view src/surface.doc @ 1849:301bc61643a9 math_module

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author lorenz
date Mon, 16 Nov 2009 18:31:40 +0000
parents 02c1e8e9c102
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pygame.Surface
pygame object for representing images
pygame.Surface((width, height), flags=0, depth=0, masks=None): return Surface
pygame.Surface((width, height), flags=0, Surface): return Surface

A pygame Surface is used to represent any image. The Surface has a fixed
resolution and pixel format. Surfaces with 8bit pixels use a color palette
to map to 24bit color.

Call pygame.Surface() to create a new image object. The Surface will be
cleared to all black. The only required arguments are the sizes. With no
additional arguments, the Surface will be created in a format that best
matches the display Surface.

The pixel format can be controlled by passing the bit depth or an existing
Surface. The flags argument is a bitmask of additional features for the
surface. You can pass any combination of these flags:

  HWSURFACE, creates the image in video memory
  SRCALPHA, the pixel format will include a per-pixel alpha

Both flags are only a request, and may not be possible for all displays and
formats.

Advance users can combine a set of bitmasks with a depth value. The masks
are a set of 4 integers representing which bits in a pixel will represent
each color. Normal Surfaces should not require the masks argument.

Surfaces can have many extra attributes like alpha planes, colorkeys, source
rectangle clipping. These functions mainly effect how the Surface is blitted
to other Surfaces. The blit routines will attempt to use hardware acceleration
when possible, otherwise they will use highly optimized software blitting
methods.

There are three types of transparency supported in Pygame: colorkeys, 
surface alphas, and pixel alphas. Surface alphas can be mixed with colorkeys,
but an image with per pixel alphas cannot use the other modes. Colorkey
transparency makes a single color value transparent. Any pixels matching
the colorkey will not be drawn. The surface alpha value is a single value
that changes the transparency for the entire image. A surface alpha of 255
is opaque, and a value of 0 is completely transparent.

Per pixel alphas are different because they store a transparency value for
every pixel. This allows for the most precise transparency effects, but it
also the slowest. Per pixel alphas cannot be mixed with surface alpha and
colorkeys.
 
There is support for pixel access for the Surfaces. Pixel access on hardware
surfaces is slow and not recommended. Pixels can be accessed using the get_at()
and set_at() functions. These methods are fine for simple access, but will be
considerably slow when doing of pixel work with them. If you plan on doing a
lot of pixel level work, it is recommended to use the pygame.surfarray module,
which can treat the surfaces like large multidimensional arrays
(and it's quite quick).

Any functions that directly access a surface's pixel data will need that
surface to be lock()'ed. These functions can lock() and unlock() the surfaces
themselves without assistance. But, if a function will be called many times,
there will be a lot of overhead for multiple locking and unlocking of the
surface. It is best to lock the surface manually before making the function
call many times, and then unlocking when you are finished. All functions that
need a locked surface will say so in their docs. Remember to leave the Surface
locked only while necessary.

Surface pixels are stored internally as a single number that has all the
colors encoded into it. Use the Surface.map_rgb() and Surface.unmap_rgb()
to convert between individual red, green, and blue values into a packed
integer for that Surface.

Surfaces can also reference sections of other Surfaces. These are created
with the Surface.subsurface() method. Any change to either Surface will 
effect the other.

Each Surface contains a clipping area. By default the clip area covers the
entire Surface. If it is changed, all drawing operations will only effect
the smaller area.
<SECTION>



blit
draw one image onto another
Surface.blit(source, dest, area=None, special_flags = 0): return Rect

Draws a source Surface onto this Surface. The draw can be positioned with
the dest argument. Dest can either be pair of coordinates representing the
upper left corner of the source. A Rect can also be passed as the destination
and the topleft corner of the rectangle will be used as the position for the
blit. The size of the destination rectangle does not effect the blit.

An optional area rectangle can be passed as well. This represents a smaller
portion of the source Surface to draw.

An optional special flags is for passing in 
new in 1.8.0: 
BLEND_ADD, BLEND_SUB, BLEND_MULT, BLEND_MIN, BLEND_MAX
new in 1.8.1: 
BLEND_RGBA_ADD, BLEND_RGBA_SUB, BLEND_RGBA_MULT, BLEND_RGBA_MIN, BLEND_RGBA_MAX
BLEND_RGB_ADD, BLEND_RGB_SUB, BLEND_RGB_MULT, BLEND_RGB_MIN, BLEND_RGB_MAX
With other special blitting flags perhaps added in the future.

The return rectangle is the area of the affected pixels, excluding any pixels
outside the destination Surface, or outside the clipping area.

Pixel alphas will be ignored when blitting to an 8 bit Surface.

special_flags new in pygame 1.8.

For a surface with colorkey or blanket alpha, a blit to self may give slightly
different colors than a non self-blit.
<END>



convert
change the pixel format of an image
Surface.convert(Surface): return Surface
Surface.convert(depth, flags=0): return Surface
Surface.convert(masks, flags=0): return Surface
Surface.convert(): return Surface

Creates a new copy of the Surface with the pixel format changed. The new pixel
format can be determined from another existing Surface. Otherwise depth,
flags, and masks arguments can be used, similar to the pygame.Surface() call.

If no arguments are passed the new Surface will have the same pixel format
as the display Surface. This is always the fastest format for blitting. It
is a good idea to convert all Surfaces before they are blitted many times.

The converted Surface will have no pixel alphas. They will be stripped if
the original had them. See Surface.convert_alpha() for preserving or creating
per-pixel alphas.
<END>



convert_alpha
change the pixel format of an image including per pixel alphas
Surface.convert_alpha(Surface): return Surface
Surface.convert_alpha(): return Surface

Creates a new copy of the surface with the desired pixel format. The new
surface will be in a format suited for quick blitting to the given format
with per pixel alpha. If no surface is given, the new surface will be
optimized for blitting to the current display.
 
Unlike the Surface.convert() method, the pixel format for the new image will not
be exactly the same as the requested source, but it will be optimized for
fast alpha blitting to the destination.
<END>



copy
create a new copy of a Surface
Surface.copy(): return Surface

Makes a duplicate copy of a Surface. The new Surface will have the same
pixel formats, color palettes, and transparency settings as the original.
<END>



fill
fill Surface with a solid color
Surface.fill(color, rect=None, special_flags=0): return Rect

Fill the Surface with a solid color. If no rect argument is given the
entire Surface will be filled. The rect argument will limit the fill to
a specific area. The fill will also be contained by the Surface clip area.

The color argument can be either a RGB sequence, a RGBA sequence or 
a mapped color index.  If using RGBA, the Alpha (A part of RGBA) is ignored 
unless the surface uses per pixel alpha (Surface has the SRCALPHA flag).

An optional special_flags is for passing in 
new in 1.8.0: 
BLEND_ADD, BLEND_SUB, BLEND_MULT, BLEND_MIN, BLEND_MAX
new in 1.8.1: 
BLEND_RGBA_ADD, BLEND_RGBA_SUB, BLEND_RGBA_MULT, BLEND_RGBA_MIN, BLEND_RGBA_MAX
BLEND_RGB_ADD, BLEND_RGB_SUB, BLEND_RGB_MULT, BLEND_RGB_MIN, BLEND_RGB_MAX
With other special blitting flags perhaps added in the future.

This will return the affected Surface area.
<END>



scroll
Shift the surface image in place
Surface.scroll(dx=0, dy=0): return None

Move the image by dx pixels right and dy pixels down. dx and dy may be negative
for left and up scrolls respectively. Areas of the surface that are not
overwritten retain their original pixel values. Scrolling is contained
by the Surface clip area. It is safe to have dx and dy values that exceed
the surface size.

New in Pygame 1.9
<END>



set_colorkey
Set the transparent colorkey
Surface.set_colorkey(Color, flags=0): return None
Surface.set_colorkey(None): return None

Set the current color key for the Surface. When blitting this Surface onto
a destination, and pixels that have the same color as the colorkey will be
transparent. The color can be an RGB color or a mapped color integer. If None
is passed, the colorkey will be unset.

The colorkey will be ignored if the Surface is formatted to use per pixel
alpha values. The colorkey can be mixed with the full Surface alpha value.

The optional flags argument can be set to pygame.RLEACCEL to provide better
performance on non accelerated displays. An RLEACCEL Surface will be slower
to modify, but quicker to blit as a source.
<END>



get_colorkey
Get the current transparent colorkey
Surface.get_colorkey(): return RGB or None

Return the current colorkey value for the Surface. If the colorkey is not
set then None is returned.
<END>



set_alpha
set the alpha value for the full Surface image
Surface.set_alpha(value, flags=0): return None
Surface.set_alpha(None): return None

Set the current alpha value fo r the Surface. When blitting this Surface onto
a destination, the pixels will be drawn slightly transparent. The alpha value
is an integer from 0 to 255, 0 is fully transparent and 255 is fully
opaque. If None is passed for the alpha value, then the Surface alpha will
be disabled.

This value is different than the per pixel Surface alpha. If the Surface
format contains per pixel alphas, then this alpha value will be ignored.
If the Surface contains per pixel alphas, setting the alpha value to None
will disable the per pixel transparency.

The optional flags argument can be set to pygame.RLEACCEL to provide better
performance on non accelerated displays. An RLEACCEL Surface will be slower
to modify, but quicker to blit as a source.
<END>



get_alpha
get the current Surface transparency value
Surface.get_alpha(): return int_value or None

Return the current alpha value for the Surface. If the alpha value is not
set then None is returned.
<END>



lock
lock the Surface memory for pixel access
Surface.lock(): return None

Lock the pixel data of a Surface for access. On accelerated Surfaces, the
pixel data may be stored in volatile video memory or nonlinear compressed
forms. When a Surface is locked the pixel memory becomes available to access
by regular software. Code that reads or writes pixel values will need the
Surface to be locked.

Surfaces should not remain locked for more than necessary. A locked Surface
can often not be displayed or managed by Pygame.

Not all Surfaces require locking. The Surface.mustlock() method can determine
if it is actually required. There is no performance penalty for locking and
unlocking a Surface that does not need it.

All pygame functions will automatically lock and unlock the Surface data as
needed. If a section of code is going to make calls that will repeatedly
lock and unlock the Surface many times, it can be helpful to wrap the block
inside a lock and unlock pair.

It is safe to nest locking and unlocking calls. The surface will only be
unlocked after the final lock is released.
<END>



unlock
unlock the Surface memory from pixel access
Surface.unlock(): return None

Unlock the Surface pixel data after it has been locked. The unlocked Surface
can once again be drawn and managed by Pygame. See the Surface.lock() 
documentation for more details.

All pygame functions will automatically lock and unlock the Surface data as
needed. If a section of code is going to make calls that will repeatedly
lock and unlock the Surface many times, it can be helpful to wrap the block
inside a lock and unlock pair.

It is safe to nest locking and unlocking calls. The surface will only be
unlocked after the final lock is released.
<END>



mustlock
test if the Surface requires locking
Surface.mustlock(): return bool

Returns True if the Surface is required to be locked to access pixel data.
Usually pure software Surfaces do not require locking. This method is
rarely needed, since it is safe and quickest to just lock all Surfaces as
needed.

All pygame functions will automatically lock and unlock the Surface data as
needed. If a section of code is going to make calls that will repeatedly
lock and unlock the Surface many times, it can be helpful to wrap the block
inside a lock and unlock pair.
<END>



get_locked
test if the Surface is current locked
Surface.get_locked(): return bool

Returns True when the Surface is locked. It doesn't matter how many times
the Surface is locked.
<END>



get_locks
Gets the locks for the Surface
Surface.get_locks(): return tuple

Returns the currently existing locks for the Surface. 
<END>



get_at
get the color value at a single pixel
Surface.get_at((x, y)): return Color

Return a copy of the RGBA Color value at the given pixel. If the Surface has 
no per pixel alpha, then the alpha value will always be 255 (opaque). 
If the pixel position is outside the area of the Surface an IndexError 
exception will be raised.

Getting and setting pixels one at a time is generally too slow to be used
in a game or realtime situation.  It is better to use methods which operate 
on many pixels at a time like with the blit, fill and draw methods - 
or by using surfarray/PixelArray.

This function will temporarily lock and unlock the Surface as needed.

Returning a Color instead of tuple, New in pygame 1.9.0.
Use tuple(surf.get_at((x,y))) if you want a tuple, and not a Color.
This should only matter if you want to use the color as a key in a dict.
<END>



set_at
set the color value for a single pixel
Surface.set_at((x, y), Color): return None

Set the RGBA or mapped integer color value for a single pixel. If the Surface
does not have per pixel alphas, the alpha value is ignored. Settting pixels
outside the Surface area or outside the Surface clipping will have no effect.

Getting and setting pixels one at a time is generally too slow to be used
in a game or realtime situation.

This function will temporarily lock and unlock the Surface as needed.
<END>



get_palette
get the color index palette for an 8bit Surface
Surface.get_palette(): return [RGB, RGB, RGB, ...]

Return a list of up to 256 color elements that represent the indexed colors
used in an 8bit Surface. The returned list is a copy of the palette, and 
changes will have no effect on the Surface.

Returning a list of Color(with length 3) instances instead of tuples, New in pygame 1.9.0
<END>



get_palette_at
get the color for a single entry in a palette
Surface.get_palette_at(index): return RGB

Returns the red, green, and blue color values for a single index in a Surface
palette. The index should be a value from 0 to 255.

Returning Color(with length 3) instance instead of a tuple, New in pygame 1.9.0
<END>



set_palette
set the color palette for an 8bit Surface
Surface.set_palette([RGB, RGB, RGB, ...]): return None

Set the full palette for an 8bit Surface. This will replace the colors in 
the existing palette. A partial palette can be passed and only the first
colors in the original palette will be changed.

This function has no effect on a Surface with more than 8bits per pixel.
<END>



set_palette_at
set the color for a single index in an 8bit Surface palette
Surface.set_at(index, RGB): return None

Set the palette value for a single entry in a Surface palette. The index should
be a value from 0 to 255.

This function has no effect on a Surface with more than 8bits per pixel.
<END>



map_rgb
convert a color into a mapped color value
Surface.map_rgb(Color): return mapped_int

Convert an RGBA color into the mapped integer value for this Surface. The
returned integer will contain no more bits than the bit depth of the Surface.
Mapped color values are not often used inside Pygame, but can be passed to
most functions that require a Surface and a color.

See the Surface object documentation for more information about colors 
and pixel formats.
<END>



unmap_rgb
convert a mapped integer color value into a Color
Surface.map_rgb(mapped_int): return Color

Convert an mapped integer color into the RGB color components for this Surface.
Mapped color values are not often used inside Pygame, but can be passed to
most functions that require a Surface and a color.

See the Surface object documentation for more information about colors 
and pixel formats.
<END>



set_clip
set the current clipping area of the Surface
Surface.set_clip(rect): return None
Surface.set_clip(None): return None

Each Surface has an active clipping area. This is a rectangle that represents
the only pixels on the Surface that can be modified. If None is passed for the
rectangle the full Surface will be available for changes.

The clipping area is always restricted to the area of the Surface itself. If
the clip rectangle is too large it will be shrunk to fit inside the Surface.
<END>



get_clip
get the current clipping area of the Surface
Surface.get_clip(): return Rect

Return a rectangle of the current clipping area. The Surface will always
return a valid rectangle that will never be outside the bounds of the image.
If the Surface has had None set for the clipping area, the Surface will 
return a rectangle with the full area of the Surface.
<END>



subsurface
create a new surface that references its parent
Surface.subsurface(Rect): return Surface

Returns a new Surface that shares its pixels with its new parent. The new
Surface is considered a child of the original. Modifications to either
Surface pixels will effect each other. Surface information like clipping
area and color keys are unique to each Surface.

The new Surface will inherit the palette, color key, and alpha settings from
its parent.

It is possible to have any number of subsurfaces and subsubsurfaces on the
parent. It is also possible to subsurface the display Surface if the display
mode is not hardware accelerated.

See the Surface.get_offset(), Surface.get_parent() to learn more
about the state of a subsurface.
<END>



get_parent
find the parent of a subsurface
Surface.get_parent(): return Surface

Returns the parent Surface of a subsurface. If this is not a subsurface
then None will be returned.
<END>



get_abs_parent
find the top level parent of a subsurface
Surface.get_abs_parent(): return Surface

Returns the parent Surface of a subsurface. If this is not a subsurface
then this surface will be returned.
<END>



get_offset
find the position of a child subsurface inside a parent
Surface.get_offset(): return (x, y)

Get the offset position of a child subsurface inside of a parent. If the
Surface is not a subsurface this will return (0, 0).
<END>



get_abs_offset
find the absolute position of a child subsurface inside its top level parent
Surface.get_abs_offset(): return (x, y)

Get the offset position of a child subsurface inside of its top level
parent Surface. If the Surface is not a subsurface this will return (0, 0).
<END>



get_size
get the dimensions of the Surface
Surface.get_size(): return (width, height)

Return the width and height of the Surface in pixels.
<END>



get_width
get the width of the Surface
Surface.get_width(): return width

Return the width of the Surface in pixels.
<END>



get_height
get the height of the Surface
Surface.get_height(): return height

Return the height of the Surface in pixels.
<END>



get_rect
get the rectangular area of the Surface
Surface.get_rect(**kwargs): return Rect

Returns a new rectangle covering the entire surface. This rectangle will
always start at 0, 0 with a width. and height the same size as the image.
 
You can pass keyword argument values to this function. These named values
will be applied to the attributes of the Rect before it is returned. An
example would be 'mysurf.get_rect(center=(100,100))' to create a rectangle
for the Surface centered at a given position.
<END>



get_bitsize
get the bit depth of the Surface pixel format
Surface.get_bitsize(): return int

Returns the number of bits used to represent each pixel. This value may not
exactly fill the number of bytes used per pixel. For example a 15 bit Surface
still requires a full 2 bytes.
<END>



get_bytesize
get the bytes used per Surface pixel
Surface.get_bytesize(): return int

Return the number of bytes used per pixel.
<END>



get_flags
get the additional flags used for the Surface
Surface.get_flags(): return int

Returns a set of current Surface features. Each feature is a bit in the
flags bitmask. Typical flags are HWSURFACE, RLEACCEL, SRCALPHA, and SRCCOLORKEY.


Here is a more complete list of flags.  A full list can be found in SDL_video.h
  SWSURFACE	0x00000000	# Surface is in system memory
  HWSURFACE	0x00000001	# Surface is in video memory
  ASYNCBLIT	0x00000004	# Use asynchronous blits if possible

Available for pygame.display.set_mode()
  ANYFORMAT	0x10000000	# Allow any video depth/pixel-format
  HWPALETTE	0x20000000	# Surface has exclusive palette
  DOUBLEBUF	0x40000000	# Set up double-buffered video mode
  FULLSCREEN	0x80000000	# Surface is a full screen display
  OPENGL        0x00000002      # Create an OpenGL rendering context
  OPENGLBLIT	0x0000000A	# Create an OpenGL rendering context 
                                #   and use it for blitting.  Obsolete.
  RESIZABLE	0x00000010	# This video mode may be resized
  NOFRAME       0x00000020	# No window caption or edge frame

Used internally (read-only)
  HWACCEL       0x00000100	# Blit uses hardware acceleration
  SRCCOLORKEY	0x00001000	# Blit uses a source color key
  RLEACCELOK	0x00002000	# Private flag
  RLEACCEL	0x00004000	# Surface is RLE encoded
  SRCALPHA	0x00010000	# Blit uses source alpha blending
  PREALLOC	0x01000000	# Surface uses preallocated memory
<END>



get_pitch
get the number of bytes used per Surface row
Surface.get_pitch(): return int

Return the number of bytes separating each row in the Surface. Surfaces
in video memory are not always linearly packed. Subsurfaces will also have a
larger pitch than their real width.

This value is not needed for normal Pygame usage.
<END>



get_masks
the bitmasks needed to convert between a color and a mapped integer
Surface.get_masks(): return (R, G, B, A)

Returns the bitmasks used to isolate each color in a mapped integer.

This value is not needed for normal Pygame usage.
<END>



set_masks
set the bitmasks needed to convert between a color and a mapped integer
Surface.set_masks((r,g,b,a)): return None

This is not needed for normal Pygame usage.
New in pygame 1.8.1
<END>



get_shifts
the bit shifts needed to convert between a color and a mapped integer
Surface.get_shifts(): return (R, G, B, A)

Returns the pixel shifts need to convert between each color and a mapped
integer.

This value is not needed for normal Pygame usage.
<END>



set_shifts
sets the bit shifts needed to convert between a color and a mapped integer
Surface.get_shifts((r,g,b,a)): return None

This is not needed for normal Pygame usage.
New in pygame 1.8.1
<END>



get_losses
the significant bits used to convert between a color and a mapped integer
Surface.get_losses(): return (R, G, B, A)

Return the least significant number of bits stripped from each color
in a mapped integer.

This value is not needed for normal Pygame usage.
<END>



get_bounding_rect
find the smallest rect containing data
Surface.get_bounding_rect(min_alpha = 1): return Rect

Returns the smallest rectangular region that contains all the pixels
in the surface that have an alpha value greater than or equal to the
minimum alpha value. 

This function will temporarily lock and unlock the Surface as needed.

New in pygame 1.8.
<END>



get_buffer
acquires a buffer object for the pixels of the Surface.
Surface.get_buffer(): return BufferProxy

Return a buffer object for the pixels of the Surface. The buffer can be
used for direct pixel access and manipulation.

This method implicitly locks the Surface. The lock will be released,
once the returned BufferProxy object is deleted.

New in pygame 1.8.
<END>
<END>