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:mod:`pygame.sdl2_video`

docs/reST/ref/sdl2_video.rst

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.. include:: common.txt

:mod:pygame.sdl2_video

.. module:: pygame._sdl2.video :synopsis: Experimental pygame module for porting new SDL video systems

.. warning:: This module isn't ready for prime time yet, it's still in development. These docs are primarily meant to help the pygame developers and super-early adopters who are in communication with the developers. This API will change.

| :sl:Experimental pygame module for porting new SDL video systems

.. class:: Window

| :sl:pygame object that represents a window | :sg:Window(title="pygame", size=(640, 480), position=None, fullscreen=False, fullscreen_desktop=False, keywords) -> Window

.. classmethod:: from_display_module

  | :sl:`Creates window using window created by pygame.display.set_mode().`
  | :sg:`from_display_module() -> Window`

.. classmethod:: from_window

  | :sl:`Create Window from another window. Could be from another UI toolkit.`
  | :sg:`from_window(other) -> Window`

.. attribute:: grab

  | :sl:`Gets or sets whether the mouse is confined to the window.`
  | :sg:`grab -> bool`

.. attribute:: relative_mouse

  | :sl:`Gets or sets the window's relative mouse motion state.`
  | :sg:`relative_mouse -> bool`

.. method:: set_windowed

  | :sl:`Enable windowed mode (exit fullscreen).`
  | :sg:`set_windowed() -> None`

.. method:: set_fullscreen

  | :sl:`Enter fullscreen.`
  | :sg:`set_fullscreen(desktop=False) -> None`

.. attribute:: title

  | :sl:`Gets or sets whether the window title.`
  | :sg:`title -> string`

.. method:: destroy

  | :sl:`Destroys the window.`
  | :sg:`destroy() -> None`

.. method:: hide

  | :sl:`Hide the window.`
  | :sg:`hide() -> None`

.. method:: show

  | :sl:`Show the window.`
  | :sg:`show() -> None`

.. method:: focus

  | :sl:`Raise the window above other windows and set the input focus. The "input_only" argument is only supported on X11.`
  | :sg:`focus(input_only=False) -> None`

.. method:: restore

  | :sl:`Restore the size and position of a minimized or maximized window.`
  | :sg:`restore() -> None`

.. method:: maximize

  | :sl:`Maximize the window.`
  | :sg:`maximize() -> None`

.. method:: minimize

  | :sl:`Minimize the window.`
  | :sg:`maximize() -> None`

.. attribute:: resizable

  | :sl:`Gets and sets whether the window is resizable.`
  | :sg:`resizable -> bool`

.. attribute:: borderless

  | :sl:`Add or remove the border from the window.`
  | :sg:`borderless -> bool`

.. method:: set_icon

  | :sl:`Set the icon for the window.`
  | :sg:`set_icon(surface) -> None`

.. attribute:: id

  | :sl:`Get the unique window ID. *Read-only*`
  | :sg:`id -> int`

.. attribute:: size

  | :sl:`Gets and sets the window size.`
  | :sg:`size -> (int, int)`

.. attribute:: position

  | :sl:`Gets and sets the window position.`
  | :sg:`position -> (int, int) or WINDOWPOS_CENTERED or WINDOWPOS_UNDEFINED`	

.. attribute:: opacity

  | :sl:`Gets and sets the window opacity. Between 0.0 (fully transparent) and 1.0 (fully opaque).`
  | :sg:`opacity -> float`

.. attribute:: display_index

  | :sl:`Get the index of the display that owns the window. *Read-only*`
  | :sg:`display_index -> int`

.. method:: set_modal_for

  | :sl:`Set the window as a modal for a parent window. This function is only supported on X11.`
  | :sg:`set_modal_for(Window) -> None`

.. class:: Texture

| :sl:pygame object that representing a Texture. | :sg:Texture(renderer, size, depth=0, static=False, streaming=False, target=False) -> Texture

.. staticmethod:: from_surface

  | :sl:`Create a texture from an existing surface.`
  | :sg:`from_surface(renderer, surface) -> Texture`

.. attribute:: renderer

  | :sl:`Gets the renderer associated with the Texture. *Read-only*`
  | :sg:`renderer -> Renderer`

.. attribute:: width

  | :sl:`Gets the width of the Texture. *Read-only*`
  | :sg:`width -> int`

.. attribute:: height

  | :sl:`Gets the height of the Texture. *Read-only*`
  | :sg:`height -> int`

.. attribute:: alpha

  | :sl:`Gets and sets an additional alpha value multiplied into render copy operations.`
  | :sg:`alpha -> int`

.. attribute:: blend_mode

  | :sl:`Gets and sets the blend mode for the Texture.`
  | :sg:`blend_mode -> int`

.. attribute:: color

  | :sl:`Gets and sets an additional color value multiplied into render copy operations.`
  | :sg:`color -> color`

.. method:: get_rect

  | :sl:`Get the rectangular area of the texture.`
  | :sg:`get_rect(**kwargs) -> Rect`

.. method:: draw

  | :sl:`Copy a portion of the texture to the rendering target.`
  | :sg:`draw(srcrect=None, dstrect=None, angle=0, origin=None, flip_x=False, flip_y=False) -> None`

.. method:: update

  | :sl:`Update the texture with a Surface. WARNING: Slow operation, use sparingly.`
  | :sg:`update(surface, area=None) -> None`

.. class:: Image

| :sl:Easy way to use a portion of a Texture without worrying about srcrect all the time. | :sg:Image(textureOrImage, srcrect=None) -> Image

.. method:: get_rect

  | :sl:`Get the rectangular area of the Image.`
  | :sg:`get_rect() -> Rect`

.. method:: draw

  | :sl:`Copy a portion of the Image to the rendering target.`
  | :sg:`draw(srcrect=None, dstrect=None) -> None`

.. attribute:: angle

  | :sl:`Gets and sets the angle the Image draws itself with.`
  | :sg:`angle -> float`

.. attribute:: origin

  | :sl:`Gets and sets the origin. Origin=None means the Image will be rotated around its center.`
  | :sg:`origin -> (float, float) or None.`

.. attribute:: flip_x

  | :sl:`Gets and sets whether the Image is flipped on the x axis.`
  | :sg:`flip_x -> bool`

.. attribute:: flip_y

  | :sl:`Gets and sets whether the Image is flipped on the y axis.`
  | :sg:`flip_y -> bool`

.. attribute:: color

  | :sl:`Gets and sets the Image color modifier.`
  | :sg:`color -> Color`

.. attribute:: alpha

  | :sl:`Gets and sets the Image alpha modifier.`
  | :sg:`alpha -> float`

.. attribute:: blend_mode

  | :sl:`Gets and sets the blend mode for the Image.`
  | :sg:`blend_mode -> int`

.. attribute:: texture

  | :sl:`Gets and sets the Texture the Image is based on.`
  | :sg:`texture -> Texture`

.. attribute:: srcrect

  | :sl:`Gets and sets the Rect the Image is based on.`
  | :sg:`srcrect -> Rect`

.. class:: Renderer

| :sl:Create a 2D rendering context for a window. | :sg:Renderer(window, index=-1, accelerated=-1, vsync=False, target_texture=False) -> Renderer

.. classmethod:: from_window

  | :sl:`Easy way to create a Renderer.`
  | :sg:`from_window(window) -> Renderer`

.. attribute:: draw_blend_mode

  | :sl:`Gets and sets the blend mode used by the drawing functions.`
  | :sg:`draw_blend_mode -> int`   

.. attribute:: draw_color

  | :sl:`Gets and sets the color used by the drawing functions.`
  | :sg:`draw_color -> Color`

.. method:: clear

  | :sl:`Clear the current rendering target with the drawing color.`
  | :sg:`clear() -> None`

.. method:: present

  | :sl:`Updates the screen with any new rendering since previous call.`
  | :sg:`present() -> None`	

.. method:: get_viewport

  | :sl:`Returns the drawing area on the target.`
  | :sg:`get_viewport() -> Rect`

.. method:: set_viewport

  | :sl:`Set the drawing area on the target. If area is None, the entire target will be used.`
  | :sg:`set_viewport(area) -> None`

.. attribute:: logical_size

  | :sl:`Gets and sets the logical size.`
  | :sg:`logical_size -> (int width, int height)`

.. attribute:: scale

  | :sl:`Gets and sets the scale.`
  | :sg:`scale -> (float x_scale, float y_scale)`

.. attribute:: target

  | :sl:`Gets and sets the render target. None represents the default target (the renderer).`
  | :sg:`target -> Texture or None`

.. method:: blit

  | :sl:`For compatibility purposes. Textures created by different Renderers cannot be shared!`
  | :sg:`blit(source, dest, area=None, special_flags=0)-> Rect`

.. method:: draw_line

  | :sl:`Draws a line.`
  | :sg:`draw_line(p1, p2) -> None`

.. method:: draw_point

  | :sl:`Draws a point.`
  | :sg:`draw_point(point) -> None`

.. method:: draw_rect

  | :sl:`Draws a rectangle.`
  | :sg:`draw_rect(rect)-> None`

.. method:: fill_rect

  | :sl:`Fills a rectangle.`
  | :sg:`fill_rect(rect)-> None`

.. method:: to_surface

  | :sl:`Read pixels from current render target and create a pygame.Surface. WARNING: Slow operation, use sparingly.`
  | :sg:`to_surface(surface=None, area=None)-> Surface`