pgfw/pgfw/Display.py

113 lines
4.2 KiB
Python

from os import environ
from sys import maxsize, platform
import pygame
from pygame import image, mouse
from pygame.locals import *
from .GameChild import *
class Display(GameChild):
def __init__(self, game):
GameChild.__init__(self, game)
print(f"available fullscreen modes: {pygame.display.list_modes()}")
self.delegate = self.get_delegate()
self.load_configuration()
self.align_window()
self.init_screen()
self.set_caption()
self.set_icon()
self.set_mouse_visibility()
self.subscribe(self.toggle_fullscreen)
def load_configuration(self):
config = self.get_configuration("display")
self.centered = config["centered"]
self.fullscreen_enabled = config["fullscreen"]
self.caption = config["caption"]
self.windowed_flag = config["windowed-flag"]
self.icon_path = self.get_resource("display", "icon-path")
self.mouse_visibility = self.get_configuration("mouse", "visible")
def align_window(self):
if self.centered:
environ["SDL_VIDEO_CENTERED"] = "1"
def init_screen(self):
full = False
if self.fullscreen_requested():
full = True
# Added pygame.SCALED to avoid fullscreen bug
# <https://www.pygame.org/docs/ref/display.html#pygame.display.toggle_fullscreen>
try:
self.set_screen(pygame.SCALED, fs=full)
except AttributeError:
self.set_screen(fs=full)
def fullscreen_requested(self):
return not self.check_command_line(self.windowed_flag) and self.fullscreen_enabled
def set_screen(self, flags=0x0, dimensions=None, fs=None):
"""
Initialize the pygame display, passing along any flags, and assign the returned display surface to `self.screen`. If no
dimensions are passed, use the dimensions of the current screen surface if it exists, otherwise get dimensions from the
configuration. If `fs` is `None`, leave the fullscreen state as is, otherwise read it as a boolean and set fullscreen
accordingly.
@param flags Flags from https://www.pygame.org/docs/ref/display.html#pygame.display.set_mode. To pass multiple flags,
join them with the OR operator.
@param dimensions Dimensions of the screen surface as (width, height)
@param fs Set to True or False or omit to keep current fullscreen state
"""
# Try to auto discover dimensions if not provided
if dimensions is None:
if pygame.display.get_surface():
dimensions = pygame.display.get_surface().get_size()
else:
dimensions = self.get_configuration("display", "dimensions")
if fs is None:
# Get the current fullscreen state
fs = bool(pygame.display.get_surface().get_flags() & pygame.FULLSCREEN)
# Get a display surface with specified fullscreen state
if fs:
self.screen = pygame.display.set_mode(dimensions, flags | pygame.FULLSCREEN)
else:
self.screen = pygame.display.set_mode(dimensions, flags)
# Redraw the spline interpolator interface if enabled
if self.get_game().interpolator.gui_enabled:
self.get_game().interpolator.gui.rearrange()
def rotate(self):
"""
Rotate the screen surface 90 degrees by resetting it with swapped W and H dimensions.
"""
current_width, current_height = self.get_display_surface().get_size()
self.set_screen(dimensions=(current_height, current_width))
def set_caption(self):
pygame.display.set_caption(self.caption)
def set_icon(self):
if self.icon_path:
pygame.display.set_icon(image.load(self.icon_path).convert_alpha())
def set_mouse_visibility(self, visibility=None):
if visibility is None:
visibility = self.mouse_visibility
return mouse.set_visible(visibility)
def get_screen(self):
return self.screen
def get_size(self):
return self.screen.get_size()
def toggle_fullscreen(self, event):
if self.delegate.compare(event, "toggle-fullscreen"):
pygame.display.toggle_fullscreen()