Source code for pygame_menu.baseimage

"""
pygame-menu
https://github.com/ppizarror/pygame-menu

BASEIMAGE
Provides a class to perform basic image loading and manipulation with pygame.

License:
-------------------------------------------------------------------------------
The MIT License (MIT)
Copyright 2017-2021 Pablo Pizarro R. @ppizarror

Permission is hereby granted, free of charge, to any person obtaining a
copy of this software and associated documentation files (the "Software"),
to deal in the Software without restriction, including without limitation
the rights to use, copy, modify, merge, publish, distribute, sublicense,
and/or sell copies of the Software, and to permit persons to whom the Software
is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
-------------------------------------------------------------------------------
"""
# File constants no. 100

__all__ = [

    # Base class
    'BaseImage',

    # Image paths
    'IMAGE_EXAMPLE_CARBON_FIBER',
    'IMAGE_EXAMPLE_GRAY_LINES',
    'IMAGE_EXAMPLE_METAL',
    'IMAGE_EXAMPLE_PYGAME_MENU',
    'IMAGE_EXAMPLE_PYTHON',
    'IMAGE_EXAMPLE_WALLPAPER',
    'IMAGE_EXAMPLES',

    # Drawing modes
    'IMAGE_MODE_CENTER',
    'IMAGE_MODE_FILL',
    'IMAGE_MODE_REPEAT_X',
    'IMAGE_MODE_REPEAT_XY',
    'IMAGE_MODE_REPEAT_Y',
    'IMAGE_MODE_SIMPLE'

]

from io import BytesIO
from pathlib import Path
import base64
import math
import os.path as path

import pygame

from pygame_menu._base import Base
from pygame_menu.locals import POSITION_NORTHWEST, POSITION_NORTHEAST, POSITION_CENTER, \
    POSITION_WEST, POSITION_SOUTHWEST, POSITION_EAST, POSITION_SOUTHEAST, \
    POSITION_SOUTH, POSITION_NORTH
from pygame_menu.utils import assert_vector, assert_position, assert_color, \
    load_pygame_image_file

from pygame_menu._types import Tuple2IntType, Union, Vector2NumberType, Callable, \
    Tuple, List, NumberType, Optional, Dict, Tuple4IntType, Literal, Tuple2NumberType, \
    ColorInputType, Tuple3IntType, NumberInstance, VectorInstance

# Example image paths
__images_path__ = path.join(path.dirname(path.abspath(__file__)), 'resources', 'images', '{0}')

IMAGE_EXAMPLE_CARBON_FIBER = __images_path__.format('carbon_fiber.png')
IMAGE_EXAMPLE_GRAY_LINES = __images_path__.format('gray_lines.png')
IMAGE_EXAMPLE_METAL = __images_path__.format('metal.png')
IMAGE_EXAMPLE_PYGAME_MENU = __images_path__.format('pygame_menu.png')
IMAGE_EXAMPLE_PYTHON = __images_path__.format('python.svg')
IMAGE_EXAMPLE_WALLPAPER = __images_path__.format('wallpaper.jpg')

IMAGE_EXAMPLES = (IMAGE_EXAMPLE_CARBON_FIBER, IMAGE_EXAMPLE_GRAY_LINES,
                  IMAGE_EXAMPLE_METAL, IMAGE_EXAMPLE_PYGAME_MENU, IMAGE_EXAMPLE_PYTHON,
                  IMAGE_EXAMPLE_WALLPAPER)

# Drawing modes
IMAGE_MODE_CENTER = 100
IMAGE_MODE_FILL = 101
IMAGE_MODE_REPEAT_X = 102
IMAGE_MODE_REPEAT_XY = 103
IMAGE_MODE_REPEAT_Y = 104
IMAGE_MODE_SIMPLE = 105  # Just draw the image without any effect

_VALID_IMAGE_MODES = (IMAGE_MODE_CENTER, IMAGE_MODE_FILL, IMAGE_MODE_REPEAT_X,
                      IMAGE_MODE_REPEAT_XY, IMAGE_MODE_REPEAT_Y, IMAGE_MODE_SIMPLE)

# Other constants
_VALID_IMAGE_FORMATS = ['.jpg', '.png', '.gif', '.bmp', '.pcx', '.tga', '.tif',
                        '.lbm', '.pbm', '.pgm', '.ppm', '.xpm', '.svg', 'BytesIO',
                        'base64']

# Custom types
ColorChannelType = Literal['r', 'g', 'b']
ChannelType = Union[ColorChannelType,
                    Tuple[ColorChannelType, ColorChannelType],
                    Tuple[ColorChannelType, ColorChannelType, ColorChannelType],
                    List[ColorChannelType]]


[docs]class BaseImage(Base): """ Object that loads an image, stores as a surface, transform it and let write the image to a surface. :param image_path: Path of the image to be loaded. It can be a string (path, base64), :py:class:`pathlib.Path`, or :py:class:`io.BytesIO` :param drawing_mode: Drawing mode of the image :param drawing_offset: Offset of the image in drawing method :param drawing_position: Drawing position if mode is ``IMAGE_MODE_SIMPLE``. See :py:mod:`pygame_menu.locals` for valid ``position`` values :param load_from_file: Loads the image from the given path :param frombase64: If ``True`` consider ``image_path`` as base64 string :param image_id: str """ _angle: NumberType _drawing_mode: int _drawing_offset: Tuple2IntType _drawing_position: str _extension: str _filename: str _filepath: Union[str, 'BytesIO'] _frombase64: bool _last_transform: Tuple[int, int, Optional['pygame.Surface']] _original_surface: 'pygame.Surface' _rotated: bool _surface: 'pygame.Surface' smooth_scaling: bool def __init__( self, image_path: Union[str, 'Path', 'BytesIO'], drawing_mode: int = IMAGE_MODE_FILL, drawing_offset: Vector2NumberType = (0, 0), drawing_position: str = POSITION_NORTHWEST, load_from_file: bool = True, frombase64: bool = False, image_id: str = '' ) -> None: super(BaseImage, self).__init__(object_id=image_id) assert isinstance(image_path, (str, Path, BytesIO)), \ 'path must be string, Path, or BytesIO object type' assert isinstance(load_from_file, bool) assert isinstance(frombase64, bool) if isinstance(image_path, (str, Path)): image_path = str(image_path) if not frombase64: _, file_extension = path.splitext(image_path) file_extension = file_extension.lower() assert path.isfile(image_path), \ 'file {0} does not exist or could not be found, please ' \ 'check if the path of the image is valid'.format(image_path) else: file_extension = 'base64' else: file_extension = 'BytesIO' assert file_extension in _VALID_IMAGE_FORMATS, \ 'file extension {0} not valid, please use: {1}' \ ''.format(file_extension, ','.join(_VALID_IMAGE_FORMATS)) self._filepath = image_path if isinstance(self._filepath, str) and not frombase64: self._filename = path.splitext(path.basename(image_path))[0] else: self._filename = '' self._extension = file_extension self._frombase64 = frombase64 # Drawing mode self._drawing_mode = 0 self._drawing_offset = (0, 0) self._drawing_position = '' self.set_drawing_mode(drawing_mode) self.set_drawing_offset(drawing_offset) self.set_drawing_position(drawing_position) # Convert from bas64 to bytesio if frombase64: if 'base64,' in image_path: # Remove header of file for i in range(len(image_path)): if image_path[i] == ',': image_path = image_path[(i + 1):] break image_path = BytesIO(base64.b64decode(image_path)) # Load the image and store as a surface if load_from_file: self._surface = load_pygame_image_file(image_path) self._original_surface = self._surface.copy() # Other internals self._angle = 0 self._last_transform = (0, 0, None) # Improves drawing self._rotated = False self.smooth_scaling = True # Uses smooth scaling by default in draw() method def __copy__(self) -> 'BaseImage': """ Copy method. :return: New instance of the object """ return self.copy() def __deepcopy__(self, memodict: Dict) -> 'BaseImage': """ Deep-copy method. :param memodict: Memo dict :return: New instance of the object """ return self.copy()
[docs] def crop_rect(self, rect: 'pygame.Rect') -> 'BaseImage': """ Crop image from rect. :param rect: Crop rect geometry :return: Self reference """ self._surface = self.get_crop_rect(rect) return self
[docs] def set_alpha(self, value: Optional[int], flags: int = 0) -> 'BaseImage': """ Set the current alpha value for 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 alpha blending will be disabled, including per-pixel alpha. This value is different than the per pixel Surface alpha. For a surface with per pixel alpha, blanket alpha is ignored and None is returned. For pygame 2.0: per-surface alpha can be combined with per-pixel alpha. The optional flags argument can be set to pygame.RLEACCEL to provide better performance on non accelerated displays. A RLEACCEL Surface will be slower to modify, but quicker to blit as a source. :param value: Transparency value from ``0`` to ``255`` :param flags: Optional flags :return: Self reference """ if value is None: self._surface.set_alpha(None) return self assert isinstance(value, int) assert 0 <= value <= 255, 'alpha value must be an integer between 0 and 255' self._surface.set_alpha(value, flags) return self
[docs] def crop( self, x: NumberType, y: NumberType, width: NumberType, height: NumberType ) -> 'BaseImage': """ Crops the image from coordinate on x-axis and y-axis (x, y). :param x: X position within the image in px :param y: Y position in px :param width: Crop width in px :param height: Crop height in px :return: Self reference """ self._surface = self.get_crop(x, y, width, height) return self
[docs] def get_crop_rect(self, rect: 'pygame.Rect') -> 'pygame.Surface': """ Get a crop surface of the image from rect. :param rect: Crop rect geometry :return: Cropped surface """ return self._surface.subsurface(rect)
[docs] def get_crop( self, x: NumberType, y: NumberType, width: NumberType, height: NumberType ) -> 'pygame.Surface': """ Get a crop of the image from coordinate on x-axis and y-axis (x, y). :param x: X position within the image in px :param y: Y position in px :param width: Crop width in px :param height: Crop height in px :return: Cropped surface """ assert 0 <= x < self.get_width(), \ 'X position must be between 0 and the image width' assert 0 <= y < self.get_height(), \ 'Y position must be between 0 and the image width' assert 0 < width <= self.get_width(), \ 'Width must be greater than zero and less than the image width' assert 0 < height <= self.get_height(), \ 'Height must be greater than zero and less than the image height' assert (x + width) <= self.get_width(), \ 'Crop box cannot exceed image width' assert (y + height) <= self.get_height(), \ 'Crop box cannot exceed image height' rect = pygame.Rect(0, 0, 0, 0) rect.x = x rect.y = y rect.width = width rect.height = height return self.get_crop_rect(rect)
[docs] def copy(self) -> 'BaseImage': """ Return a copy of the image. :return: Image """ image = BaseImage( image_path=self._filepath, drawing_mode=self._drawing_mode, drawing_offset=self._drawing_offset, load_from_file=False, frombase64=self._frombase64 ) image._angle = self._angle image._surface = self._surface.copy() image._original_surface = self._surface.copy() image.smooth_scaling = self.smooth_scaling if self._attributes is not None: for k in self._attributes.keys(): image.set_attribute(k, self._attributes[k]) return image
[docs] def get_path(self) -> Union[str, 'BytesIO']: """ Return the image path. :return: Image path """ return self._filepath
[docs] def get_drawing_mode(self) -> int: """ Return the image drawing mode. :return: Image drawing mode """ return self._drawing_mode
[docs] def set_drawing_mode(self, drawing_mode: int) -> 'BaseImage': """ Set the image drawing mode. :param drawing_mode: Drawing mode :return: Self reference """ assert isinstance(drawing_mode, int) assert drawing_mode in _VALID_IMAGE_MODES, 'unknown image drawing mode' self._drawing_mode = drawing_mode return self
[docs] def get_drawing_offset(self) -> Tuple2IntType: """ Return the image drawing offset. :return: Image drawing offset """ return self._drawing_offset
[docs] def set_drawing_offset(self, offset: Vector2NumberType) -> 'BaseImage': """ Set the image drawing offset. :param offset: Drawing offset tuple on x-axis and y-axis (x, y) in px :return: Self reference """ assert_vector(offset, 2) self._drawing_offset = (int(offset[0]), int(offset[1])) return self
[docs] def set_drawing_position(self, position: str) -> 'BaseImage': """ Set the image position. .. note:: See :py:mod:`pygame_menu.locals` for valid ``position`` values. :param position: Image position :return: Self reference """ assert_position(position) self._drawing_position = position return self
[docs] def get_width(self) -> int: """ Return image width in px. :return: Image width """ return int(self._surface.get_width())
[docs] def get_height(self) -> int: """ Return image height in px. :return: Image height """ return int(self._surface.get_height())
[docs] def get_size(self) -> Tuple2IntType: """ Return the size in pixels of the image. :return: Image size tuple (width, height) """ return self.get_width(), self.get_height()
[docs] def get_at( self, pos: Tuple2NumberType, ignore_alpha: bool = False ) -> Union[Tuple3IntType, Tuple4IntType]: """ Get the color from a certain position in image on x-axis and y-axis (x, y). ``get_at`` 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 pygame.surfarraypygame module for accessing surface pixel data using array interfaces/pygame.PixelArraypygame object for direct pixel access of surfaces. :param pos: Position on x-axis and y-axis (x, y) in px :param ignore_alpha: If ``True`` returns only the three main channels :return: Color """ assert_vector(pos, 2) color = self._surface.get_at(pos) if ignore_alpha: return color[0], color[1], color[2] return color
[docs] def set_at(self, pos: Tuple2NumberType, color: ColorInputType) -> 'BaseImage': """ Set the color of pixel on x-axis and y-axis (x, y). :param pos: Position on x-axis and y-axis (x, y) in px :param color: Color :return: Self reference """ assert_vector(pos, 2) self._surface.set_at(pos, assert_color(color)) return self
[docs] def get_bitsize(self) -> int: """ Return the image bit size. :return: Image bit size """ return self._surface.get_bitsize()
[docs] def get_surface(self, new: bool = True) -> 'pygame.Surface': """ Return the surface object of the image. :param new: Return a new surface; if ``False`` return the same object :return: Image surface """ if new: return self.get_crop_rect(self.get_rect()) return self._surface
[docs] def get_filename(self) -> str: """ Return the name of the image file. :return: Filename """ return self._filename
[docs] def get_extension(self) -> str: """ Return the extension of the image file. :return: File extension """ return self._extension
[docs] def equals(self, image: 'BaseImage') -> bool: """ Return ``True`` if the image is the same as the object. :param image: Image object :return: ``True`` if the image is the same (note, the surface) """ assert isinstance(image, BaseImage) im1 = pygame.image.tostring(self._surface, 'RGBA') im2 = pygame.image.tostring(image._surface, 'RGBA') return im1 == im2
[docs] def restore(self) -> 'BaseImage': """ Restore image to the original surface. :return: Self reference """ self._surface = self._original_surface.copy() return self
[docs] def checkpoint(self) -> 'BaseImage': """ Updates the original surface to the current surface. :return: Self reference """ self._original_surface = self._surface.copy() return self
[docs] def apply_image_function( self, image_function: Callable[[int, int, int, int], Tuple4IntType] ) -> 'BaseImage': """ Apply a function to each pixel of the image. The function will receive the red, green, blue and alpha colors and must return the same values. The color pixel will be overridden by the function output. .. note:: See :py:meth:`pygame_menu.baseimage.BaseImage.to_bw` method as an example. :param image_function: Color function, takes colors as ``image_function=myfunc(r,g,b,a)``. Returns the same tuple (r, g, b, a) :return: Self reference """ w, h = self._surface.get_size() for x in range(w): for y in range(h): r, g, b, a = self._surface.get_at((x, y)) r, g, b, a = image_function(r, g, b, a) r = int(max(0, min(r, 255))) g = int(max(0, min(g, 255))) b = int(max(0, min(b, 255))) a = int(max(0, min(a, 255))) # noinspection PyArgumentList self.set_at((x, y), pygame.Color(r, g, b, a)) return self
[docs] def to_bw(self) -> 'BaseImage': """ Converts the image to black and white. .. note:: This function is slow for large images. :return: Self reference """ def bw(r: int, g: int, b: int, a: int) -> Tuple4IntType: """ To black-white function. """ c = int((r + g + b) / 3) return c, c, c, a return self.apply_image_function(image_function=bw)
[docs] def pick_channels(self, channels: ChannelType) -> 'BaseImage': """ Pick certain channels of the image, channels are ``"r"`` (red), ``"g"`` (green) and ``"b"`` (blue), ``channels param`` is a list/tuple of channels (non empty). For example, ``pick_channels(['r', 'g'])``: All channels not included on the list will be discarded. :param channels: Channels, list or tuple containing ``"r"``, ``"g"`` or ``"b"`` (all combinations are possible) :return: Self reference """ if isinstance(channels, str): channels = [channels] assert isinstance(channels, VectorInstance) assert 1 <= len(channels) <= 3, 'maximum size of channels can be 3' w, h = self._surface.get_size() for x in range(w): for y in range(h): r, g, b, a = self._surface.get_at((x, y)) if 'r' not in channels: r = 0 if 'g' not in channels: g = 0 if 'b' not in channels: b = 0 # noinspection PyArgumentList self._surface.set_at((x, y), pygame.Color(r, g, b, a)) return self
[docs] def flip(self, x: bool, y: bool) -> 'BaseImage': """ This method can flip the image either vertically, horizontally, or both. Flipping a image is non-destructive and does not change the dimensions. :param x: Flip on x-axis :param y: Flip on y-axis :return: Self reference """ assert isinstance(x, bool) assert isinstance(y, bool) assert (x or y), 'at least one axis should be True' self._surface = pygame.transform.flip(self._surface, x, y) return self
[docs] def scale( self, width: NumberType, height: NumberType, smooth: bool = True ) -> 'BaseImage': """ Scale the image to a desired width and height factor. .. note:: The scale transformation is permanent, and is applied over the same object. Thus, if ``image.scale(2, 2).scale(2, 2)`` the final scale of the initial image is equal to ``image.scale(4, 4)``. :param width: Width scale factor :param height: Height scale factor :param smooth: Smooth scaling :return: Self reference """ assert isinstance(width, NumberInstance) assert isinstance(height, NumberInstance) assert isinstance(smooth, bool) assert width > 0 and height > 0, \ 'width and height must be greater than zero' w, h = self.get_size() if width == 1 and height == 1: return self if not smooth or self._surface.get_bitsize() < 24: self._surface = pygame.transform.scale(self._surface, (int(w * width), int(h * height))) else: # image bitsize less than 24 bits raises ValueError self._surface = pygame.transform.smoothscale(self._surface, (int(w * width), int(h * height))) return self
[docs] def scale2x(self) -> 'BaseImage': """ This will return a new image that is double the size of the original. It uses the AdvanceMAME Scale2X algorithm which does a "jaggy-less" scale of bitmap graphics. This really only has an effect on simple images with solid colors. On photographic and anti-aliased images it will look like a regular unfiltered scale. :return: Self reference """ self._surface = pygame.transform.scale2x(self._surface) return self
[docs] def scale4x(self) -> 'BaseImage': """ Applies a x4 scale factor using scale2x algorithm. :return: Self reference """ return self.scale2x().scale2x()
[docs] def resize( self, width: NumberType, height: NumberType, smooth: bool = True ) -> 'BaseImage': """ Resize the image to a desired (width, height) size in pixels. :param width: New width of the image in px :param height: New height of the image in px :param smooth: Smooth scaling :return: Self reference """ assert isinstance(width, NumberInstance) assert isinstance(height, NumberInstance) assert isinstance(smooth, bool) assert width > 0 and height > 0, \ 'width and height must be greater than zero' w, h = self.get_size() if w == width and h == height: return self return self.scale(width=float(width) / w, height=float(height) / h, smooth=smooth)
[docs] def get_rect(self) -> 'pygame.Rect': """ Return the :py:class:`pygame.Rect` object of the BaseImage. This method returns a new rectangle covering the entire surface. The rectangle will always start at *(0, 0)* with a same width and height size as the image. :return: Pygame rect object """ return self._surface.get_rect()
[docs] def rotate(self, angle: NumberType, auto_checkpoint: bool = True) -> 'BaseImage': """ Unfiltered counterclockwise rotation. The angle argument represents degrees and can be any floating point value. Negative angle amounts will rotate clockwise. .. note:: Unless rotating by 90 degree increments, the image will be padded larger to hold the new size. If the image has pixel alphas, the padded area will be transparent. Otherwise pygame will pick a color that matches the image color-key or the topleft pixel value. .. warning:: Image should be rotated once. If this method is called once the Class rotates the previously check-pointed state. If you wish to rotate the current image use ``checkpoint`` to update the surface. This may increase the image size, because the bounding rectangle of a rotated image is always greater than the bounding rectangle of the original image (except some rotations by multiples of 90 degrees). The image gets distort because of the multiply copies. Each rotation generates a small error (inaccuracy). The sum of the errors is growing and the images decays. :param angle: Rotation angle (degrees ``0-360``) :param auto_checkpoint: Checkpoint after first rotation to avoid rotating the same image. If multiple rotations are applied to the same surface it will increase its size very fast because of inaccuracies :return: Self reference """ assert isinstance(angle, NumberInstance) if angle == self._angle: return self if not self._rotated and auto_checkpoint: self.checkpoint() if self._rotated: self.restore() self._rotated = True self._surface = pygame.transform.rotate(self._surface, angle) self._angle = angle % 360 return self
[docs] def get_angle(self) -> NumberType: """ Return the image angle. :return: Angle in degrees """ return self._angle
def _get_position_delta(self) -> Tuple2IntType: """ Return the delta from drawing position. :return: Delta position on x-axis and y-axis (x, y) in px """ rect = self.get_rect() if self._drawing_position == POSITION_NORTHWEST: return rect.topleft elif self._drawing_position == POSITION_NORTH: return rect.midtop elif self._drawing_position == POSITION_NORTHEAST: return rect.topright elif self._drawing_position == POSITION_WEST: return rect.midleft elif self._drawing_position == POSITION_CENTER: return rect.center elif self._drawing_position == POSITION_EAST: return rect.midright elif self._drawing_position == POSITION_SOUTHWEST: return rect.bottomleft elif self._drawing_position == POSITION_SOUTH: return rect.midbottom elif self._drawing_position == POSITION_SOUTHEAST: return rect.bottomright else: raise ValueError('unknown drawing position')
[docs] def draw( self, surface: 'pygame.Surface', area: Optional['pygame.Rect'] = None, position: Tuple2IntType = (0, 0) ) -> 'BaseImage': """ Draw the image in a given surface. :param surface: Pygame surface object :param area: Area to draw; if ``None`` the image will be drawn on entire surface :param position: Position to draw on x-axis and y-axis (x, y) in px :return: Self reference """ assert isinstance(surface, pygame.Surface) assert isinstance(area, (pygame.Rect, type(None))) assert_vector(position, 2, int) if area is None: area = surface.get_rect() # Compute offset based on drawing offset + drawing position px, py = self._get_position_delta() if self._drawing_mode != IMAGE_MODE_SIMPLE: px = 0 py = 0 offx = self._drawing_offset[0] - px offy = self._drawing_offset[1] - py if self._drawing_mode == IMAGE_MODE_FILL: # Check if exists the transformed surface if area.width == self._last_transform[0] and area.height == self._last_transform[1] and \ self._last_transform[2] is not None: surf = self._last_transform[2] else: # Transform scale if self.smooth_scaling and self._surface.get_bitsize() > 8: surf = pygame.transform.smoothscale(self._surface, (area.width, area.height)) else: surf = pygame.transform.scale(self._surface, (area.width, area.height)) self._last_transform = (area.width, area.height, surf) surface.blit( surf, ( offx + position[0], offy + position[1] )) elif self._drawing_mode == IMAGE_MODE_REPEAT_X: w = self._surface.get_width() times = int(math.ceil(float(area.width) / w)) assert times > 0, \ 'invalid size, width must be greater than zero' for x in range(times): surface.blit( self._surface, ( x * w + offx + position[0], offy + position[1] ), area ) elif self._drawing_mode == IMAGE_MODE_REPEAT_Y: h = self._surface.get_height() times = int(math.ceil(float(area.height) / h)) assert times > 0, \ 'invalid size, height must be greater than zero' for y in range(times): surface.blit( self._surface, ( 0 + offx + position[0], y * h + offy + position[1] ), area ) elif self._drawing_mode == IMAGE_MODE_REPEAT_XY: w, h = self._surface.get_size() timesx = int(math.ceil(float(area.width) / w)) timesy = int(math.ceil(float(area.height) / h)) assert timesx > 0 and timesy > 0, \ 'invalid size, width and height must be greater than zero' for x in range(timesx): for y in range(timesy): surface.blit( self._surface, ( x * w + offx + position[0], y * h + offy + position[1] ), area ) elif self._drawing_mode == IMAGE_MODE_CENTER: sw, hw = area.width, area.height # Window w, h = self._surface.get_size() # Image surface.blit( self._surface, ( int(float(sw - w) / 2 + offx + position[0]), int(float(hw - h) / 2 + offy + position[1]) ), area ) elif self._drawing_mode == IMAGE_MODE_SIMPLE: surface.blit( self._surface, ( offx + position[0], offy + position[1] ), area ) return self