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A Python library to make simple UI using pysdl2

Project description

pysdl2-sdl2ui
=============

A library to make simple UI using pysdl2.

Introduction
------------

```python
class MyApp(sdl2ui.App):
width = 256
height = 224
zoom = 3
# NOTE: the fps you desire: less fps = less CPU usage
fps = 30
name = "My Application"
# NOTE: order the handlers in what you want to display first
default_handlers = [MainHandler, ListSelectorHandler, MenuHandler]
default_resources = [('background', 'background.png')]


logging.basicConfig(level=logging.DEBUG)
MyApp.run(handlers=[sdl2ui.handler.DebuggerHandler])
```

Each handler will have three main methods: `init()`, `peek()` and `draw()`:

* `init()` is called as soon as the application is started (instantiated). You
can set all kind of variables in your instance here before anything shows up.
* `peek()` is called at every frame. The capture of the input can be made here.
If peek() returns True, sdl2ui will re-draw the whole screen (using all the
active handlers.
* `render()` is called every time the application need to re-draw the screen.

### Examples

```python
class MainHandler(sdl2ui.Handler):
def peek(self):
if self.app.keys[sdl2.SDL_SCANCODE_D]:
self.app.keys[sdl2.SDL_SCANCODE_D] = False
# NOTE: toggle the debugger mode
self.app.handlers[sdl2ui.handler.DebuggerHandler].toggle()
elif self.app.keys[sdl2.SDL_SCANCODE_S]:
self.app.keys[sdl2.SDL_SCANCODE_S] = False
# NOTE: toggle the display of the menu and the list selector
self.app.handlers[ListSelectorHandler].toggle()
self.app.handlers[MenuHandler].toggle()
elif self.app.keys[sdl2.SDL_SCANCODE_Q]:
self.app.keys[sdl2.SDL_SCANCODE_Q] = False
self.app.quit = True
else:
return False
return True

def render(self):
self.app.draw('background', x=0, y=0)
```

```python
class MenuHandler(sdl2ui.Handler):
highlight = (0x00, 0x00, 0xff, 0xff)
line_space = 8
default_active = False
menu_actions = [
("Save", lambda x: x.save()),
("Load", lambda x: x.load()),
("Quit", lambda x: x.quit()),
]

def init(self):
self.select = 0

def save(self):
# TODO save()
pass

def load(self):
# TODO load()
pass

def quit(self):
self.app.quit = True

def peek(self):
if self.app.keys[sdl2.SDL_SCANCODE_UP]:
self.app.keys[sdl2.SDL_SCANCODE_UP] = False
self.select -= 1
if self.select < 0:
self.select = len(self.menu_actions) - 1
elif self.app.keys[sdl2.SDL_SCANCODE_DOWN]:
self.app.keys[sdl2.SDL_SCANCODE_DOWN] = False
self.select += 1
if self.select >= len(self.menu_actions):
self.select = 0
elif self.app.keys[sdl2.SDL_SCANCODE_RETURN]:
self.app.keys[sdl2.SDL_SCANCODE_RETURN] = False
_, func = self.menu_actions[self.select]
func()
else:
return False
return True

def render(self):
border = 10
x, y = border, border
for i, (label, _) in enumerate(self.menu_actions):
if i == self.select:
# NOTE: you can tint all future draw() and write() using the
# context self.app.tint(<tuple_rgba>)
with self.app.tint(self.highlight):
self.app.write('font-6', x, y, label)
else:
# NOTE: the font-6 is a bitmap font built-in with the library
self.app.write('font-6', x, y, label)
y += self.line_space
```

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