projektAI/venv/Lib/site-packages/pygame/sprite.pyi
2021-06-06 22:13:05 +02:00

155 lines
5.1 KiB
Python

from typing import (
List,
Dict,
Any,
Union,
Tuple,
Optional,
Callable,
SupportsFloat,
Iterator,
Sequence
)
from pygame.rect import Rect
from pygame.surface import Surface
_RectStyle = Union[
Tuple[float, float, float, float],
Tuple[Tuple[float, float], Tuple[float, float]],
List[float],
Rect,
]
# Some functions violate Liskov substitution principle so mypy will throw errors for this file, but this are the
# best type hints I could do
class Sprite:
image: Optional[Surface] = None
rect: Optional[Rect] = None
def __init__(self, *groups: AbstractGroup) -> None: ...
def update(self, *args, **kwargs) -> None: ...
def add(self, *groups: AbstractGroup) -> None: ...
def remove(self, *groups: AbstractGroup) -> None: ...
def kill(self) -> None: ...
def alive(self) -> bool: ...
def groups(self) -> List[AbstractGroup]: ...
class DirtySprite(Sprite):
dirty: int
blendmode: int
source_rect: Rect
visible: int
_layer: int
def _set_visible(self, value: int) -> None: ...
def _get_visible(self) -> int: ...
class AbstractGroup:
spritedict = Dict[Sprite, int]
lostsprites = List[int] # I think
def __init__(self) -> None: ...
def __len__(self) -> int: ...
def __iter__(self) -> Iterator[Sprite]: ...
def copy(self) -> AbstractGroup: ...
def sprites(self) -> List[Sprite]: ...
def add(self, *sprites: Sprite) -> None: ...
def remove(self, *sprites: Sprite) -> None: ...
def has(self, *sprites: Sprite) -> bool: ...
def update(self, *args, **kwargs) -> None: ...
def draw(self, surface: Surface) -> None: ...
def clear(self, surface_dest: Surface, background: Surface) -> None: ...
def empty(self) -> None: ...
class Group(AbstractGroup):
def __init__(self, *sprites: Union[Sprite, Sequence[Sprite]]) -> None:
AbstractGroup.__init__(self)
def copy(self) -> Group: ...
class RenderPlain(Group):
def copy(self) -> RenderPlain: ...
class RenderClear(Group):
def copy(self) -> RenderClear: ...
class RenderUpdates(Group):
def copy(self) -> RenderUpdates: ...
def draw(self, surface: Surface) -> List[Rect]: ...
class OrderedUpdates(RenderUpdates):
def copy(self) -> OrderedUpdates: ...
class LayeredUpdates(AbstractGroup):
def __init__(self, *sprites: Sprite, **kwargs: Dict[str, Any]) -> None:
AbstractGroup.__init__(self)
def copy(self) -> LayeredUpdates: ...
def add(self, *sprites: Sprite, **kwargs: Dict[str, Any]) -> None: ...
def draw(self, surface: Surface) -> List[Rect]: ...
def get_sprites_at(
self, pos: Union[Tuple[int, int], List[int]]
) -> List[Sprite]: ...
def get_sprite(self, idx: int) -> Sprite: ...
def remove_sprites_of_layer(self, layer_nr: int) -> List[Sprite]: ...
def layers(self) -> List[int]: ...
def change_layer(self, sprite: Sprite, new_layer: int) -> None: ...
def get_layer_of_sprite(self, sprite: Sprite) -> int: ...
def get_top_layer(self) -> int: ...
def get_bottom_layer(self) -> int: ...
def move_to_front(self, sprite: Sprite) -> None: ...
def move_to_back(self, sprite: Sprite) -> None: ...
def get_top_sprite(self) -> Sprite: ...
def get_sprites_from_layer(self, layer: int) -> List[Sprite]: ...
def switch_layer(self, layer1_nr, layer2_nr) -> None: ...
class LayeredDirty(LayeredUpdates):
def __init__(self, *sprites: DirtySprite, **kwargs: Dict[str, Any]):
LayeredUpdates.__init__(self, *sprites, **kwargs)
def copy(self) -> LayeredDirty: ...
def draw(self, surface: Surface, bgd: Optional[Surface] = None) -> List[Rect]: ...
def clear(self, surface: Surface, bgd: Surface) -> None: ...
def repaint_rect(self, screen_rect: _RectStyle) -> None: ...
def set_clip(self, screen_rect: Optional[_RectStyle] = None): ...
def get_clip(self) -> Rect: ...
def set_timing_treshold(
self, time_ms: SupportsFloat
) -> None: ... # This actually accept any value
class GroupSingle(AbstractGroup):
sprite: Sprite
def __init__(self, sprite: Optional[Sprite]):
AbstractGroup.__init__(self)
def copy(self) -> GroupSingle: ...
def spritecollide(
sprite: Sprite,
group: AbstractGroup,
dokill: bool,
collided: Optional[Callable[[Sprite, Sprite], bool]] = None,
) -> List[Sprite]: ...
def collide_rect(left: Sprite, right: Sprite) -> bool: ...
class collide_rect_ratio:
ratio: float
def __init__(self, ratio: float) -> None: ...
def __call__(self, left: Sprite, right: Sprite) -> bool: ...
def collide_circle(left: Sprite, right: Sprite) -> bool: ...
class collide_circle_ratio:
ratio: float
def __init__(self, ratio: float): ...
def __call__(self, left: Sprite, right: Sprite) -> bool: ...
def collide_mask(sprite1: Sprite, sprite2: Sprite) -> Tuple[int, int]: ...
def groupcollide(
group1: AbstractGroup,
group2: AbstractGroup,
dokill: bool,
dokill2: bool,
collided: Optional[Callable[[Sprite, Sprite], bool]] = None,
) -> Dict[Sprite, Sprite]: ...
def spritecollideany(
sprite: Sprite,
group: AbstractGroup,
collided: Optional[Callable[[Sprite, Sprite], bool]] = None,
) -> Sprite: ...