ch:
return False
if not child.get_masks()[3] or child.get_at((cx, cy))[3]:
return True
return False
def mutated_surface(self, surf):
"""
Called to indicate that the given surface has changed.
"""
for i in clippers:
i.mutated.add(id(surf))
if surf in rle_cache:
del rle_cache[surf]
def load_texture(self, surf, transient=False):
"""
Creates a texture from the surface. In the software implementation,
the only difference between a texture and a surface is that a texture
is in the RLE cache.
"""
if surf in rle_cache:
return rle_cache[surf]
rle_surf = copy_surface(surf)
if not transient:
rle_surf.set_alpha(255, pygame.RLEACCEL)
self.mutated_surface(rle_surf)
rle_cache[surf] = rle_surf
return rle_surf
def ready_one_texture(self):
return False
def solid_texture(self, w, h, color):
"""
Creates a texture filled to the edges with color.
"""
surf = surface(w + 4, h + 4, True)
surf.fill(color)
self.mutated_surface(surf)
surf = surf.subsurface((2, 2, w, h))
self.mutated_surface(surf)
return surf
def kill_textures(self):
"""
Kills all textures and caches of textures.
"""
rle_cache.clear()
def quit(self): # @ReservedAssignment
"""
Shuts down the drawing system.
"""
pygame.display.quit()
return
def event_peek_sleep(self):
"""
Wait a little bit so the CPU doesn't speed up.
"""
time.sleep(.0001)
def get_physical_size(self):
"""
Return the physical width and height of the screen.
"""
return renpy.config.screen_width, renpy.config.screen_height