#!/usr/bin/env python """An zoomed image viewer that demonstrates Surface.scroll This example shows a scrollable image that has a zoom factor of eight. It uses the Surface.scroll function to shift the image on the display surface. A clip rectangle protects a margin area. If called as a function, the example accepts an optional image file path. If run as a program it takes an optional file path command line argument. If no file is provided a default image file is used. When running click on a black triangle to move one pixel in the direction the triangle points. Or use the arrow keys. Close the window or press ESC to quit. """ import sys import os import pygame from pygame.transform import scale from pygame.locals import * main_dir = os.path.dirname(os.path.abspath(__file__)) DIR_UP = 1 DIR_DOWN = 2 DIR_LEFT = 3 DIR_RIGHT = 4 zoom_factor = 8 def draw_arrow(surf, color, posn, direction): x, y = posn if direction == DIR_UP: pointlist = ((x - 29, y + 30), (x + 30, y + 30), (x + 1, y - 29), (x, y - 29)) elif direction == DIR_DOWN: pointlist = ((x - 29, y - 29), (x + 30, y - 29), (x + 1, y + 30), (x, y + 30)) elif direction == DIR_LEFT: pointlist = ((x + 30, y - 29), (x + 30, y + 30), (x - 29, y + 1), (x - 29, y)) else: pointlist = ((x - 29, y - 29), (x - 29, y + 30), (x + 30, y + 1), (x + 30, y)) pygame.draw.polygon(surf, color, pointlist) def add_arrow_button(screen, regions, posn, direction): draw_arrow(screen, Color('black'), posn, direction) draw_arrow(regions, (direction, 0, 0), posn, direction) def scroll_view(screen, image, direction, view_rect): dx = dy = 0 src_rect = None zoom_view_rect = screen.get_clip() image_w, image_h = image.get_size() if direction == DIR_UP: if view_rect.top > 0: screen.scroll(dy=zoom_factor) view_rect.move_ip(0, -1) src_rect = view_rect.copy() src_rect.h = 1 dst_rect = zoom_view_rect.copy() dst_rect.h = zoom_factor elif direction == DIR_DOWN: if view_rect.bottom < image_h: screen.scroll(dy=-zoom_factor) view_rect.move_ip(0, 1) src_rect = view_rect.copy() src_rect.h = 1 src_rect.bottom = view_rect.bottom dst_rect = zoom_view_rect.copy() dst_rect.h = zoom_factor dst_rect.bottom = zoom_view_rect.bottom elif direction == DIR_LEFT: if view_rect.left > 0: screen.scroll(dx=zoom_factor) view_rect.move_ip(-1, 0) src_rect = view_rect.copy() src_rect.w = 1 dst_rect = zoom_view_rect.copy() dst_rect.w = zoom_factor elif direction == DIR_RIGHT: if view_rect.right < image_w: screen.scroll(dx=-zoom_factor) view_rect.move_ip(1, 0) src_rect = view_rect.copy() src_rect.w = 1 src_rect.right = view_rect.right dst_rect = zoom_view_rect.copy() dst_rect.w = zoom_factor dst_rect.right = zoom_view_rect.right if src_rect is not None: scale(image.subsurface(src_rect), dst_rect.size, screen.subsurface(dst_rect)) pygame.display.update(zoom_view_rect) def main(image_file=None): if image_file is None: image_file = os.path.join(main_dir, 'data', 'arraydemo.bmp') margin = 80 view_size = (30, 20) zoom_view_size = (view_size[0] * zoom_factor, view_size[1] * zoom_factor) win_size = (zoom_view_size[0] + 2 * margin, zoom_view_size[1] + 2 * margin) background_color = Color('beige') pygame.init() # set up key repeating so we can hold down the key to scroll. old_k_delay, old_k_interval = pygame.key.get_repeat () pygame.key.set_repeat (500, 30) try: screen = pygame.display.set_mode(win_size) screen.fill(background_color) pygame.display.flip() image = pygame.image.load(image_file).convert() image_w, image_h = image.get_size() if image_w < view_size[0] or image_h < view_size[1]: print ("The source image is too small for this example.") print ("A %i by %i or larger image is required." % zoom_view_size) return regions = pygame.Surface(win_size, 0, 24) add_arrow_button(screen, regions, (40, win_size[1] // 2), DIR_LEFT) add_arrow_button(screen, regions, (win_size[0] - 40, win_size[1] // 2), DIR_RIGHT) add_arrow_button(screen, regions, (win_size[0] // 2, 40), DIR_UP) add_arrow_button(screen, regions, (win_size[0] // 2, win_size[1] - 40), DIR_DOWN) pygame.display.flip() screen.set_clip((margin, margin, zoom_view_size[0], zoom_view_size[1])) view_rect = Rect(0, 0, view_size[0], view_size[1]) scale(image.subsurface(view_rect), zoom_view_size, screen.subsurface(screen.get_clip())) pygame.display.flip() # the direction we will scroll in. direction = None clock = pygame.time.Clock() clock.tick() going = True while going: # wait for events before doing anything. #events = [pygame.event.wait()] + pygame.event.get() events = pygame.event.get() for e in events: if e.type == KEYDOWN: if e.key == K_ESCAPE: going = False elif e.key == K_DOWN: scroll_view(screen, image, DIR_DOWN, view_rect) elif e.key == K_UP: scroll_view(screen, image, DIR_UP, view_rect) elif e.key == K_LEFT: scroll_view(screen, image, DIR_LEFT, view_rect) elif e.key == K_RIGHT: scroll_view(screen, image, DIR_RIGHT, view_rect) elif e.type == QUIT: going = False elif e.type == MOUSEBUTTONDOWN: direction = regions.get_at(e.pos)[0] elif e.type == MOUSEBUTTONUP: direction = None if direction: scroll_view(screen, image, direction, view_rect) clock.tick(30) finally: pygame.key.set_repeat (old_k_delay, old_k_interval) pygame.quit() if __name__ == '__main__': if len(sys.argv) > 1: image_file = sys.argv[1] else: image_file = None main(image_file)