1888 lines
64 KiB
Python
1888 lines
64 KiB
Python
"""Windowing and user-interface events.
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This module allows applications to create and display windows with an
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OpenGL context. Windows can be created with a variety of border styles
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or set fullscreen.
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You can register event handlers for keyboard, mouse and window events.
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For games and kiosks you can also restrict the input to your windows,
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for example disabling users from switching away from the application
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with certain key combinations or capturing and hiding the mouse.
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Getting started
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---------------
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Call the Window constructor to create a new window::
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from pyglet.window import Window
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win = Window(width=960, height=540)
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Attach your own event handlers::
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@win.event
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def on_key_press(symbol, modifiers):
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# ... handle this event ...
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Place drawing code for the window within the `Window.on_draw` event handler::
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@win.event
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def on_draw():
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# ... drawing code ...
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Call `pyglet.app.run` to enter the main event loop (by default, this
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returns when all open windows are closed)::
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from pyglet import app
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app.run()
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Creating a game window
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----------------------
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Use :py:meth:`~pyglet.window.Window.set_exclusive_mouse` to hide the mouse
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cursor and receive relative mouse movement events. Specify ``fullscreen=True``
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as a keyword argument to the :py:class:`~pyglet.window.Window` constructor to
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render to the entire screen rather than opening a window::
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win = Window(fullscreen=True)
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win.set_exclusive_mouse()
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Working with multiple screens
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-----------------------------
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By default, fullscreen windows are opened on the primary display (typically
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set by the user in their operating system settings). You can retrieve a list
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of attached screens and select one manually if you prefer. This is useful for
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opening a fullscreen window on each screen::
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display = pyglet.canvas.get_display()
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screens = display.get_screens()
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windows = []
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for screen in screens:
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windows.append(window.Window(fullscreen=True, screen=screen))
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Specifying a screen has no effect if the window is not fullscreen.
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Specifying the OpenGL context properties
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----------------------------------------
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Each window has its own context which is created when the window is created.
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You can specify the properties of the context before it is created
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by creating a "template" configuration::
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from pyglet import gl
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# Create template config
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config = gl.Config()
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config.stencil_size = 8
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config.aux_buffers = 4
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# Create a window using this config
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win = window.Window(config=config)
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To determine if a given configuration is supported, query the screen (see
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above, "Working with multiple screens")::
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configs = screen.get_matching_configs(config)
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if not configs:
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# ... config is not supported
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else:
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win = window.Window(config=configs[0])
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"""
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import sys
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from typing import Tuple
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import pyglet
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import pyglet.window.key
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import pyglet.window.mouse
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from pyglet import gl
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from pyglet.math import Mat4
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from pyglet.event import EventDispatcher
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from pyglet.window import key, event
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from pyglet.util import with_metaclass
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from pyglet.graphics import shader
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_is_pyglet_doc_run = hasattr(sys, "is_pyglet_doc_run") and sys.is_pyglet_doc_run
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class WindowException(Exception):
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"""The root exception for all window-related errors."""
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pass
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class NoSuchDisplayException(WindowException):
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"""An exception indicating the requested display is not available."""
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pass
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class NoSuchConfigException(WindowException):
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"""An exception indicating the requested configuration is not
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available."""
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pass
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class NoSuchScreenModeException(WindowException):
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"""An exception indicating the requested screen resolution could not be
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met."""
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pass
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class MouseCursorException(WindowException):
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"""The root exception for all mouse cursor-related errors."""
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pass
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class MouseCursor:
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"""An abstract mouse cursor."""
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#: Indicates if the cursor is drawn
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#: using OpenGL, or natively.
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gl_drawable = True
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hw_drawable = False
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def draw(self, x, y):
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"""Abstract render method.
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The cursor should be drawn with the "hot" spot at the given
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coordinates. The projection is set to the pyglet default (i.e.,
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orthographic in window-space), however no other aspects of the
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state can be assumed.
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:Parameters:
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`x` : int
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X coordinate of the mouse pointer's hot spot.
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`y` : int
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Y coordinate of the mouse pointer's hot spot.
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"""
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pass
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class DefaultMouseCursor(MouseCursor):
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"""The default mouse cursor set by the operating system."""
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gl_drawable = False
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hw_drawable = True
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class ImageMouseCursor(MouseCursor):
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"""A user-defined mouse cursor created from an image.
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Use this class to create your own mouse cursors and assign them
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to windows. Cursors can be drawn by OpenGL, or optionally passed
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to the OS to render natively. There are no restrictions on cursors
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drawn by OpenGL, but natively rendered cursors may have some
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platform limitations (such as color depth, or size). In general,
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reasonably sized cursors will render correctly
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"""
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def __init__(self, image, hot_x=0, hot_y=0, acceleration=False):
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"""Create a mouse cursor from an image.
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:Parameters:
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`image` : `pyglet.image.AbstractImage`
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Image to use for the mouse cursor. It must have a
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valid ``texture`` attribute.
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`hot_x` : int
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X coordinate of the "hot" spot in the image relative to the
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image's anchor. May be clamped to the maximum image width
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if ``acceleration=True``.
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`hot_y` : int
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Y coordinate of the "hot" spot in the image, relative to the
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image's anchor. May be clamped to the maximum image height
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if ``acceleration=True``.
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`acceleration` : int
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If True, draw the cursor natively instead of usign OpenGL.
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The image may be downsampled or color reduced to fit the
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platform limitations.
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"""
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self.texture = image.get_texture()
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self.hot_x = hot_x
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self.hot_y = hot_y
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self.gl_drawable = not acceleration
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self.hw_drawable = acceleration
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def draw(self, x, y):
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gl.glEnable(gl.GL_BLEND)
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
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self.texture.blit(x - self.hot_x, y - self.hot_y, 0)
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gl.glDisable(gl.GL_BLEND)
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def _PlatformEventHandler(data):
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"""Decorator for platform event handlers.
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Apply giving the platform-specific data needed by the window to associate
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the method with an event. See platform-specific subclasses of this
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decorator for examples.
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The following attributes are set on the function, which is returned
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otherwise unchanged:
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_platform_event
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True
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_platform_event_data
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List of data applied to the function (permitting multiple decorators
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on the same method).
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"""
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def _event_wrapper(f):
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f._platform_event = True
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if not hasattr(f, '_platform_event_data'):
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f._platform_event_data = []
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f._platform_event_data.append(data)
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return f
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return _event_wrapper
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def _ViewEventHandler(f):
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f._view = True
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return f
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class _WindowMetaclass(type):
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"""Sets the _platform_event_names class variable on the window
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subclass.
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"""
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def __init__(cls, name, bases, dict):
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cls._platform_event_names = set()
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for base in bases:
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if hasattr(base, '_platform_event_names'):
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cls._platform_event_names.update(base._platform_event_names)
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for name, func in dict.items():
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if hasattr(func, '_platform_event'):
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cls._platform_event_names.add(name)
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super(_WindowMetaclass, cls).__init__(name, bases, dict)
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class BaseWindow(with_metaclass(_WindowMetaclass, EventDispatcher)):
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"""Platform-independent application window.
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A window is a "heavyweight" object occupying operating system resources.
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The "client" or "content" area of a window is filled entirely with
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an OpenGL viewport. Applications have no access to operating system
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widgets or controls; all rendering must be done via OpenGL.
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Windows may appear as floating regions or can be set to fill an entire
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screen (fullscreen). When floating, windows may appear borderless or
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decorated with a platform-specific frame (including, for example, the
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title bar, minimize and close buttons, resize handles, and so on).
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While it is possible to set the location of a window, it is recommended
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that applications allow the platform to place it according to local
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conventions. This will ensure it is not obscured by other windows,
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and appears on an appropriate screen for the user.
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To render into a window, you must first call `switch_to`, to make
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it the current OpenGL context. If you use only one window in the
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application, there is no need to do this.
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"""
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# Filled in by metaclass with the names of all methods on this (sub)class
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# that are platform event handlers.
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_platform_event_names = set()
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#: The default window style.
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WINDOW_STYLE_DEFAULT = None
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#: The window style for pop-up dialogs.
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WINDOW_STYLE_DIALOG = 'dialog'
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#: The window style for tool windows.
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WINDOW_STYLE_TOOL = 'tool'
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#: A window style without any decoration.
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WINDOW_STYLE_BORDERLESS = 'borderless'
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#: A window style for transparent, interactable windows
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WINDOW_STYLE_TRANSPARENT = 'transparent'
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#: A window style for transparent, topmost, click-through-able overlays
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WINDOW_STYLE_OVERLAY = 'overlay'
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#: The default mouse cursor.
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CURSOR_DEFAULT = None
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#: A crosshair mouse cursor.
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CURSOR_CROSSHAIR = 'crosshair'
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#: A pointing hand mouse cursor.
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CURSOR_HAND = 'hand'
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#: A "help" mouse cursor; typically a question mark and an arrow.
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CURSOR_HELP = 'help'
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#: A mouse cursor indicating that the selected operation is not permitted.
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CURSOR_NO = 'no'
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#: A mouse cursor indicating the element can be resized.
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CURSOR_SIZE = 'size'
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#: A mouse cursor indicating the element can be resized from the top
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#: border.
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CURSOR_SIZE_UP = 'size_up'
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#: A mouse cursor indicating the element can be resized from the
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#: upper-right corner.
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CURSOR_SIZE_UP_RIGHT = 'size_up_right'
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#: A mouse cursor indicating the element can be resized from the right
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#: border.
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CURSOR_SIZE_RIGHT = 'size_right'
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#: A mouse cursor indicating the element can be resized from the lower-right
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#: corner.
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CURSOR_SIZE_DOWN_RIGHT = 'size_down_right'
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#: A mouse cursor indicating the element can be resized from the bottom
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#: border.
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CURSOR_SIZE_DOWN = 'size_down'
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#: A mouse cursor indicating the element can be resized from the lower-left
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#: corner.
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CURSOR_SIZE_DOWN_LEFT = 'size_down_left'
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#: A mouse cursor indicating the element can be resized from the left
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#: border.
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CURSOR_SIZE_LEFT = 'size_left'
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#: A mouse cursor indicating the element can be resized from the upper-left
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#: corner.
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CURSOR_SIZE_UP_LEFT = 'size_up_left'
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#: A mouse cursor indicating the element can be resized vertically.
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CURSOR_SIZE_UP_DOWN = 'size_up_down'
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#: A mouse cursor indicating the element can be resized horizontally.
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CURSOR_SIZE_LEFT_RIGHT = 'size_left_right'
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#: A text input mouse cursor (I-beam).
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CURSOR_TEXT = 'text'
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#: A "wait" mouse cursor; typically an hourglass or watch.
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CURSOR_WAIT = 'wait'
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#: The "wait" mouse cursor combined with an arrow.
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CURSOR_WAIT_ARROW = 'wait_arrow'
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#: True if the user has attempted to close the window.
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#:
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#: :deprecated: Windows are closed immediately by the default
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#: :py:meth:`~pyglet.window.Window.on_close` handler when `pyglet.app.event_loop` is being
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#: used.
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has_exit = False
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#: Window display contents validity. The :py:mod:`pyglet.app` event loop
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#: examines every window each iteration and only dispatches the :py:meth:`~pyglet.window.Window.on_draw`
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#: event to windows that have `invalid` set. By default, windows always
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#: have `invalid` set to ``True``.
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#:
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#: You can prevent redundant redraws by setting this variable to ``False``
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#: in the window's :py:meth:`~pyglet.window.Window.on_draw` handler, and setting it to True again in
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#: response to any events that actually do require a window contents
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#: update.
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#:
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#: :type: bool
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#: .. versionadded:: 1.1
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invalid = True
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# Instance variables accessible only via properties
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_width = None
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_height = None
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_caption = None
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_resizable = False
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_style = WINDOW_STYLE_DEFAULT
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_fullscreen = False
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_visible = False
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_vsync = False
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_file_drops = False
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_screen = None
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_config = None
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_context = None
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_projection_matrix = pyglet.math.Mat4()
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_view_matrix = pyglet.math.Mat4()
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_viewport = 0, 0, 0, 0
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# Used to restore window size and position after fullscreen
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_windowed_size = None
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_windowed_location = None
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_minimum_size = None
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_maximum_size = None
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_keyboard_exclusive = False
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# Subclasses should update these after relevant events
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_mouse_cursor = DefaultMouseCursor()
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_mouse_x = 0
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_mouse_y = 0
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_mouse_visible = True
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_mouse_exclusive = False
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_mouse_in_window = False
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_event_queue = None
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_enable_event_queue = True # overridden by EventLoop.
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_allow_dispatch_event = False # controlled by dispatch_events stack frame
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# Class attributes
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_default_width = 960
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_default_height = 540
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# Create a default ShaderProgram, so the Window instance can
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# update the `WindowBlock` UBO shared by all default shaders.
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_default_vertex_source = """#version 150 core
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in vec4 position;
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uniform WindowBlock
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{
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mat4 projection;
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mat4 view;
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} window;
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void main()
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{
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gl_Position = window.projection * window.view * position;
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}
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"""
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_default_fragment_source = """#version 150 core
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out vec4 color;
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void main()
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{
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color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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"""
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def __init__(self,
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width=None,
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height=None,
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caption=None,
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resizable=False,
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style=WINDOW_STYLE_DEFAULT,
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fullscreen=False,
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visible=True,
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vsync=True,
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file_drops=False,
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display=None,
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screen=None,
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config=None,
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context=None,
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mode=None):
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"""Create a window.
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All parameters are optional, and reasonable defaults are assumed
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where they are not specified.
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The `display`, `screen`, `config` and `context` parameters form
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a hierarchy of control: there is no need to specify more than
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one of these. For example, if you specify `screen` the `display`
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will be inferred, and a default `config` and `context` will be
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created.
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`config` is a special case; it can be a template created by the
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user specifying the attributes desired, or it can be a complete
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`config` as returned from `Screen.get_matching_configs` or similar.
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The context will be active as soon as the window is created, as if
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`switch_to` was just called.
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:Parameters:
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`width` : int
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Width of the window, in pixels. Defaults to 960, or the
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screen width if `fullscreen` is True.
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`height` : int
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Height of the window, in pixels. Defaults to 540, or the
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screen height if `fullscreen` is True.
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`caption` : str or unicode
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Initial caption (title) of the window. Defaults to
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``sys.argv[0]``.
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`resizable` : bool
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If True, the window will be resizable. Defaults to False.
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`style` : int
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One of the ``WINDOW_STYLE_*`` constants specifying the
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border style of the window.
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`fullscreen` : bool
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If True, the window will cover the entire screen rather
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than floating. Defaults to False.
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`visible` : bool
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Determines if the window is visible immediately after
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creation. Defaults to True. Set this to False if you
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would like to change attributes of the window before
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having it appear to the user.
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`vsync` : bool
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If True, buffer flips are synchronised to the primary screen's
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vertical retrace, eliminating flicker.
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`display` : `Display`
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The display device to use. Useful only under X11.
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`screen` : `Screen`
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The screen to use, if in fullscreen.
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`config` : `pyglet.gl.Config`
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Either a template from which to create a complete config,
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or a complete config.
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`context` : `pyglet.gl.Context`
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The context to attach to this window. The context must
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not already be attached to another window.
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`mode` : `ScreenMode`
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The screen will be switched to this mode if `fullscreen` is
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True. If None, an appropriate mode is selected to accomodate
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`width` and `height.`
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"""
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EventDispatcher.__init__(self)
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self._event_queue = []
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if not display:
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display = pyglet.canvas.get_display()
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if not screen:
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screen = display.get_default_screen()
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if not config:
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for template_config in [gl.Config(double_buffer=True, depth_size=24, major_version=3, minor_version=3),
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gl.Config(double_buffer=True, depth_size=16, major_version=3, minor_version=3),
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None]:
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try:
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config = screen.get_best_config(template_config)
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break
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except NoSuchConfigException:
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pass
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if not config:
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raise NoSuchConfigException('No standard config is available.')
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|
|
# Necessary on Windows. More investigation needed:
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if style in ('transparent', 'overlay'):
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config.alpha = 8
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|
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if not config.is_complete():
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config = screen.get_best_config(config)
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|
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if not context:
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context = config.create_context(gl.current_context)
|
|
|
|
# Set these in reverse order to above, to ensure we get user preference
|
|
self._context = context
|
|
self._config = self._context.config
|
|
|
|
# XXX deprecate config's being screen-specific
|
|
if hasattr(self._config, 'screen'):
|
|
self._screen = self._config.screen
|
|
else:
|
|
self._screen = screen
|
|
self._display = self._screen.display
|
|
|
|
if fullscreen:
|
|
if width is None and height is None:
|
|
self._windowed_size = self._default_width, self._default_height
|
|
width, height = self._set_fullscreen_mode(mode, width, height)
|
|
if not self._windowed_size:
|
|
self._windowed_size = width, height
|
|
else:
|
|
if width is None:
|
|
width = self._default_width
|
|
if height is None:
|
|
height = self._default_height
|
|
|
|
self._width = width
|
|
self._height = height
|
|
self._resizable = resizable
|
|
self._fullscreen = fullscreen
|
|
self._style = style
|
|
if pyglet.options['vsync'] is not None:
|
|
self._vsync = pyglet.options['vsync']
|
|
else:
|
|
self._vsync = vsync
|
|
|
|
self._file_drops = file_drops
|
|
self._caption = caption or sys.argv[0]
|
|
|
|
from pyglet import app
|
|
app.windows.add(self)
|
|
self._create()
|
|
|
|
self.switch_to()
|
|
|
|
self._create_projection()
|
|
|
|
if visible:
|
|
self.set_visible(True)
|
|
self.activate()
|
|
|
|
def _create_projection(self):
|
|
self._default_program = shader.ShaderProgram(
|
|
shader.Shader(self._default_vertex_source, 'vertex'),
|
|
shader.Shader(self._default_fragment_source, 'fragment'))
|
|
|
|
self.ubo = self._default_program.uniform_blocks['WindowBlock'].create_ubo()
|
|
|
|
self._viewport = 0, 0, *self.get_framebuffer_size()
|
|
|
|
self.view = Mat4()
|
|
self.projection = Mat4.orthogonal_projection(0, self._width, 0, self._height, -255, 255)
|
|
|
|
def __del__(self):
|
|
# Always try to clean up the window when it is dereferenced.
|
|
# Makes sure there are no dangling pointers or memory leaks.
|
|
# If the window is already closed, pass silently.
|
|
try:
|
|
self.close()
|
|
except: # XXX Avoid a NoneType error if already closed.
|
|
pass
|
|
|
|
def __repr__(self):
|
|
return f'{self.__class__.__name__}=(width={self.width}, height={self.height})'
|
|
|
|
def _create(self):
|
|
raise NotImplementedError('abstract')
|
|
|
|
def _recreate(self, changes):
|
|
"""Recreate the window with current attributes.
|
|
|
|
:Parameters:
|
|
`changes` : list of str
|
|
List of attribute names that were changed since the last
|
|
`_create` or `_recreate`. For example, ``['fullscreen']``
|
|
is given if the window is to be toggled to or from fullscreen.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
# Public methods (sort alphabetically):
|
|
def activate(self):
|
|
"""Attempt to restore keyboard focus to the window.
|
|
|
|
Depending on the window manager or operating system, this may not
|
|
be successful. For example, on Windows XP an application is not
|
|
allowed to "steal" focus from another application. Instead, the
|
|
window's taskbar icon will flash, indicating it requires attention.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
@staticmethod
|
|
def clear():
|
|
"""Clear the window.
|
|
|
|
This is a convenience method for clearing the color and depth
|
|
buffer. The window must be the active context (see `switch_to`).
|
|
"""
|
|
gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT)
|
|
|
|
def close(self):
|
|
"""Close the window.
|
|
|
|
After closing the window, the GL context will be invalid. The
|
|
window instance cannot be reused once closed (see also `set_visible`).
|
|
|
|
The `pyglet.app.EventLoop.on_window_close` event is dispatched on
|
|
`pyglet.app.event_loop` when this method is called.
|
|
"""
|
|
from pyglet import app
|
|
if not self._context:
|
|
return
|
|
app.windows.remove(self)
|
|
self._context.destroy()
|
|
self._config = None
|
|
self._context = None
|
|
if app.event_loop:
|
|
app.event_loop.dispatch_event('on_window_close', self)
|
|
self._event_queue = []
|
|
|
|
def dispatch_event(self, *args):
|
|
if not self._enable_event_queue or self._allow_dispatch_event:
|
|
super().dispatch_event(*args)
|
|
else:
|
|
self._event_queue.append(args)
|
|
|
|
def dispatch_events(self):
|
|
"""Poll the operating system event queue for new events and call
|
|
attached event handlers.
|
|
|
|
This method is provided for legacy applications targeting pyglet 1.0,
|
|
and advanced applications that must integrate their event loop
|
|
into another framework.
|
|
|
|
Typical applications should use `pyglet.app.run`.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def draw_mouse_cursor(self):
|
|
"""Draw the custom mouse cursor.
|
|
|
|
If the current mouse cursor has ``drawable`` set, this method
|
|
is called before the buffers are flipped to render it.
|
|
|
|
There is little need to override this method; instead, subclass
|
|
:py:class:`MouseCursor` and provide your own
|
|
:py:meth:`~MouseCursor.draw` method.
|
|
"""
|
|
# Draw mouse cursor if set and visible.
|
|
|
|
if self._mouse_cursor.gl_drawable and self._mouse_visible and self._mouse_in_window:
|
|
# TODO: consider projection differences
|
|
self._mouse_cursor.draw(self._mouse_x, self._mouse_y)
|
|
|
|
def flip(self):
|
|
"""Swap the OpenGL front and back buffers.
|
|
|
|
Call this method on a double-buffered window to update the
|
|
visible display with the back buffer. The contents of the back buffer
|
|
is undefined after this operation.
|
|
|
|
Windows are double-buffered by default. This method is called
|
|
automatically by `EventLoop` after the :py:meth:`~pyglet.window.Window.on_draw` event.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def get_framebuffer_size(self):
|
|
"""Return the size in actual pixels of the Window framebuffer.
|
|
|
|
When using HiDPI screens, the size of the Window's framebuffer
|
|
can be higher than that of the Window size requested. If you
|
|
are performing operations that require knowing the actual number
|
|
of pixels in the window, this method should be used instead of
|
|
:py:func:`Window.get_size()`. For example, setting the Window
|
|
projection or setting the glViewport size.
|
|
|
|
:rtype: (int, int)
|
|
:return: The width and height of the Window's framebuffer, in pixels.
|
|
"""
|
|
return self.get_size()
|
|
|
|
def get_location(self):
|
|
"""Return the current position of the window.
|
|
|
|
:rtype: (int, int)
|
|
:return: The distances of the left and top edges from their respective
|
|
edges on the virtual desktop, in pixels.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def get_pixel_ratio(self):
|
|
"""Return the framebuffer/window size ratio.
|
|
|
|
Some platforms and/or window systems support subpixel scaling,
|
|
making the framebuffer size larger than the window size.
|
|
Retina screens on OS X and Gnome on Linux are some examples.
|
|
|
|
On a Retina systems the returned ratio would usually be 2.0 as a
|
|
window of size 500 x 500 would have a framebuffer of 1000 x 1000.
|
|
Fractional values between 1.0 and 2.0, as well as values above
|
|
2.0 may also be encountered.
|
|
|
|
:rtype: float
|
|
:return: The framebuffer/window size ratio
|
|
"""
|
|
return self.get_framebuffer_size()[0] / self.width
|
|
|
|
def get_size(self) -> Tuple[int, int]:
|
|
"""Return the current size of the window.
|
|
|
|
This does not include the windows' border or title bar.
|
|
|
|
:rtype: (int, int)
|
|
:return: The width and height of the window, in pixels.
|
|
"""
|
|
return self._width, self._height
|
|
|
|
def get_system_mouse_cursor(self, name):
|
|
"""Obtain a system mouse cursor.
|
|
|
|
Use `set_mouse_cursor` to make the cursor returned by this method
|
|
active. The names accepted by this method are the ``CURSOR_*``
|
|
constants defined on this class.
|
|
|
|
:Parameters:
|
|
`name` : str
|
|
Name describing the mouse cursor to return. For example,
|
|
``CURSOR_WAIT``, ``CURSOR_HELP``, etc.
|
|
|
|
:rtype: `MouseCursor`
|
|
:return: A mouse cursor which can be used with `set_mouse_cursor`.
|
|
"""
|
|
raise NotImplementedError()
|
|
|
|
def minimize(self):
|
|
"""Minimize the window.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def maximize(self):
|
|
"""Maximize the window.
|
|
|
|
The behaviour of this method is somewhat dependent on the user's
|
|
display setup. On a multi-monitor system, the window may maximize
|
|
to either a single screen or the entire virtual desktop.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def on_close(self):
|
|
"""Default on_close handler."""
|
|
self.has_exit = True
|
|
from pyglet import app
|
|
if app.event_loop.is_running:
|
|
self.close()
|
|
|
|
def on_key_press(self, symbol, modifiers):
|
|
"""Default on_key_press handler."""
|
|
if symbol == key.ESCAPE and not (modifiers & ~(key.MOD_NUMLOCK |
|
|
key.MOD_CAPSLOCK |
|
|
key.MOD_SCROLLLOCK)):
|
|
self.dispatch_event('on_close')
|
|
|
|
def on_resize(self, width, height):
|
|
"""A default resize event handler.
|
|
|
|
This default handler updates the GL viewport to cover the entire
|
|
window. The bottom-left corner is (0, 0) and the top-right
|
|
corner is the width and height of the window's framebuffer.
|
|
In addition, the projection matrix is set to an orghogonal
|
|
projection based on the same dimensions.
|
|
"""
|
|
gl.glViewport(0, 0, *self.get_framebuffer_size())
|
|
self.projection = Mat4.orthogonal_projection(0, width, 0, height, -255, 255)
|
|
|
|
def set_caption(self, caption):
|
|
"""Set the window's caption.
|
|
|
|
The caption appears in the titlebar of the window, if it has one,
|
|
and in the taskbar on Windows and many X11 window managers.
|
|
|
|
:Parameters:
|
|
`caption` : str or unicode
|
|
The caption to set.
|
|
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def set_fullscreen(self, fullscreen=True, screen=None, mode=None, width=None, height=None):
|
|
"""Toggle to or from fullscreen.
|
|
|
|
After toggling fullscreen, the GL context should have retained its
|
|
state and objects, however the buffers will need to be cleared and
|
|
redrawn.
|
|
|
|
If `width` and `height` are specified and `fullscreen` is True, the
|
|
screen may be switched to a different resolution that most closely
|
|
matches the given size. If the resolution doesn't match exactly,
|
|
a higher resolution is selected and the window will be centered
|
|
within a black border covering the rest of the screen.
|
|
|
|
:Parameters:
|
|
`fullscreen` : bool
|
|
True if the window should be made fullscreen, False if it
|
|
should be windowed.
|
|
`screen` : Screen
|
|
If not None and fullscreen is True, the window is moved to the
|
|
given screen. The screen must belong to the same display as
|
|
the window.
|
|
`mode` : `ScreenMode`
|
|
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`.
|
|
`width` : int
|
|
Optional width of the window. If unspecified, defaults to the
|
|
previous window size when windowed, or the screen size if
|
|
fullscreen.
|
|
|
|
.. versionadded:: 1.2
|
|
`height` : int
|
|
Optional height of the window. If unspecified, defaults to
|
|
the previous window size when windowed, or the screen size if
|
|
fullscreen.
|
|
|
|
.. versionadded:: 1.2
|
|
"""
|
|
if (fullscreen == self._fullscreen and
|
|
(screen is None or screen is self._screen) and
|
|
(width is None or width == self._width) and
|
|
(height is None or height == self._height)):
|
|
return
|
|
|
|
if not self._fullscreen:
|
|
# Save windowed size
|
|
self._windowed_size = self.get_size()
|
|
self._windowed_location = self.get_location()
|
|
|
|
if fullscreen and screen is not None:
|
|
assert screen.display is self.display
|
|
self._screen = screen
|
|
|
|
self._fullscreen = fullscreen
|
|
if self._fullscreen:
|
|
self._width, self._height = self._set_fullscreen_mode(mode, width, height)
|
|
else:
|
|
self.screen.restore_mode()
|
|
|
|
self._width, self._height = self._windowed_size
|
|
if width is not None:
|
|
self._width = width
|
|
if height is not None:
|
|
self._height = height
|
|
|
|
self._recreate(['fullscreen'])
|
|
|
|
if not self._fullscreen and self._windowed_location:
|
|
# Restore windowed location.
|
|
self.set_location(*self._windowed_location)
|
|
|
|
def _set_fullscreen_mode(self, mode, width, height):
|
|
if mode is not None:
|
|
self.screen.set_mode(mode)
|
|
if width is None:
|
|
width = self.screen.width
|
|
if height is None:
|
|
height = self.screen.height
|
|
elif width is not None or height is not None:
|
|
if width is None:
|
|
width = 0
|
|
if height is None:
|
|
height = 0
|
|
mode = self.screen.get_closest_mode(width, height)
|
|
if mode is not None:
|
|
self.screen.set_mode(mode)
|
|
elif self.screen.get_modes():
|
|
# Only raise exception if mode switching is at all possible.
|
|
raise NoSuchScreenModeException(f'No mode matching {width}x{height}')
|
|
else:
|
|
width = self.screen.width
|
|
height = self.screen.height
|
|
return width, height
|
|
|
|
def set_minimum_size(self, width: int, height: int) -> None:
|
|
"""Set the minimum size of the window.
|
|
|
|
Once set, the user will not be able to resize the window smaller
|
|
than the given dimensions. There is no way to remove the
|
|
minimum size constraint on a window (but you could set it to 0,0).
|
|
|
|
The behaviour is undefined if the minimum size is set larger than
|
|
the current size of the window.
|
|
|
|
The window size does not include the border or title bar.
|
|
|
|
:Parameters:
|
|
`width` : int
|
|
Minimum width of the window, in pixels.
|
|
`height` : int
|
|
Minimum height of the window, in pixels.
|
|
|
|
"""
|
|
if width < 1 or height < 1:
|
|
raise ValueError('width and height must be positive integers')
|
|
|
|
self._minimum_size = width, height
|
|
|
|
def set_maximum_size(self, width: int, height: int) -> None:
|
|
"""Set the maximum size of the window.
|
|
|
|
Once set, the user will not be able to resize the window larger
|
|
than the given dimensions. There is no way to remove the
|
|
maximum size constraint on a window (but you could set it to a large
|
|
value).
|
|
|
|
The behaviour is undefined if the maximum size is set smaller than
|
|
the current size of the window.
|
|
|
|
The window size does not include the border or title bar.
|
|
|
|
:Parameters:
|
|
`width` : int
|
|
Maximum width of the window, in pixels.
|
|
`height` : int
|
|
Maximum height of the window, in pixels.
|
|
|
|
"""
|
|
if width < 1 or height < 1:
|
|
raise ValueError('width and height must be positive integers')
|
|
|
|
self._maximum_size = width, height
|
|
|
|
def set_size(self, width: int, height: int) -> None:
|
|
"""Resize the window.
|
|
|
|
The behaviour is undefined if the window is not resizable, or if
|
|
it is currently fullscreen.
|
|
|
|
The window size does not include the border or title bar.
|
|
|
|
:Parameters:
|
|
`width` : int
|
|
New width of the window, in pixels.
|
|
`height` : int
|
|
New height of the window, in pixels.
|
|
|
|
"""
|
|
if self._fullscreen:
|
|
raise WindowException('Cannot set size of fullscreen window.')
|
|
if width < 1 or height < 1:
|
|
raise ValueError('width and height must be positive integers')
|
|
|
|
self._width, self._height = width, height
|
|
|
|
def set_location(self, x, y):
|
|
"""Set the position of the window.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance of the left edge of the window from the left edge
|
|
of the virtual desktop, in pixels.
|
|
`y` : int
|
|
Distance of the top edge of the window from the top edge of
|
|
the virtual desktop, in pixels.
|
|
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
def set_visible(self, visible: bool = True) -> None:
|
|
"""Show or hide the window.
|
|
|
|
:Parameters:
|
|
`visible` : bool
|
|
If True, the window will be shown; otherwise it will be
|
|
hidden.
|
|
"""
|
|
self._visible = visible
|
|
|
|
def set_vsync(self, vsync: bool) -> None:
|
|
"""Enable or disable vertical sync control.
|
|
|
|
When enabled, this option ensures flips from the back to the front
|
|
buffer are performed only during the vertical retrace period of the
|
|
primary display. This can prevent "tearing" or flickering when
|
|
the buffer is updated in the middle of a video scan.
|
|
|
|
Note that LCD monitors have an analogous time in which they are not
|
|
reading from the video buffer; while it does not correspond to
|
|
a vertical retrace it has the same effect.
|
|
|
|
Also note that with multi-monitor systems the secondary monitor
|
|
cannot be synchronised to, so tearing and flicker cannot be avoided
|
|
when the window is positioned outside of the primary display.
|
|
|
|
:Parameters:
|
|
`vsync` : bool
|
|
If True, vsync is enabled, otherwise it is disabled.
|
|
|
|
"""
|
|
self._vsync = vsync
|
|
|
|
def set_mouse_visible(self, visible=True):
|
|
"""Show or hide the mouse cursor.
|
|
|
|
The mouse cursor will only be hidden while it is positioned within
|
|
this window. Mouse events will still be processed as usual.
|
|
|
|
:Parameters:
|
|
`visible` : bool
|
|
If True, the mouse cursor will be visible, otherwise it
|
|
will be hidden.
|
|
|
|
"""
|
|
self._mouse_visible = visible
|
|
self.set_mouse_platform_visible()
|
|
|
|
def set_mouse_platform_visible(self, platform_visible=None):
|
|
"""Set the platform-drawn mouse cursor visibility. This is called
|
|
automatically after changing the mouse cursor or exclusive mode.
|
|
|
|
Applications should not normally need to call this method, see
|
|
`set_mouse_visible` instead.
|
|
|
|
:Parameters:
|
|
`platform_visible` : bool or None
|
|
If None, sets platform visibility to the required visibility
|
|
for the current exclusive mode and cursor type. Otherwise,
|
|
a bool value will override and force a visibility.
|
|
|
|
"""
|
|
raise NotImplementedError()
|
|
|
|
def set_mouse_cursor(self, cursor=None):
|
|
"""Change the appearance of the mouse cursor.
|
|
|
|
The appearance of the mouse cursor is only changed while it is
|
|
within this window.
|
|
|
|
:Parameters:
|
|
`cursor` : `MouseCursor`
|
|
The cursor to set, or None to restore the default cursor.
|
|
|
|
"""
|
|
if cursor is None:
|
|
cursor = DefaultMouseCursor()
|
|
self._mouse_cursor = cursor
|
|
self.set_mouse_platform_visible()
|
|
|
|
def set_exclusive_mouse(self, exclusive=True):
|
|
"""Hide the mouse cursor and direct all mouse events to this
|
|
window.
|
|
|
|
When enabled, this feature prevents the mouse leaving the window. It
|
|
is useful for certain styles of games that require complete control of
|
|
the mouse. The position of the mouse as reported in subsequent events
|
|
is meaningless when exclusive mouse is enabled; you should only use
|
|
the relative motion parameters ``dx`` and ``dy``.
|
|
|
|
:Parameters:
|
|
`exclusive` : bool
|
|
If True, exclusive mouse is enabled, otherwise it is disabled.
|
|
|
|
"""
|
|
self._mouse_exclusive = exclusive
|
|
|
|
def set_exclusive_keyboard(self, exclusive=True):
|
|
"""Prevent the user from switching away from this window using
|
|
keyboard accelerators.
|
|
|
|
When enabled, this feature disables certain operating-system specific
|
|
key combinations such as Alt+Tab (Command+Tab on OS X). This can be
|
|
useful in certain kiosk applications, it should be avoided in general
|
|
applications or games.
|
|
|
|
:Parameters:
|
|
`exclusive` : bool
|
|
If True, exclusive keyboard is enabled, otherwise it is
|
|
disabled.
|
|
|
|
"""
|
|
self._keyboard_exclusive = exclusive
|
|
|
|
def set_icon(self, *images):
|
|
"""Set the window icon.
|
|
|
|
If multiple images are provided, one with an appropriate size
|
|
will be selected (if the correct size is not provided, the image
|
|
will be scaled).
|
|
|
|
Useful sizes to provide are 16x16, 32x32, 64x64 (Mac only) and
|
|
128x128 (Mac only).
|
|
|
|
:Parameters:
|
|
`images` : sequence of `pyglet.image.AbstractImage`
|
|
List of images to use for the window icon.
|
|
|
|
"""
|
|
pass
|
|
|
|
def switch_to(self):
|
|
"""Make this window the current OpenGL rendering context.
|
|
|
|
Only one OpenGL context can be active at a time. This method sets
|
|
the current window's context to be current. You should use this
|
|
method in preference to `pyglet.gl.Context.set_current`, as it may
|
|
perform additional initialisation functions.
|
|
"""
|
|
raise NotImplementedError('abstract')
|
|
|
|
# Attributes (sort alphabetically):
|
|
@property
|
|
def caption(self):
|
|
"""The window caption (title). Read-only.
|
|
|
|
:type: str
|
|
"""
|
|
return self._caption
|
|
|
|
@property
|
|
def resizeable(self):
|
|
"""True if the window is resizable. Read-only.
|
|
|
|
:type: bool
|
|
"""
|
|
return self._resizable
|
|
|
|
@property
|
|
def style(self):
|
|
"""The window style; one of the ``WINDOW_STYLE_*`` constants.
|
|
Read-only.
|
|
|
|
:type: int
|
|
"""
|
|
return self._style
|
|
|
|
@property
|
|
def fullscreen(self):
|
|
"""True if the window is currently fullscreen. Read-only.
|
|
|
|
:type: bool
|
|
"""
|
|
return self._fullscreen
|
|
|
|
@property
|
|
def visible(self):
|
|
"""True if the window is currently visible. Read-only.
|
|
|
|
:type: bool
|
|
"""
|
|
return self._visible
|
|
|
|
@property
|
|
def vsync(self):
|
|
"""True if buffer flips are synchronised to the screen's vertical
|
|
retrace. Read-only.
|
|
|
|
:type: bool
|
|
"""
|
|
return self._vsync
|
|
|
|
@property
|
|
def display(self):
|
|
"""The display this window belongs to. Read-only.
|
|
|
|
:type: :py:class:`Display`
|
|
"""
|
|
return self._display
|
|
|
|
@property
|
|
def screen(self):
|
|
"""The screen this window is fullscreen in. Read-only.
|
|
|
|
:type: :py:class:`Screen`
|
|
"""
|
|
return self._screen
|
|
|
|
@property
|
|
def config(self):
|
|
"""A GL config describing the context of this window. Read-only.
|
|
|
|
:type: :py:class:`pyglet.gl.Config`
|
|
"""
|
|
return self._config
|
|
|
|
@property
|
|
def context(self):
|
|
"""The OpenGL context attached to this window. Read-only.
|
|
|
|
:type: :py:class:`pyglet.gl.Context`
|
|
"""
|
|
return self._context
|
|
|
|
# These are the only properties that can be set
|
|
@property
|
|
def width(self):
|
|
"""The width of the window, in pixels. Read-write.
|
|
|
|
:type: int
|
|
"""
|
|
return self.get_size()[0]
|
|
|
|
@width.setter
|
|
def width(self, new_width):
|
|
self.set_size(new_width, self.height)
|
|
|
|
@property
|
|
def height(self):
|
|
"""The height of the window, in pixels. Read-write.
|
|
|
|
:type: int
|
|
"""
|
|
return self.get_size()[1]
|
|
|
|
@height.setter
|
|
def height(self, new_height):
|
|
self.set_size(self.width, new_height)
|
|
|
|
@property
|
|
def size(self):
|
|
"""The size of the window. Read-Write.
|
|
|
|
:type: tuple
|
|
"""
|
|
return self.get_size()
|
|
|
|
@size.setter
|
|
def size(self, new_size):
|
|
self.set_size(*new_size)
|
|
|
|
@property
|
|
def aspect_ratio(self):
|
|
"""The aspect ratio of the window. Read-Only.
|
|
|
|
:type: float
|
|
"""
|
|
w, h = self.get_size()
|
|
return w / h
|
|
|
|
@property
|
|
def projection(self):
|
|
"""The OpenGL window projection matrix. Read-write.
|
|
|
|
This matrix is used to transform vertices when using any of the built-in
|
|
drawable classes. `view` is done first, then `projection`.
|
|
|
|
The default projection matrix is orthographic (2D),
|
|
but a custom :py:class:`pyglet.math.Mat4` instance
|
|
can be set. Alternatively, you can supply a flat
|
|
tuple of 16 values.
|
|
|
|
(2D), but can be changed to any 4x4 matrix desired.
|
|
See :py:class:`pyglet.math.Mat4`.
|
|
|
|
:type: :py:class:`pyglet.math.Mat4`
|
|
"""
|
|
return self._projection_matrix
|
|
|
|
@projection.setter
|
|
def projection(self, matrix: Mat4):
|
|
|
|
with self.ubo as window_block:
|
|
window_block.projection[:] = matrix
|
|
|
|
self._projection_matrix = matrix
|
|
|
|
@property
|
|
def view(self):
|
|
"""The OpenGL window view matrix. Read-write.
|
|
|
|
This matrix is used to transform vertices when using any of the built-in
|
|
drawable classes. `view` is done first, then `projection`.
|
|
|
|
The default view is an identity matrix, but a custom
|
|
:py:class:`pyglet.math.Mat4` instance can be set.
|
|
Alternatively, you can supply a flat tuple of 16 values.
|
|
|
|
:type: :py:class:`pyglet.math.Mat4`
|
|
"""
|
|
return self._view_matrix
|
|
|
|
@view.setter
|
|
def view(self, matrix: Mat4):
|
|
|
|
with self.ubo as window_block:
|
|
window_block.view[:] = matrix
|
|
|
|
self._view_matrix = matrix
|
|
|
|
@property
|
|
def viewport(self):
|
|
"""The Window viewport
|
|
|
|
The Window viewport, expressed as (x, y, width, height).
|
|
|
|
:rtype: (int, int, int, int)
|
|
:return: The viewport size as a tuple of four ints.
|
|
"""
|
|
return self._viewport
|
|
|
|
@viewport.setter
|
|
def viewport(self, values):
|
|
self._viewport = values
|
|
pr = self.get_pixel_ratio()
|
|
x, y, w, h = values
|
|
pyglet.gl.glViewport(int(x * pr), int(y * pr), int(w * pr), int(h * pr))
|
|
|
|
# If documenting, show the event methods. Otherwise, leave them out
|
|
# as they are not really methods.
|
|
if _is_pyglet_doc_run:
|
|
def on_activate(self):
|
|
"""The window was activated.
|
|
|
|
This event can be triggered by clicking on the title bar, bringing
|
|
it to the foreground; or by some platform-specific method.
|
|
|
|
When a window is "active" it has the keyboard focus.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_close(self):
|
|
"""The user attempted to close the window.
|
|
|
|
This event can be triggered by clicking on the "X" control box in
|
|
the window title bar, or by some other platform-dependent manner.
|
|
|
|
The default handler sets `has_exit` to ``True``. In pyglet 1.1, if
|
|
`pyglet.app.event_loop` is being used, `close` is also called,
|
|
closing the window immediately.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_context_lost(self):
|
|
"""The window's GL context was lost.
|
|
|
|
When the context is lost no more GL methods can be called until it
|
|
is recreated. This is a rare event, triggered perhaps by the user
|
|
switching to an incompatible video mode. When it occurs, an
|
|
application will need to reload all objects (display lists, texture
|
|
objects, shaders) as well as restore the GL state.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_context_state_lost(self):
|
|
"""The state of the window's GL context was lost.
|
|
|
|
pyglet may sometimes need to recreate the window's GL context if
|
|
the window is moved to another video device, or between fullscreen
|
|
or windowed mode. In this case it will try to share the objects
|
|
(display lists, texture objects, shaders) between the old and new
|
|
contexts. If this is possible, only the current state of the GL
|
|
context is lost, and the application should simply restore state.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_deactivate(self):
|
|
"""The window was deactivated.
|
|
|
|
This event can be triggered by clicking on another application
|
|
window. When a window is deactivated it no longer has the
|
|
keyboard focus.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_draw(self):
|
|
"""The window contents must be redrawn.
|
|
|
|
The `EventLoop` will dispatch this event when the window
|
|
should be redrawn. This will happen during idle time after
|
|
any window events and after any scheduled functions were called.
|
|
|
|
The window will already have the GL context, so there is no
|
|
need to call `switch_to`. The window's `flip` method will
|
|
be called after this event, so your event handler should not.
|
|
|
|
You should make no assumptions about the window contents when
|
|
this event is triggered; a resize or expose event may have
|
|
invalidated the framebuffer since the last time it was drawn.
|
|
|
|
.. versionadded:: 1.1
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_expose(self):
|
|
"""A portion of the window needs to be redrawn.
|
|
|
|
This event is triggered when the window first appears, and any time
|
|
the contents of the window is invalidated due to another window
|
|
obscuring it.
|
|
|
|
There is no way to determine which portion of the window needs
|
|
redrawing. Note that the use of this method is becoming
|
|
increasingly uncommon, as newer window managers composite windows
|
|
automatically and keep a backing store of the window contents.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_file_drop(self, x, y, paths):
|
|
"""File(s) were dropped into the window, will return the position of the cursor and
|
|
a list of paths to the files that were dropped.
|
|
|
|
.. versionadded:: 1.5.1
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_hide(self):
|
|
"""The window was hidden.
|
|
|
|
This event is triggered when a window is minimised
|
|
or hidden by the user.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_key_press(self, symbol, modifiers):
|
|
"""A key on the keyboard was pressed (and held down).
|
|
|
|
Since pyglet 1.1 the default handler dispatches the :py:meth:`~pyglet.window.Window.on_close`
|
|
event if the ``ESC`` key is pressed.
|
|
|
|
:Parameters:
|
|
`symbol` : int
|
|
The key symbol pressed.
|
|
`modifiers` : int
|
|
Bitwise combination of the key modifiers active.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_key_release(self, symbol, modifiers):
|
|
"""A key on the keyboard was released.
|
|
|
|
:Parameters:
|
|
`symbol` : int
|
|
The key symbol pressed.
|
|
`modifiers` : int
|
|
Bitwise combination of the key modifiers active.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_motion(self, x, y, dx, dy):
|
|
"""The mouse was moved with no buttons held down.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
`dx` : int
|
|
Relative X position from the previous mouse position.
|
|
`dy` : int
|
|
Relative Y position from the previous mouse position.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_drag(self, x, y, dx, dy, buttons, modifiers):
|
|
"""The mouse was moved with one or more mouse buttons pressed.
|
|
|
|
This event will continue to be fired even if the mouse leaves
|
|
the window, so long as the drag buttons are continuously held down.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
`dx` : int
|
|
Relative X position from the previous mouse position.
|
|
`dy` : int
|
|
Relative Y position from the previous mouse position.
|
|
`buttons` : int
|
|
Bitwise combination of the mouse buttons currently pressed.
|
|
`modifiers` : int
|
|
Bitwise combination of any keyboard modifiers currently
|
|
active.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_press(self, x, y, button, modifiers):
|
|
"""A mouse button was pressed (and held down).
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
`button` : int
|
|
The mouse button that was pressed.
|
|
`modifiers` : int
|
|
Bitwise combination of any keyboard modifiers currently
|
|
active.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_release(self, x, y, button, modifiers):
|
|
"""A mouse button was released.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
`button` : int
|
|
The mouse button that was released.
|
|
`modifiers` : int
|
|
Bitwise combination of any keyboard modifiers currently
|
|
active.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_scroll(self, x, y, scroll_x, scroll_y):
|
|
"""The mouse wheel was scrolled.
|
|
|
|
Note that most mice have only a vertical scroll wheel, so
|
|
`scroll_x` is usually 0. An exception to this is the Apple Mighty
|
|
Mouse, which has a mouse ball in place of the wheel which allows
|
|
both `scroll_x` and `scroll_y` movement.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
`scroll_x` : float
|
|
Amount of movement on the horizontal axis.
|
|
`scroll_y` : float
|
|
Amount of movement on the vertical axis.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_enter(self, x, y):
|
|
"""The mouse was moved into the window.
|
|
|
|
This event will not be triggered if the mouse is currently being
|
|
dragged.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_mouse_leave(self, x, y):
|
|
"""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.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance in pixels from the left edge of the window.
|
|
`y` : int
|
|
Distance in pixels from the bottom edge of the window.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_move(self, x, y):
|
|
"""The window was moved.
|
|
|
|
:Parameters:
|
|
`x` : int
|
|
Distance from the left edge of the screen to the left edge
|
|
of the window.
|
|
`y` : int
|
|
Distance from the top edge of the screen to the top edge of
|
|
the window. Note that this is one of few methods in pyglet
|
|
which use a Y-down coordinate system.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_refresh(self, dt):
|
|
"""The window contents must be redrawn.
|
|
|
|
The `EventLoop` will dispatch this event when the window
|
|
should be redrawn.
|
|
|
|
The window will already have the GL context, so there is no
|
|
need to call `switch_to`. The window's `flip` method will
|
|
be called after this event, so your event handler should not.
|
|
|
|
You should make no assumptions about the window contents when
|
|
this event is triggered; a resize or expose event may have
|
|
invalidated the framebuffer since the last time it was drawn.
|
|
|
|
.. versionadded:: 2.0
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_resize(self, width, height):
|
|
"""The window was resized.
|
|
|
|
The window will have the GL context when this event is dispatched;
|
|
there is no need to call `switch_to` in this handler.
|
|
|
|
:Parameters:
|
|
`width` : int
|
|
The new width of the window, in pixels.
|
|
`height` : int
|
|
The new height of the window, in pixels.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_show(self):
|
|
"""The window was shown.
|
|
|
|
This event is triggered when a window is restored after being
|
|
minimised, hidden, or after being displayed for the first time.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_text(self, text):
|
|
"""The user input some text.
|
|
|
|
Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before
|
|
:py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key
|
|
is held down (key repeating); or called without key presses if
|
|
another input method was used (e.g., a pen input).
|
|
|
|
You should always use this method for interpreting text, as the
|
|
key symbols often have complex mappings to their unicode
|
|
representation which this event takes care of.
|
|
|
|
:Parameters:
|
|
`text` : unicode
|
|
The text entered by the user.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_text_motion(self, motion):
|
|
"""The user moved the text input cursor.
|
|
|
|
Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before
|
|
:py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key
|
|
is help down (key repeating).
|
|
|
|
You should always use this method for moving the text input cursor
|
|
(caret), as different platforms have different default keyboard
|
|
mappings, and key repeats are handled correctly.
|
|
|
|
The values that `motion` can take are defined in
|
|
:py:mod:`pyglet.window.key`:
|
|
|
|
* MOTION_UP
|
|
* MOTION_RIGHT
|
|
* MOTION_DOWN
|
|
* MOTION_LEFT
|
|
* MOTION_NEXT_WORD
|
|
* MOTION_PREVIOUS_WORD
|
|
* MOTION_BEGINNING_OF_LINE
|
|
* MOTION_END_OF_LINE
|
|
* MOTION_NEXT_PAGE
|
|
* MOTION_PREVIOUS_PAGE
|
|
* MOTION_BEGINNING_OF_FILE
|
|
* MOTION_END_OF_FILE
|
|
* MOTION_BACKSPACE
|
|
* MOTION_DELETE
|
|
|
|
:Parameters:
|
|
`motion` : int
|
|
The direction of motion; see remarks.
|
|
|
|
:event:
|
|
"""
|
|
|
|
def on_text_motion_select(self, motion):
|
|
"""The user moved the text input cursor while extending the
|
|
selection.
|
|
|
|
Typically this is called after :py:meth:`~pyglet.window.Window.on_key_press` and before
|
|
:py:meth:`~pyglet.window.Window.on_key_release`, but may also be called multiple times if the key
|
|
is help down (key repeating).
|
|
|
|
You should always use this method for responding to text selection
|
|
events rather than the raw :py:meth:`~pyglet.window.Window.on_key_press`, as different platforms
|
|
have different default keyboard mappings, and key repeats are
|
|
handled correctly.
|
|
|
|
The values that `motion` can take are defined in :py:mod:`pyglet.window.key`:
|
|
|
|
* MOTION_UP
|
|
* MOTION_RIGHT
|
|
* MOTION_DOWN
|
|
* MOTION_LEFT
|
|
* MOTION_NEXT_WORD
|
|
* MOTION_PREVIOUS_WORD
|
|
* MOTION_BEGINNING_OF_LINE
|
|
* MOTION_END_OF_LINE
|
|
* MOTION_NEXT_PAGE
|
|
* MOTION_PREVIOUS_PAGE
|
|
* MOTION_BEGINNING_OF_FILE
|
|
* MOTION_END_OF_FILE
|
|
|
|
:Parameters:
|
|
`motion` : int
|
|
The direction of selection motion; see remarks.
|
|
|
|
:event:
|
|
"""
|
|
|
|
|
|
BaseWindow.register_event_type('on_key_press')
|
|
BaseWindow.register_event_type('on_key_release')
|
|
BaseWindow.register_event_type('on_text')
|
|
BaseWindow.register_event_type('on_text_motion')
|
|
BaseWindow.register_event_type('on_text_motion_select')
|
|
BaseWindow.register_event_type('on_mouse_motion')
|
|
BaseWindow.register_event_type('on_mouse_drag')
|
|
BaseWindow.register_event_type('on_mouse_press')
|
|
BaseWindow.register_event_type('on_mouse_release')
|
|
BaseWindow.register_event_type('on_mouse_scroll')
|
|
BaseWindow.register_event_type('on_mouse_enter')
|
|
BaseWindow.register_event_type('on_mouse_leave')
|
|
BaseWindow.register_event_type('on_close')
|
|
BaseWindow.register_event_type('on_expose')
|
|
BaseWindow.register_event_type('on_resize')
|
|
BaseWindow.register_event_type('on_move')
|
|
BaseWindow.register_event_type('on_activate')
|
|
BaseWindow.register_event_type('on_deactivate')
|
|
BaseWindow.register_event_type('on_show')
|
|
BaseWindow.register_event_type('on_hide')
|
|
BaseWindow.register_event_type('on_context_lost')
|
|
BaseWindow.register_event_type('on_context_state_lost')
|
|
BaseWindow.register_event_type('on_file_drop')
|
|
BaseWindow.register_event_type('on_draw')
|
|
BaseWindow.register_event_type('on_refresh')
|
|
|
|
|
|
class FPSDisplay:
|
|
"""Display of a window's framerate.
|
|
|
|
This is a convenience class to aid in profiling and debugging. Typical
|
|
usage is to create an `FPSDisplay` for each window, and draw the display
|
|
at the end of the windows' :py:meth:`~pyglet.window.Window.on_draw` event handler::
|
|
|
|
window = pyglet.window.Window()
|
|
fps_display = FPSDisplay(window)
|
|
|
|
@window.event
|
|
def on_draw():
|
|
# ... perform ordinary window drawing operations ...
|
|
|
|
fps_display.draw()
|
|
|
|
The style and position of the display can be modified via the :py:func:`~pyglet.text.Label`
|
|
attribute. Different text can be substituted by overriding the
|
|
`set_fps` method. The display can be set to update more or less often
|
|
by setting the `update_period` attribute. Note: setting the `update_period`
|
|
to a value smaller than your Window refresh rate will cause inaccurate readings.
|
|
|
|
:Ivariables:
|
|
`label` : Label
|
|
The text label displaying the framerate.
|
|
|
|
"""
|
|
|
|
#: Time in seconds between updates.
|
|
#:
|
|
#: :type: float
|
|
update_period = 0.25
|
|
|
|
def __init__(self, window, color=(127, 127, 127, 127), samples=240):
|
|
from time import time
|
|
from statistics import mean
|
|
from collections import deque
|
|
from pyglet.text import Label
|
|
self._time = time
|
|
self._mean = mean
|
|
|
|
# Hook into the Window.flip method:
|
|
self._window_flip, window.flip = window.flip, self._hook_flip
|
|
self.label = Label('', x=10, y=10, font_size=24, bold=True, color=color)
|
|
|
|
self._elapsed = 0.0
|
|
self._last_time = time()
|
|
self._delta_times = deque(maxlen=samples)
|
|
|
|
def update(self):
|
|
"""Records a new data point at the current time. This method
|
|
is called automatically when the window buffer is flipped.
|
|
"""
|
|
t = self._time()
|
|
delta = t - self._last_time
|
|
self._elapsed += delta
|
|
self._delta_times.append(delta)
|
|
self._last_time = t
|
|
|
|
if self._elapsed >= self.update_period:
|
|
self._elapsed = 0
|
|
self.label.text = f"{1 / self._mean(self._delta_times):.2f}"
|
|
|
|
def draw(self):
|
|
"""Draw the label."""
|
|
self.label.draw()
|
|
|
|
def _hook_flip(self):
|
|
self.update()
|
|
self._window_flip()
|
|
|
|
|
|
if _is_pyglet_doc_run:
|
|
# We are building documentation
|
|
Window = BaseWindow
|
|
Window.__name__ = 'Window'
|
|
del BaseWindow
|
|
|
|
else:
|
|
# Try to determine which platform to use.
|
|
if pyglet.options['headless']:
|
|
from pyglet.window.headless import HeadlessWindow as Window
|
|
elif pyglet.compat_platform == 'darwin':
|
|
from pyglet.window.cocoa import CocoaWindow as Window
|
|
elif pyglet.compat_platform in ('win32', 'cygwin'):
|
|
from pyglet.window.win32 import Win32Window as Window
|
|
else:
|
|
from pyglet.window.xlib import XlibWindow as Window
|
|
|
|
# Create shadow window. (trickery is for circular import)
|
|
if not _is_pyglet_doc_run:
|
|
pyglet.window = sys.modules[__name__]
|
|
gl._create_shadow_window()
|