annotate docs/_sources/ref/pixelarray.txt @ 3172:d1b367fc08bc tests-returncode

Use a return code of 1 when the tests fail.
author Thomas Kluyver <takowl@gmail.com>
date Wed, 09 Jan 2013 10:13:57 +0000
parents 5a558a74e434
children
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1 .. include:: common.txt
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3 :class:`pygame.PixelArray`
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4 ==========================
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6 .. currentmodule:: pygame
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8 .. class:: PixelArray
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9
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10 | :sl:`pygame object for direct pixel access of surfaces`
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11 | :sg:`PixelArray(Surface) -> PixelArray`
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13 The PixelArray wraps a Surface and provides direct access to the
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14 surface's pixels. A pixel array can be one or two dimensional.
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15 A two dimensional array, like its surface, is indexed [column, row].
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16 Pixel arrays support slicing, both for returning a subarray or
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17 for assignment. A pixel array sliced on a single column or row
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18 returns a one dimensional pixel array. Arithmetic and other operations
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19 are not supported. A pixel array can be safely assigned to itself.
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20 Finally, pixel arrays export an array struct interface, allowing
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21 them to interact with :mod:`pygame.pixelcopy` methods and NumPy
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22 arrays.
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23
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24 A PixelArray pixel item can be assigned a raw integer values, a
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25 :class:`pygame.Color` instance, or a (r, g, b[, a]) tuple.
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27 ::
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29 pxarray[x, y] = 0xFF00FF
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30 pxarray[x, y] = pygame.Color(255, 0, 255)
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31 pxarray[x, y] = (255, 0, 255)
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32
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33 However, only a pixel's integer value is returned. So, to compare a pixel
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34 to a particular color the color needs to be first mapped using
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35 the :meth:`Surface.map_rgb()` method of the Surface object for which the
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36 PixelArray was created.
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37
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38 ::
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39
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40 pxarray = pygame.PixelArray(surface)
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41 # Check, if the first pixel at the topleft corner is blue
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42 if pxarray[0, 0] == surface.map_rgb((0, 0, 255)):
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43 ...
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44
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45 When assigning to a range of of pixels, a non tuple sequence of colors or
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46 a PixelArray can be used as the value. For a sequence, the length must
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47 match the PixelArray width.
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51 pxarray[a:b] = 0xFF00FF # set all pixels to 0xFF00FF
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52 pxarray[a:b] = (0xFF00FF, 0xAACCEE, ... ) # first pixel = 0xFF00FF,
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53 # second pixel = 0xAACCEE, ...
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54 pxarray[a:b] = [(255, 0, 255), (170, 204, 238), ...] # same as above
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55 pxarray[a:b] = [(255, 0, 255), 0xAACCEE, ...] # same as above
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56 pxarray[a:b] = otherarray[x:y] # slice sizes must match
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57
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58 For PixelArray assignment, if the right hand side array has a row length
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59 of 1, then the column is broadcast over the target array's rows. An
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60 array of height 1 is broadcast over the target's columns, and is equivalent
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61 to assigning a 1D PixelArray.
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62
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63 Subscipt slices can also be used to assign to a rectangular subview of
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64 the target PixelArray.
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68 # Create some new PixelArray objects providing a different view
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69 # of the original array/surface.
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70 newarray = pxarray[2:4, 3:5]
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71 otherarray = pxarray[::2, ::2]
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72
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73 Subscript slices can also be used to do fast rectangular pixel manipulations
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74 instead of iterating over the x or y axis. The
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75
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76 ::
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77
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78 pxarray[::2, :] = (0, 0, 0) # Make even columns black.
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79 pxarray[::2] = (0, 0, 0) # Same as [::2, :]
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80
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81 During its lifetime, the PixelArray locks the surface, thus you explicitly
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82 have to delete it once its not used anymore and the surface should perform
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83 operations in the same scope. A simple ``:`` slice index for the column can
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84 be omitted.
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86 ::
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87
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88 pxarray[::2, ...] = (0, 0, 0) # Same as pxarray[::2, :]
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89 pxarray[...] = (255, 0, 0) # Same as pxarray[:]
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90
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91 A note about PixelArray to PixelArray assignment, for arrays with an
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92 item size of 3 (created from 24 bit surfaces) pixel values are translated
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93 from the source to the destinations format. The red, green, and blue
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94 color elements of each pixel are shifted to match the format of the
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95 target surface. For all other pixel sizes no such remapping occurs.
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96 This should change in later Pygame releases, where format conversions
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97 are performed for all pixel sizes. To avoid code breakage when full mapped
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98 copying is implemented it is suggested PixelArray to PixelArray copies be
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99 only between surfaces of identical format.
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100
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101 New in pygame 1.9.2
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102
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103 - array struct interface
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104 - transpose method
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105 - broadcasting for a length 1 dimension
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106
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107 Changed in pyame 1.9.2
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108
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109 - A 2D PixelArray can have a length 1 dimension.
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110 Only an integer index on a 2D PixelArray returns a 1D array.
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111 - For assignment, a tuple can only be a color. Any other sequence type
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112 is a sequence of colors.
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113
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114
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115 .. versionadded: 1.8.0
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116 Subscript support
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117
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118 .. versionadded: 1.8.1
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119 Methods :meth:`make_surface`, :meth:`replace`, :meth:`extract`, and
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120 :meth:`compare`
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121
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122 .. versionadded: 1.9.2
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123 Properties :attr:`itemsize`, :attr:`ndim`, :attr:`shape`,
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124 and :attr:`strides`
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125
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126 .. versionadded: 1.9.2
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127 Array struct interface
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128
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130 .. attribute:: surface
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131
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132 | :sl:`Gets the Surface the PixelArray uses.`
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133 | :sg:`surface -> Surface`
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134
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135 The Surface the PixelArray was created for.
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136
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137 .. ## PixelArray.surface ##
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138
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139 .. attribute:: itemsize
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140
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141 | :sl:`Returns the byte size of a pixel array item`
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142 | :sg:`itemsize -> int`
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143
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144 This is the same as :meth:`Surface.get_bytesize` for the
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145 pixel array's surface.
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146
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147 New in pygame 1.9.2
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148
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149 .. attribute:: ndim
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150
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151 | :sl:`Returns the number of dimensions.`
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152 | :sg:`ndim -> int`
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153
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154 A pixel array can be 1 or 2 dimensional.
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155
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156 New in pygame 1.9.2
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157
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158 .. attribute:: shape
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159
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160 | :sl:`Returns the array size.`
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161 | :sg:`shape -> tuple of int's`
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162
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163 A tuple or length :attr:`ndim` giving the length of each
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164 dimension. Analogous to :meth:`Surface.get_size`.
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165
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166 New in pygame 1.9.2
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167
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168 .. attribute:: strides
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169
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170 | :sl:`Returns byte offsets for each array dimension.`
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171 | :sg:`strides -> tuple of int's`
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172
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173 A tuple or length :attr:`ndim` byte counts. When a stride is
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174 multiplied by the corresponding index it gives the offset
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175 of that index from the start of the array. A stride is negative
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176 for an array that has is inverted (has a negative step).
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177
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178 New in pygame 1.9.2
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179
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180 .. method:: make_surface
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181
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182 | :sl:`Creates a new Surface from the current PixelArray.`
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183 | :sg:`make_surface() -> Surface`
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184
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185 Creates a new Surface from the current PixelArray. Depending on the
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186 current PixelArray the size, pixel order etc. will be different from the
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187 original Surface.
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188
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189 ::
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190
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191 # Create a new surface flipped around the vertical axis.
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192 sf = pxarray[:,::-1].make_surface ()
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193
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194 New in pygame 1.8.1.
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195
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196 .. ## PixelArray.make_surface ##
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197
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198 .. method:: replace
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199
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200 | :sl:`Replaces the passed color in the PixelArray with another one.`
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201 | :sg:`replace(color, repcolor, distance=0, weights=(0.299, 0.587, 0.114)) -> None`
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202
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203 Replaces the pixels with the passed color in the PixelArray by changing
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204 them them to the passed replacement color.
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205
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206 It uses a simple weighted euclidian distance formula to calculate the
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207 distance between the colors. The distance space ranges from 0.0 to 1.0
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208 and is used as threshold for the color detection. This causes the
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209 replacement to take pixels with a similar, but not exactly identical
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210 color, into account as well.
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211
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212 This is an in place operation that directly affects the pixels of the
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213 PixelArray.
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214
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215 New in pygame 1.8.1.
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216
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217 .. ## PixelArray.replace ##
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218
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219 .. method:: extract
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220
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221 | :sl:`Extracts the passed color from the PixelArray.`
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222 | :sg:`extract(color, distance=0, weights=(0.299, 0.587, 0.114)) -> PixelArray`
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223
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224 Extracts the passed color by changing all matching pixels to white, while
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225 non-matching pixels are changed to black. This returns a new PixelArray
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226 with the black/white color mask.
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227
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228 It uses a simple weighted euclidian distance formula to calculate the
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229 distance between the colors. The distance space ranges from 0.0 to 1.0
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230 and is used as threshold for the color detection. This causes the
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231 extraction to take pixels with a similar, but not exactly identical
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232 color, into account as well.
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233
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234 New in pygame 1.8.1.
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235
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236 .. ## PixelArray.extract ##
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237
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238 .. method:: compare
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239
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240 | :sl:`Compares the PixelArray with another one.`
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241 | :sg:`compare(array, distance=0, weights=(0.299, 0.587, 0.114)) -> PixelArray`
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242
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243 Compares the contents of the PixelArray with those from the passed
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244 PixelArray. It returns a new PixelArray with a black/white color mask
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245 that indicates the differences (white) of both arrays. Both PixelArray
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246 objects must have indentical bit depths and dimensions.
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247
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248 It uses a simple weighted euclidian distance formula to calculate the
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249 distance between the colors. The distance space ranges from 0.0 to 1.0
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250 and is used as threshold for the color detection. This causes the
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251 comparision to mark pixels with a similar, but not exactly identical
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252 color, as black.
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253
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254 New in pygame 1.8.1.
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255
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256 .. ## PixelArray.compare ##
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257
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258 .. method:: transpose
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259
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260 | :sl:`Exchanges the x and y axis.`
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261 | :sg:`transpose() -> PixelArray`
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262
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263 This method returns a new view of the pixel array with the rows and
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264 columns swapped. So for a (w, h) sized array a (h, w) slice is returned.
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265 If an array is one dimensional, then a length 1 x dimension is added,
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266 resulting in a 2D pixel array.
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267
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268 New in pygame 1.9.2
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269
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270 .. ## PixelArray.transpose ##
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271
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272 .. ## pygame.PixelArray ##