import sys import platform try: reduce except NameError: from functools import reduce import operator import weakref import gc import unittest from pygame.tests.test_utils import SurfaceSubclass try: from pygame.tests.test_utils import arrinter except NameError: pass import pygame IS_PYPY = "PyPy" == platform.python_implementation() class TestMixin(object): def assert_surfaces_equal(self, s1, s2, msg=None): """Checks if two surfaces are equal in size and color.""" w, h = s1.get_size() self.assertTupleEqual((w, h), s2.get_size(), msg) msg = "" if msg is None else "{}, ".format(msg) msg += "size: ({}, {})".format(w, h) for x in range(w): for y in range(h): self.assertEqual( s1.get_at((x, y)), s2.get_at((x, y)), "{}, position: ({}, {})".format(msg, x, y), ) def assert_surface_filled(self, surface, expected_color, msg=None): """Checks if the surface is filled with the given color.""" width, height = surface.get_size() surface.lock() # Lock for possible speed up. for pos in ((x, y) for y in range(height) for x in range(width)): self.assertEqual(surface.get_at(pos), expected_color, msg) surface.unlock() @unittest.skipIf(IS_PYPY, "pypy having issues") class PixelArrayTypeTest(unittest.TestCase, TestMixin): def test_compare(self): # __doc__ (as of 2008-06-25) for pygame.pixelarray.PixelArray.compare: # PixelArray.compare (array, distance=0, weights=(0.299, 0.587, 0.114)): Return PixelArray # Compares the PixelArray with another one. w = 10 h = 20 size = w, h sf = pygame.Surface(size, 0, 32) ar = pygame.PixelArray(sf) sf2 = pygame.Surface(size, 0, 32) self.assertRaises(TypeError, ar.compare, sf2) ar2 = pygame.PixelArray(sf2) ar3 = ar.compare(ar2) self.assertTrue(isinstance(ar3, pygame.PixelArray)) self.assertEqual(ar3.shape, size) sf2.fill(pygame.Color("white")) self.assert_surfaces_equal(sf2, ar3.surface) del ar3 r = pygame.Rect(2, 5, 6, 13) sf.fill(pygame.Color("blue"), r) sf2.fill(pygame.Color("red")) sf2.fill(pygame.Color("blue"), r) ar3 = ar.compare(ar2) sf.fill(pygame.Color("white"), r) self.assert_surfaces_equal(sf, ar3.surface) # FINISH ME! # Test other bit depths, slices, and distance != 0. def test_compare__same_colors_within_distance(self): """Ensures compare works correctly with same colored surfaces.""" size = (3, 5) pixelarray_result_color = pygame.Color("white") surface_color = (127, 127, 127, 255) for depth in (8, 16, 24, 32): expected_pixelarray_surface = pygame.Surface(size, depth=depth) expected_pixelarray_surface.fill(pixelarray_result_color) # Copy the surface to ensure same dimensions/formatting. surf_a = expected_pixelarray_surface.copy() surf_a.fill(surface_color) # For non-32 bit depths, the actual color can be different from what # was filled. expected_surface_color = surf_a.get_at((0, 0)) pixelarray_a = pygame.PixelArray(surf_a) pixelarray_b = pygame.PixelArray(surf_a.copy()) for distance in (0.0, 0.01, 0.1, 1.0): pixelarray_result = pixelarray_a.compare( pixelarray_b, distance=distance ) # Ensure the resulting pixelarray is correct and that the original # surfaces were not changed. self.assert_surfaces_equal( pixelarray_result.surface, expected_pixelarray_surface, (depth, distance), ) self.assert_surface_filled( pixelarray_a.surface, expected_surface_color, (depth, distance) ) self.assert_surface_filled( pixelarray_b.surface, expected_surface_color, (depth, distance) ) pixelarray_a.close() pixelarray_b.close() pixelarray_result.close() def test_compare__different_colors_within_distance(self): """Ensures compare works correctly with different colored surfaces and the color difference is within the given distance. """ size = (3, 5) pixelarray_result_color = pygame.Color("white") surface_a_color = (127, 127, 127, 255) surface_b_color = (128, 127, 127, 255) for depth in (8, 16, 24, 32): expected_pixelarray_surface = pygame.Surface(size, depth=depth) expected_pixelarray_surface.fill(pixelarray_result_color) # Copy the surface to ensure same dimensions/formatting. surf_a = expected_pixelarray_surface.copy() surf_a.fill(surface_a_color) # For non-32 bit depths, the actual color can be different from what # was filled. expected_surface_a_color = surf_a.get_at((0, 0)) pixelarray_a = pygame.PixelArray(surf_a) surf_b = expected_pixelarray_surface.copy() surf_b.fill(surface_b_color) # For non-32 bit depths, the actual color can be different from what # was filled. expected_surface_b_color = surf_b.get_at((0, 0)) pixelarray_b = pygame.PixelArray(surf_b) for distance in (0.2, 0.3, 0.5, 1.0): pixelarray_result = pixelarray_a.compare( pixelarray_b, distance=distance ) # Ensure the resulting pixelarray is correct and that the original # surfaces were not changed. self.assert_surfaces_equal( pixelarray_result.surface, expected_pixelarray_surface, (depth, distance), ) self.assert_surface_filled( pixelarray_a.surface, expected_surface_a_color, (depth, distance) ) self.assert_surface_filled( pixelarray_b.surface, expected_surface_b_color, (depth, distance) ) pixelarray_a.close() pixelarray_b.close() pixelarray_result.close() def test_compare__different_colors_not_within_distance(self): """Ensures compare works correctly with different colored surfaces and the color difference is not within the given distance. """ size = (3, 5) pixelarray_result_color = pygame.Color("black") surface_a_color = (127, 127, 127, 255) surface_b_color = (128, 127, 127, 255) for depth in (8, 16, 24, 32): expected_pixelarray_surface = pygame.Surface(size, depth=depth) expected_pixelarray_surface.fill(pixelarray_result_color) # Copy the surface to ensure same dimensions/formatting. surf_a = expected_pixelarray_surface.copy() surf_a.fill(surface_a_color) # For non-32 bit depths, the actual color can be different from what # was filled. expected_surface_a_color = surf_a.get_at((0, 0)) pixelarray_a = pygame.PixelArray(surf_a) surf_b = expected_pixelarray_surface.copy() surf_b.fill(surface_b_color) # For non-32 bit depths, the actual color can be different from what # was filled. expected_surface_b_color = surf_b.get_at((0, 0)) pixelarray_b = pygame.PixelArray(surf_b) for distance in (0.0, 0.00001, 0.0001, 0.001): pixelarray_result = pixelarray_a.compare( pixelarray_b, distance=distance ) # Ensure the resulting pixelarray is correct and that the original # surfaces were not changed. self.assert_surfaces_equal( pixelarray_result.surface, expected_pixelarray_surface, (depth, distance), ) self.assert_surface_filled( pixelarray_a.surface, expected_surface_a_color, (depth, distance) ) self.assert_surface_filled( pixelarray_b.surface, expected_surface_b_color, (depth, distance) ) pixelarray_a.close() pixelarray_b.close() pixelarray_result.close() def test_close(self): """does not crash when it is deleted.""" s = pygame.Surface((10, 10)) a = pygame.PixelArray(s) a.close() del a def test_close_raises(self): """when you try to do an operation after it is closed.""" s = pygame.Surface((10, 10)) a = pygame.PixelArray(s) a.close() def do_operation(): a[:] self.assertRaises(ValueError, do_operation) def do_operation2(): a[:] = 1 self.assertRaises(ValueError, do_operation2) def do_operation3(): a.make_surface() self.assertRaises(ValueError, do_operation3) def do_operation4(): for x in a: pass self.assertRaises(ValueError, do_operation4) def test_context_manager(self): """closes properly.""" s = pygame.Surface((10, 10)) with pygame.PixelArray(s) as a: a[:] def test_pixel_array(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 20), 0, bpp) sf.fill((0, 0, 0)) ar = pygame.PixelArray(sf) self.assertEqual(ar._pixels_address, sf._pixels_address) if sf.mustlock(): self.assertTrue(sf.get_locked()) self.assertEqual(len(ar), 10) del ar if sf.mustlock(): self.assertFalse(sf.get_locked()) def test_as_class(self): # Check general new-style class freatures. sf = pygame.Surface((2, 3), 0, 32) ar = pygame.PixelArray(sf) self.assertRaises(AttributeError, getattr, ar, "nonnative") ar.nonnative = "value" self.assertEqual(ar.nonnative, "value") r = weakref.ref(ar) self.assertTrue(r() is ar) del ar gc.collect() self.assertTrue(r() is None) class C(pygame.PixelArray): def __str__(self): return "string (%i, %i)" % self.shape ar = C(sf) self.assertEqual(str(ar), "string (2, 3)") r = weakref.ref(ar) self.assertTrue(r() is ar) del ar gc.collect() self.assertTrue(r() is None) def test_pixelarray__subclassed_surface(self): """Ensure the PixelArray constructor accepts subclassed surfaces.""" surface = SurfaceSubclass((3, 5), 0, 32) pixelarray = pygame.PixelArray(surface) self.assertIsInstance(pixelarray, pygame.PixelArray) # Sequence interfaces def test_get_column(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((6, 8), 0, bpp) sf.fill((0, 0, 255)) val = sf.map_rgb((0, 0, 255)) ar = pygame.PixelArray(sf) ar2 = ar.__getitem__(1) self.assertEqual(len(ar2), 8) self.assertEqual(ar2.__getitem__(0), val) self.assertEqual(ar2.__getitem__(1), val) self.assertEqual(ar2.__getitem__(2), val) ar2 = ar.__getitem__(-1) self.assertEqual(len(ar2), 8) self.assertEqual(ar2.__getitem__(0), val) self.assertEqual(ar2.__getitem__(1), val) self.assertEqual(ar2.__getitem__(2), val) @unittest.skipIf(IS_PYPY, "pypy malloc abort") def test_get_pixel(self): w = 10 h = 20 size = w, h bg_color = (0, 0, 255) fg_color_y = (0, 0, 128) fg_color_x = (0, 0, 11) for bpp in (8, 16, 24, 32): sf = pygame.Surface(size, 0, bpp) mapped_bg_color = sf.map_rgb(bg_color) mapped_fg_color_y = sf.map_rgb(fg_color_y) mapped_fg_color_x = sf.map_rgb(fg_color_x) self.assertNotEqual( mapped_fg_color_y, mapped_bg_color, "Unusable test colors for bpp %i" % (bpp,), ) self.assertNotEqual( mapped_fg_color_x, mapped_bg_color, "Unusable test colors for bpp %i" % (bpp,), ) self.assertNotEqual( mapped_fg_color_y, mapped_fg_color_x, "Unusable test colors for bpp %i" % (bpp,), ) sf.fill(bg_color) ar = pygame.PixelArray(sf) ar_y = ar.__getitem__(1) for y in range(h): ar2 = ar_y.__getitem__(y) self.assertEqual( ar2, mapped_bg_color, "ar[1][%i] == %i, mapped_bg_color == %i" % (y, ar2, mapped_bg_color), ) sf.set_at((1, y), fg_color_y) ar2 = ar_y.__getitem__(y) self.assertEqual( ar2, mapped_fg_color_y, "ar[1][%i] == %i, mapped_fg_color_y == %i" % (y, ar2, mapped_fg_color_y), ) sf.set_at((1, 1), bg_color) for x in range(w): ar2 = ar.__getitem__(x).__getitem__(1) self.assertEqual( ar2, mapped_bg_color, "ar[%i][1] = %i, mapped_bg_color = %i" % (x, ar2, mapped_bg_color), ) sf.set_at((x, 1), fg_color_x) ar2 = ar.__getitem__(x).__getitem__(1) self.assertEqual( ar2, mapped_fg_color_x, "ar[%i][1] = %i, mapped_fg_color_x = %i" % (x, ar2, mapped_fg_color_x), ) ar2 = ar.__getitem__(0).__getitem__(0) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(1).__getitem__(0) self.assertEqual(ar2, mapped_fg_color_y, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(-4).__getitem__(1) self.assertEqual(ar2, mapped_fg_color_x, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(-4).__getitem__(5) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(-4).__getitem__(0) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(-w + 1).__getitem__(0) self.assertEqual(ar2, mapped_fg_color_y, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(-w).__getitem__(0) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(5).__getitem__(-4) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(5).__getitem__(-h + 1) self.assertEqual(ar2, mapped_fg_color_x, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(5).__getitem__(-h) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(0).__getitem__(-h + 1) self.assertEqual(ar2, mapped_fg_color_x, "bpp = %i" % (bpp,)) ar2 = ar.__getitem__(0).__getitem__(-h) self.assertEqual(ar2, mapped_bg_color, "bpp = %i" % (bpp,)) def test_set_pixel(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 20), 0, bpp) sf.fill((0, 0, 0)) ar = pygame.PixelArray(sf) ar.__getitem__(0).__setitem__(0, (0, 255, 0)) self.assertEqual(ar[0][0], sf.map_rgb((0, 255, 0))) ar.__getitem__(1).__setitem__(1, (128, 128, 128)) self.assertEqual(ar[1][1], sf.map_rgb((128, 128, 128))) ar.__getitem__(-1).__setitem__(-1, (128, 128, 128)) self.assertEqual(ar[9][19], sf.map_rgb((128, 128, 128))) ar.__getitem__(-2).__setitem__(-2, (128, 128, 128)) self.assertEqual(ar[8][-2], sf.map_rgb((128, 128, 128))) def test_set_column(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((6, 8), 0, bpp) sf.fill((0, 0, 0)) ar = pygame.PixelArray(sf) sf2 = pygame.Surface((6, 8), 0, bpp) sf2.fill((0, 255, 255)) ar2 = pygame.PixelArray(sf2) # Test single value assignment ar.__setitem__(2, (128, 128, 128)) self.assertEqual(ar[2][0], sf.map_rgb((128, 128, 128))) self.assertEqual(ar[2][1], sf.map_rgb((128, 128, 128))) ar.__setitem__(-1, (0, 255, 255)) self.assertEqual(ar[5][0], sf.map_rgb((0, 255, 255))) self.assertEqual(ar[-1][1], sf.map_rgb((0, 255, 255))) ar.__setitem__(-2, (255, 255, 0)) self.assertEqual(ar[4][0], sf.map_rgb((255, 255, 0))) self.assertEqual(ar[-2][1], sf.map_rgb((255, 255, 0))) # Test list assignment. ar.__setitem__(0, [(255, 255, 255)] * 8) self.assertEqual(ar[0][0], sf.map_rgb((255, 255, 255))) self.assertEqual(ar[0][1], sf.map_rgb((255, 255, 255))) # Test tuple assignment. # Changed in Pygame 1.9.2 - Raises an exception. self.assertRaises( ValueError, ar.__setitem__, 1, ( (204, 0, 204), (17, 17, 17), (204, 0, 204), (17, 17, 17), (204, 0, 204), (17, 17, 17), (204, 0, 204), (17, 17, 17), ), ) # Test pixel array assignment. ar.__setitem__(1, ar2.__getitem__(3)) self.assertEqual(ar[1][0], sf.map_rgb((0, 255, 255))) self.assertEqual(ar[1][1], sf.map_rgb((0, 255, 255))) def test_get_slice(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 20), 0, bpp) sf.fill((0, 0, 0)) ar = pygame.PixelArray(sf) self.assertEqual(len(ar[0:2]), 2) self.assertEqual(len(ar[3:7][3]), 20) self.assertEqual(ar[0:0], None) self.assertEqual(ar[5:5], None) self.assertEqual(ar[9:9], None) # Has to resolve to ar[7:8] self.assertEqual(len(ar[-3:-2]), 1) # 2D self.assertEqual(len(ar[-3:-2][0]), 20) # 1D # Try assignments. # 2D assignment. ar[2:5] = (255, 255, 255) # 1D assignment ar[3][3:7] = (10, 10, 10) self.assertEqual(ar[3][5], sf.map_rgb((10, 10, 10))) self.assertEqual(ar[3][6], sf.map_rgb((10, 10, 10))) @unittest.skipIf(IS_PYPY, "skipping for PyPy (segfaults on mac pypy3 6.0.0)") def test_contains(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 20), 0, bpp) sf.fill((0, 0, 0)) sf.set_at((8, 8), (255, 255, 255)) ar = pygame.PixelArray(sf) self.assertTrue((0, 0, 0) in ar) self.assertTrue((255, 255, 255) in ar) self.assertFalse((255, 255, 0) in ar) self.assertFalse(0x0000FF in ar) # Test sliced array self.assertTrue((0, 0, 0) in ar[8]) self.assertTrue((255, 255, 255) in ar[8]) self.assertFalse((255, 255, 0) in ar[8]) self.assertFalse(0x0000FF in ar[8]) def test_get_surface(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 20), 0, bpp) sf.fill((0, 0, 0)) ar = pygame.PixelArray(sf) self.assertTrue(ar.surface is sf) def test_get_surface__subclassed_surface(self): """Ensure the surface attribute can handle subclassed surfaces.""" expected_surface = SurfaceSubclass((5, 3), 0, 32) pixelarray = pygame.PixelArray(expected_surface) surface = pixelarray.surface self.assertIs(surface, expected_surface) self.assertIsInstance(surface, pygame.Surface) self.assertIsInstance(surface, SurfaceSubclass) def test_set_slice(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((6, 8), 0, bpp) sf.fill((0, 0, 0)) ar = pygame.PixelArray(sf) # Test single value assignment val = sf.map_rgb((128, 128, 128)) ar[0:2] = val self.assertEqual(ar[0][0], val) self.assertEqual(ar[0][1], val) self.assertEqual(ar[1][0], val) self.assertEqual(ar[1][1], val) val = sf.map_rgb((0, 255, 255)) ar[-3:-1] = val self.assertEqual(ar[3][0], val) self.assertEqual(ar[-2][1], val) val = sf.map_rgb((255, 255, 255)) ar[-3:] = (255, 255, 255) self.assertEqual(ar[4][0], val) self.assertEqual(ar[-1][1], val) # Test array size mismatch. # Changed in ver. 1.9.2 # (was "Test list assignment, this is a vertical assignment.") val = sf.map_rgb((0, 255, 0)) self.assertRaises(ValueError, ar.__setitem__, slice(2, 4), [val] * 8) # And the horizontal assignment. val = sf.map_rgb((255, 0, 0)) val2 = sf.map_rgb((128, 0, 255)) ar[0:2] = [val, val2] self.assertEqual(ar[0][0], val) self.assertEqual(ar[1][0], val2) self.assertEqual(ar[0][1], val) self.assertEqual(ar[1][1], val2) self.assertEqual(ar[0][4], val) self.assertEqual(ar[1][4], val2) self.assertEqual(ar[0][5], val) self.assertEqual(ar[1][5], val2) # Test pixelarray assignment. ar[:] = (0, 0, 0) sf2 = pygame.Surface((6, 8), 0, bpp) sf2.fill((255, 0, 255)) val = sf.map_rgb((255, 0, 255)) ar2 = pygame.PixelArray(sf2) ar[:] = ar2[:] self.assertEqual(ar[0][0], val) self.assertEqual(ar[5][7], val) # Ensure p1 ... pn are freed for array[...] = [p1, ..., pn] # Bug fix: reference counting. if hasattr(sys, "getrefcount"): class Int(int): """Unique int instances""" pass sf = pygame.Surface((5, 2), 0, 32) ar = pygame.PixelArray(sf) pixel_list = [Int(i) for i in range(ar.shape[0])] refcnts_before = [sys.getrefcount(i) for i in pixel_list] ar[...] = pixel_list refcnts_after = [sys.getrefcount(i) for i in pixel_list] gc.collect() self.assertEqual(refcnts_after, refcnts_before) def test_subscript(self): # By default we do not need to work with any special __***__ # methods as map subscripts are the first looked up by the # object system. for bpp in (8, 16, 24, 32): sf = pygame.Surface((6, 8), 0, bpp) sf.set_at((1, 3), (0, 255, 0)) sf.set_at((0, 0), (0, 255, 0)) sf.set_at((4, 4), (0, 255, 0)) val = sf.map_rgb((0, 255, 0)) ar = pygame.PixelArray(sf) # Test single value requests. self.assertEqual(ar[1, 3], val) self.assertEqual(ar[0, 0], val) self.assertEqual(ar[4, 4], val) self.assertEqual(ar[1][3], val) self.assertEqual(ar[0][0], val) self.assertEqual(ar[4][4], val) # Test ellipse working. self.assertEqual(len(ar[..., ...]), 6) self.assertEqual(len(ar[1, ...]), 8) self.assertEqual(len(ar[..., 3]), 6) # Test simple slicing self.assertEqual(len(ar[:, :]), 6) self.assertEqual( len( ar[ :, ] ), 6, ) self.assertEqual(len(ar[1, :]), 8) self.assertEqual(len(ar[:, 2]), 6) # Empty slices self.assertEqual( ar[ 4:4, ], None, ) self.assertEqual(ar[4:4, ...], None) self.assertEqual(ar[4:4, 2:2], None) self.assertEqual(ar[4:4, 1:4], None) self.assertEqual( ar[ 4:4:2, ], None, ) self.assertEqual( ar[ 4:4:-2, ], None, ) self.assertEqual(ar[4:4:1, ...], None) self.assertEqual(ar[4:4:-1, ...], None) self.assertEqual(ar[4:4:1, 2:2], None) self.assertEqual(ar[4:4:-1, 1:4], None) self.assertEqual(ar[..., 4:4], None) self.assertEqual(ar[1:4, 4:4], None) self.assertEqual(ar[..., 4:4:1], None) self.assertEqual(ar[..., 4:4:-1], None) self.assertEqual(ar[2:2, 4:4:1], None) self.assertEqual(ar[1:4, 4:4:-1], None) # Test advanced slicing ar[0] = 0 ar[1] = 1 ar[2] = 2 ar[3] = 3 ar[4] = 4 ar[5] = 5 # We should receive something like [0,2,4] self.assertEqual(ar[::2, 1][0], 0) self.assertEqual(ar[::2, 1][1], 2) self.assertEqual(ar[::2, 1][2], 4) # We should receive something like [2,2,2] self.assertEqual(ar[2, ::2][0], 2) self.assertEqual(ar[2, ::2][1], 2) self.assertEqual(ar[2, ::2][2], 2) # Should create a 3x3 array of [0,2,4] ar2 = ar[::2, ::2] self.assertEqual(len(ar2), 3) self.assertEqual(ar2[0][0], 0) self.assertEqual(ar2[0][1], 0) self.assertEqual(ar2[0][2], 0) self.assertEqual(ar2[2][0], 4) self.assertEqual(ar2[2][1], 4) self.assertEqual(ar2[2][2], 4) self.assertEqual(ar2[1][0], 2) self.assertEqual(ar2[2][0], 4) self.assertEqual(ar2[1][1], 2) # Should create a reversed 3x8 array over X of [1,2,3] -> [3,2,1] ar2 = ar[3:0:-1] self.assertEqual(len(ar2), 3) self.assertEqual(ar2[0][0], 3) self.assertEqual(ar2[0][1], 3) self.assertEqual(ar2[0][2], 3) self.assertEqual(ar2[0][7], 3) self.assertEqual(ar2[2][0], 1) self.assertEqual(ar2[2][1], 1) self.assertEqual(ar2[2][2], 1) self.assertEqual(ar2[2][7], 1) self.assertEqual(ar2[1][0], 2) self.assertEqual(ar2[1][1], 2) # Should completely reverse the array over X -> [5,4,3,2,1,0] ar2 = ar[::-1] self.assertEqual(len(ar2), 6) self.assertEqual(ar2[0][0], 5) self.assertEqual(ar2[0][1], 5) self.assertEqual(ar2[0][3], 5) self.assertEqual(ar2[0][-1], 5) self.assertEqual(ar2[1][0], 4) self.assertEqual(ar2[1][1], 4) self.assertEqual(ar2[1][3], 4) self.assertEqual(ar2[1][-1], 4) self.assertEqual(ar2[-1][-1], 0) self.assertEqual(ar2[-2][-2], 1) self.assertEqual(ar2[-3][-1], 2) # Test advanced slicing ar[:] = 0 ar2 = ar[:, 1] ar2[:] = [99] * len(ar2) self.assertEqual(ar2[0], 99) self.assertEqual(ar2[-1], 99) self.assertEqual(ar2[-2], 99) self.assertEqual(ar2[2], 99) self.assertEqual(ar[0, 1], 99) self.assertEqual(ar[1, 1], 99) self.assertEqual(ar[2, 1], 99) self.assertEqual(ar[-1, 1], 99) self.assertEqual(ar[-2, 1], 99) # Cases where a 2d array should have a dimension of length 1. ar2 = ar[1:2, :] self.assertEqual(ar2.shape, (1, ar.shape[1])) ar2 = ar[:, 1:2] self.assertEqual(ar2.shape, (ar.shape[0], 1)) sf2 = pygame.Surface((1, 5), 0, 32) ar2 = pygame.PixelArray(sf2) self.assertEqual(ar2.shape, sf2.get_size()) sf2 = pygame.Surface((7, 1), 0, 32) ar2 = pygame.PixelArray(sf2) self.assertEqual(ar2.shape, sf2.get_size()) # Array has a single ellipsis subscript: the identity operator ar2 = ar[...] self.assertTrue(ar2 is ar) # Ensure x and y are freed for p = array[x, y] # Bug fix: reference counting if hasattr(sys, "getrefcount"): class Int(int): """Unique int instances""" pass sf = pygame.Surface((2, 2), 0, 32) ar = pygame.PixelArray(sf) x, y = Int(0), Int(1) rx_before, ry_before = sys.getrefcount(x), sys.getrefcount(y) p = ar[x, y] rx_after, ry_after = sys.getrefcount(x), sys.getrefcount(y) self.assertEqual(rx_after, rx_before) self.assertEqual(ry_after, ry_before) def test_ass_subscript(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((6, 8), 0, bpp) sf.fill((255, 255, 255)) ar = pygame.PixelArray(sf) # Test ellipse working ar[..., ...] = (0, 0, 0) self.assertEqual(ar[0, 0], 0) self.assertEqual(ar[1, 0], 0) self.assertEqual(ar[-1, -1], 0) ar[ ..., ] = (0, 0, 255) self.assertEqual(ar[0, 0], sf.map_rgb((0, 0, 255))) self.assertEqual(ar[1, 0], sf.map_rgb((0, 0, 255))) self.assertEqual(ar[-1, -1], sf.map_rgb((0, 0, 255))) ar[:, ...] = (255, 0, 0) self.assertEqual(ar[0, 0], sf.map_rgb((255, 0, 0))) self.assertEqual(ar[1, 0], sf.map_rgb((255, 0, 0))) self.assertEqual(ar[-1, -1], sf.map_rgb((255, 0, 0))) ar[...] = (0, 255, 0) self.assertEqual(ar[0, 0], sf.map_rgb((0, 255, 0))) self.assertEqual(ar[1, 0], sf.map_rgb((0, 255, 0))) self.assertEqual(ar[-1, -1], sf.map_rgb((0, 255, 0))) # Ensure x and y are freed for array[x, y] = p # Bug fix: reference counting if hasattr(sys, "getrefcount"): class Int(int): """Unique int instances""" pass sf = pygame.Surface((2, 2), 0, 32) ar = pygame.PixelArray(sf) x, y = Int(0), Int(1) rx_before, ry_before = sys.getrefcount(x), sys.getrefcount(y) ar[x, y] = 0 rx_after, ry_after = sys.getrefcount(x), sys.getrefcount(y) self.assertEqual(rx_after, rx_before) self.assertEqual(ry_after, ry_before) def test_pixels_field(self): for bpp in [1, 2, 3, 4]: sf = pygame.Surface((11, 7), 0, bpp * 8) ar = pygame.PixelArray(sf) ar2 = ar[1:, :] self.assertEqual(ar2._pixels_address - ar._pixels_address, ar.itemsize) ar2 = ar[:, 1:] self.assertEqual(ar2._pixels_address - ar._pixels_address, ar.strides[1]) ar2 = ar[::-1, :] self.assertEqual( ar2._pixels_address - ar._pixels_address, (ar.shape[0] - 1) * ar.itemsize, ) ar2 = ar[::-2, :] self.assertEqual( ar2._pixels_address - ar._pixels_address, (ar.shape[0] - 1) * ar.itemsize, ) ar2 = ar[:, ::-1] self.assertEqual( ar2._pixels_address - ar._pixels_address, (ar.shape[1] - 1) * ar.strides[1], ) ar3 = ar2[::-1, :] self.assertEqual( ar3._pixels_address - ar._pixels_address, (ar.shape[0] - 1) * ar.strides[0] + (ar.shape[1] - 1) * ar.strides[1], ) ar2 = ar[:, ::-2] self.assertEqual( ar2._pixels_address - ar._pixels_address, (ar.shape[1] - 1) * ar.strides[1], ) ar2 = ar[2::, 3::] self.assertEqual( ar2._pixels_address - ar._pixels_address, ar.strides[0] * 2 + ar.strides[1] * 3, ) ar2 = ar[2::2, 3::4] self.assertEqual( ar2._pixels_address - ar._pixels_address, ar.strides[0] * 2 + ar.strides[1] * 3, ) ar2 = ar[9:2:-1, :] self.assertEqual( ar2._pixels_address - ar._pixels_address, ar.strides[0] * 9 ) ar2 = ar[:, 5:2:-1] self.assertEqual( ar2._pixels_address - ar._pixels_address, ar.strides[1] * 5 ) ##? ar2 = ar[:,9:2:-1] def test_make_surface(self): bg_color = pygame.Color(255, 255, 255) fg_color = pygame.Color(128, 100, 0) for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 20), 0, bpp) bg_color_adj = sf.unmap_rgb(sf.map_rgb(bg_color)) fg_color_adj = sf.unmap_rgb(sf.map_rgb(fg_color)) sf.fill(bg_color_adj) sf.fill(fg_color_adj, (2, 5, 4, 11)) ar = pygame.PixelArray(sf) newsf = ar[::2, ::2].make_surface() rect = newsf.get_rect() self.assertEqual(rect.width, 5) self.assertEqual(rect.height, 10) for p in [ (0, 2), (0, 3), (1, 2), (2, 2), (3, 2), (3, 3), (0, 7), (0, 8), (1, 8), (2, 8), (3, 8), (3, 7), ]: self.assertEqual(newsf.get_at(p), bg_color_adj) for p in [(1, 3), (2, 3), (1, 5), (2, 5), (1, 7), (2, 7)]: self.assertEqual(newsf.get_at(p), fg_color_adj) # Bug when array width is not a multiple of the slice step. w = 17 lst = list(range(w)) w_slice = len(lst[::2]) h = 3 sf = pygame.Surface((w, h), 0, 32) ar = pygame.PixelArray(sf) ar2 = ar[::2, :] sf2 = ar2.make_surface() w2, h2 = sf2.get_size() self.assertEqual(w2, w_slice) self.assertEqual(h2, h) # Bug when array height is not a multiple of the slice step. # This can hang the Python interpreter. h = 17 lst = list(range(h)) h_slice = len(lst[::2]) w = 3 sf = pygame.Surface((w, h), 0, 32) ar = pygame.PixelArray(sf) ar2 = ar[:, ::2] sf2 = ar2.make_surface() # Hangs here. w2, h2 = sf2.get_size() self.assertEqual(w2, w) self.assertEqual(h2, h_slice) def test_make_surface__subclassed_surface(self): """Ensure make_surface can handle subclassed surfaces.""" expected_size = (3, 5) expected_flags = 0 expected_depth = 32 original_surface = SurfaceSubclass( expected_size, expected_flags, expected_depth ) pixelarray = pygame.PixelArray(original_surface) surface = pixelarray.make_surface() self.assertIsNot(surface, original_surface) self.assertIsInstance(surface, pygame.Surface) self.assertNotIsInstance(surface, SurfaceSubclass) self.assertEqual(surface.get_size(), expected_size) self.assertEqual(surface.get_flags(), expected_flags) self.assertEqual(surface.get_bitsize(), expected_depth) def test_iter(self): for bpp in (8, 16, 24, 32): sf = pygame.Surface((5, 10), 0, bpp) ar = pygame.PixelArray(sf) iterations = 0 for col in ar: self.assertEqual(len(col), 10) iterations += 1 self.assertEqual(iterations, 5) def test_replace(self): # print "replace start" for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 10), 0, bpp) sf.fill((255, 0, 0)) rval = sf.map_rgb((0, 0, 255)) oval = sf.map_rgb((255, 0, 0)) ar = pygame.PixelArray(sf) ar[::2].replace((255, 0, 0), (0, 0, 255)) self.assertEqual(ar[0][0], rval) self.assertEqual(ar[1][0], oval) self.assertEqual(ar[2][3], rval) self.assertEqual(ar[3][6], oval) self.assertEqual(ar[8][9], rval) self.assertEqual(ar[9][9], oval) ar[::2].replace((0, 0, 255), (255, 0, 0), weights=(10, 20, 50)) self.assertEqual(ar[0][0], oval) self.assertEqual(ar[2][3], oval) self.assertEqual(ar[3][6], oval) self.assertEqual(ar[8][9], oval) self.assertEqual(ar[9][9], oval) # print "replace end" def test_extract(self): # print "extract start" for bpp in (8, 16, 24, 32): sf = pygame.Surface((10, 10), 0, bpp) sf.fill((0, 0, 255)) sf.fill((255, 0, 0), (2, 2, 6, 6)) white = sf.map_rgb((255, 255, 255)) black = sf.map_rgb((0, 0, 0)) ar = pygame.PixelArray(sf) newar = ar.extract((255, 0, 0)) self.assertEqual(newar[0][0], black) self.assertEqual(newar[1][0], black) self.assertEqual(newar[2][3], white) self.assertEqual(newar[3][6], white) self.assertEqual(newar[8][9], black) self.assertEqual(newar[9][9], black) newar = ar.extract((255, 0, 0), weights=(10, 0.1, 50)) self.assertEqual(newar[0][0], black) self.assertEqual(newar[1][0], black) self.assertEqual(newar[2][3], white) self.assertEqual(newar[3][6], white) self.assertEqual(newar[8][9], black) self.assertEqual(newar[9][9], black) # print "extract end" def test_2dslice_assignment(self): w = 2 * 5 * 8 h = 3 * 5 * 9 sf = pygame.Surface((w, h), 0, 32) ar = pygame.PixelArray(sf) size = (w, h) strides = (1, w) offset = 0 self._test_assignment(sf, ar, size, strides, offset) xslice = slice(None, None, 2) yslice = slice(None, None, 3) ar, size, strides, offset = self._array_slice( ar, size, (xslice, yslice), strides, offset ) self._test_assignment(sf, ar, size, strides, offset) xslice = slice(5, None, 5) yslice = slice(5, None, 5) ar, size, strides, offset = self._array_slice( ar, size, (xslice, yslice), strides, offset ) self._test_assignment(sf, ar, size, strides, offset) def _test_assignment(self, sf, ar, ar_size, ar_strides, ar_offset): self.assertEqual(ar.shape, ar_size) ar_w, ar_h = ar_size ar_xstride, ar_ystride = ar_strides sf_w, sf_h = sf.get_size() black = pygame.Color("black") color = pygame.Color(0, 0, 12) pxcolor = sf.map_rgb(color) sf.fill(black) for ar_x, ar_y in [ (0, 0), (0, ar_h - 4), (ar_w - 3, 0), (0, ar_h - 1), (ar_w - 1, 0), (ar_w - 1, ar_h - 1), ]: sf_offset = ar_offset + ar_x * ar_xstride + ar_y * ar_ystride sf_y = sf_offset // sf_w sf_x = sf_offset - sf_y * sf_w sf_posn = (sf_x, sf_y) sf_pix = sf.get_at(sf_posn) self.assertEqual( sf_pix, black, "at pixarr posn (%i, %i) (surf posn (%i, %i)): " "%s != %s" % (ar_x, ar_y, sf_x, sf_y, sf_pix, black), ) ar[ar_x, ar_y] = pxcolor sf_pix = sf.get_at(sf_posn) self.assertEqual( sf_pix, color, "at pixarr posn (%i, %i) (surf posn (%i, %i)): " "%s != %s" % (ar_x, ar_y, sf_x, sf_y, sf_pix, color), ) def _array_slice(self, ar, size, slices, strides, offset): ar = ar[slices] xslice, yslice = slices w, h = size xstart, xstop, xstep = xslice.indices(w) ystart, ystop, ystep = yslice.indices(h) w = (xstop - xstart + xstep - 1) // xstep h = (ystop - ystart + ystep - 1) // ystep xstride, ystride = strides offset += xstart * xstride + ystart * ystride xstride *= xstep ystride *= ystep return ar, (w, h), (xstride, ystride), offset def test_array_properties(self): # itemsize, ndim, shape, and strides. for bpp in [1, 2, 3, 4]: sf = pygame.Surface((2, 2), 0, bpp * 8) ar = pygame.PixelArray(sf) self.assertEqual(ar.itemsize, bpp) for shape in [(4, 16), (5, 13)]: w, h = shape sf = pygame.Surface(shape, 0, 32) bpp = sf.get_bytesize() pitch = sf.get_pitch() ar = pygame.PixelArray(sf) self.assertEqual(ar.ndim, 2) self.assertEqual(ar.shape, shape) self.assertEqual(ar.strides, (bpp, pitch)) ar2 = ar[::2, :] w2 = len(([0] * w)[::2]) self.assertEqual(ar2.ndim, 2) self.assertEqual(ar2.shape, (w2, h)) self.assertEqual(ar2.strides, (2 * bpp, pitch)) ar2 = ar[:, ::2] h2 = len(([0] * h)[::2]) self.assertEqual(ar2.ndim, 2) self.assertEqual(ar2.shape, (w, h2)) self.assertEqual(ar2.strides, (bpp, 2 * pitch)) ar2 = ar[1] self.assertEqual(ar2.ndim, 1) self.assertEqual(ar2.shape, (h,)) self.assertEqual(ar2.strides, (pitch,)) ar2 = ar[:, 1] self.assertEqual(ar2.ndim, 1) self.assertEqual(ar2.shape, (w,)) self.assertEqual(ar2.strides, (bpp,)) def test_self_assign(self): # This differs from NumPy arrays. w = 10 max_x = w - 1 h = 20 max_y = h - 1 for bpp in [1, 2, 3, 4]: sf = pygame.Surface((w, h), 0, bpp * 8) ar = pygame.PixelArray(sf) for i in range(w * h): ar[i % w, i // w] = i ar[:, :] = ar[::-1, :] for i in range(w * h): self.assertEqual(ar[max_x - i % w, i // w], i) ar = pygame.PixelArray(sf) for i in range(w * h): ar[i % w, i // w] = i ar[:, :] = ar[:, ::-1] for i in range(w * h): self.assertEqual(ar[i % w, max_y - i // w], i) ar = pygame.PixelArray(sf) for i in range(w * h): ar[i % w, i // w] = i ar[:, :] = ar[::-1, ::-1] for i in range(w * h): self.assertEqual(ar[max_x - i % w, max_y - i // w], i) def test_color_value(self): # Confirm that a PixelArray slice assignment distinguishes between # pygame.Color and tuple objects as single (r, g, b[, a]) colors # and other sequences as sequences of colors to be treated as # slices. sf = pygame.Surface((5, 5), 0, 32) ar = pygame.PixelArray(sf) index = slice(None, None, 1) ar.__setitem__(index, (1, 2, 3)) self.assertEqual(ar[0, 0], sf.map_rgb((1, 2, 3))) ar.__setitem__(index, pygame.Color(10, 11, 12)) self.assertEqual(ar[0, 0], sf.map_rgb((10, 11, 12))) self.assertRaises(ValueError, ar.__setitem__, index, (1, 2, 3, 4, 5)) self.assertRaises(ValueError, ar.__setitem__, (index, index), (1, 2, 3, 4, 5)) self.assertRaises(ValueError, ar.__setitem__, index, [1, 2, 3]) self.assertRaises(ValueError, ar.__setitem__, (index, index), [1, 2, 3]) sf = pygame.Surface((3, 3), 0, 32) ar = pygame.PixelArray(sf) ar[:] = (20, 30, 40) self.assertEqual(ar[0, 0], sf.map_rgb((20, 30, 40))) ar[:] = [20, 30, 40] self.assertEqual(ar[0, 0], 20) self.assertEqual(ar[1, 0], 30) self.assertEqual(ar[2, 0], 40) def test_transpose(self): # PixelArray.transpose(): swap axis on a 2D array, add a length # 1 x axis to a 1D array. sf = pygame.Surface((3, 7), 0, 32) ar = pygame.PixelArray(sf) w, h = ar.shape dx, dy = ar.strides for i in range(w * h): x = i % w y = i // w ar[x, y] = i ar_t = ar.transpose() self.assertEqual(ar_t.shape, (h, w)) self.assertEqual(ar_t.strides, (dy, dx)) for i in range(w * h): x = i % w y = i // w self.assertEqual(ar_t[y, x], ar[x, y]) ar1D = ar[0] ar2D = ar1D.transpose() self.assertEqual(ar2D.shape, (1, h)) for y in range(h): self.assertEqual(ar1D[y], ar2D[0, y]) ar1D = ar[:, 0] ar2D = ar1D.transpose() self.assertEqual(ar2D.shape, (1, w)) for x in range(2): self.assertEqual(ar1D[x], ar2D[0, x]) def test_length_1_dimension_broadcast(self): w = 5 sf = pygame.Surface((w, w), 0, 32) ar = pygame.PixelArray(sf) # y-axis broadcast. sf_x = pygame.Surface((w, 1), 0, 32) ar_x = pygame.PixelArray(sf_x) for i in range(w): ar_x[i, 0] = (w + 1) * 10 ar[...] = ar_x for y in range(w): for x in range(w): self.assertEqual(ar[x, y], ar_x[x, 0]) # x-axis broadcast. ar[...] = 0 sf_y = pygame.Surface((1, w), 0, 32) ar_y = pygame.PixelArray(sf_y) for i in range(w): ar_y[0, i] = (w + 1) * 10 ar[...] = ar_y for x in range(w): for y in range(w): self.assertEqual(ar[x, y], ar_y[0, y]) # (1, 1) array broadcast. ar[...] = 0 sf_1px = pygame.Surface((1, 1), 0, 32) ar_1px = pygame.PixelArray(sf_1px) ar_1px[0, 0] = 42 # Well it had to show up somewhere. ar[...] = ar_1px for y in range(w): for x in range(w): self.assertEqual(ar[x, y], 42) def test_assign_size_mismatch(self): sf = pygame.Surface((7, 11), 0, 32) ar = pygame.PixelArray(sf) self.assertRaises(ValueError, ar.__setitem__, Ellipsis, ar[:, 0:2]) self.assertRaises(ValueError, ar.__setitem__, Ellipsis, ar[0:2, :]) def test_repr(self): # Python 3.x bug: the tp_repr slot function returned NULL instead # of a Unicode string, triggering an exception. sf = pygame.Surface((3, 1), pygame.SRCALPHA, 16) ar = pygame.PixelArray(sf) ar[...] = 42 pixel = sf.get_at_mapped((0, 0)) self.assertEqual(repr(ar), type(ar).__name__ + "([\n [42, 42, 42]]\n)") @unittest.skipIf(IS_PYPY, "pypy having issues") class PixelArrayArrayInterfaceTest(unittest.TestCase, TestMixin): @unittest.skipIf(IS_PYPY, "skipping for PyPy (why?)") def test_basic(self): # Check unchanging fields. sf = pygame.Surface((2, 2), 0, 32) ar = pygame.PixelArray(sf) ai = arrinter.ArrayInterface(ar) self.assertEqual(ai.two, 2) self.assertEqual(ai.typekind, "u") self.assertEqual(ai.nd, 2) self.assertEqual(ai.data, ar._pixels_address) @unittest.skipIf(IS_PYPY, "skipping for PyPy (why?)") def test_shape(self): for shape in [[4, 16], [5, 13]]: w, h = shape sf = pygame.Surface(shape, 0, 32) ar = pygame.PixelArray(sf) ai = arrinter.ArrayInterface(ar) ai_shape = [ai.shape[i] for i in range(ai.nd)] self.assertEqual(ai_shape, shape) ar2 = ar[::2, :] ai2 = arrinter.ArrayInterface(ar2) w2 = len(([0] * w)[::2]) ai_shape = [ai2.shape[i] for i in range(ai2.nd)] self.assertEqual(ai_shape, [w2, h]) ar2 = ar[:, ::2] ai2 = arrinter.ArrayInterface(ar2) h2 = len(([0] * h)[::2]) ai_shape = [ai2.shape[i] for i in range(ai2.nd)] self.assertEqual(ai_shape, [w, h2]) @unittest.skipIf(IS_PYPY, "skipping for PyPy (why?)") def test_itemsize(self): for bytes_per_pixel in range(1, 5): bits_per_pixel = 8 * bytes_per_pixel sf = pygame.Surface((2, 2), 0, bits_per_pixel) ar = pygame.PixelArray(sf) ai = arrinter.ArrayInterface(ar) self.assertEqual(ai.itemsize, bytes_per_pixel) @unittest.skipIf(IS_PYPY, "skipping for PyPy (why?)") def test_flags(self): aim = arrinter common_flags = aim.PAI_NOTSWAPPED | aim.PAI_WRITEABLE | aim.PAI_ALIGNED s = pygame.Surface((10, 2), 0, 32) ar = pygame.PixelArray(s) ai = aim.ArrayInterface(ar) self.assertEqual(ai.flags, common_flags | aim.PAI_FORTRAN) ar2 = ar[::2, :] ai = aim.ArrayInterface(ar2) self.assertEqual(ai.flags, common_flags) s = pygame.Surface((8, 2), 0, 24) ar = pygame.PixelArray(s) ai = aim.ArrayInterface(ar) self.assertEqual(ai.flags, common_flags | aim.PAI_FORTRAN) s = pygame.Surface((7, 2), 0, 24) ar = pygame.PixelArray(s) ai = aim.ArrayInterface(ar) self.assertEqual(ai.flags, common_flags) def test_slicing(self): # This will implicitly test data and strides fields. # # Need an 8 bit test surfaces because pixelcopy.make_surface # returns an 8 bit surface for a 2d array. factors = [7, 3, 11] w = reduce(operator.mul, factors, 1) h = 13 sf = pygame.Surface((w, h), 0, 8) color = sf.map_rgb((1, 17, 128)) ar = pygame.PixelArray(sf) for f in factors[:-1]: w = w // f sf.fill((0, 0, 0)) ar = ar[f : f + w, :] ar[0][0] = color ar[-1][-2] = color ar[0][-3] = color sf2 = ar.make_surface() sf3 = pygame.pixelcopy.make_surface(ar) self.assert_surfaces_equal(sf3, sf2) h = reduce(operator.mul, factors, 1) w = 13 sf = pygame.Surface((w, h), 0, 8) color = sf.map_rgb((1, 17, 128)) ar = pygame.PixelArray(sf) for f in factors[:-1]: h = h // f sf.fill((0, 0, 0)) ar = ar[:, f : f + h] ar[0][0] = color ar[-1][-2] = color ar[0][-3] = color sf2 = ar.make_surface() sf3 = pygame.pixelcopy.make_surface(ar) self.assert_surfaces_equal(sf3, sf2) w = 20 h = 10 sf = pygame.Surface((w, h), 0, 8) color = sf.map_rgb((1, 17, 128)) ar = pygame.PixelArray(sf) for slices in [ (slice(w), slice(h)), (slice(0, w, 2), slice(h)), (slice(0, w, 3), slice(h)), (slice(w), slice(0, h, 2)), (slice(w), slice(0, h, 3)), (slice(0, w, 2), slice(0, h, 2)), (slice(0, w, 3), slice(0, h, 3)), ]: sf.fill((0, 0, 0)) ar2 = ar[slices] ar2[0][0] = color ar2[-1][-2] = color ar2[0][-3] = color sf2 = ar2.make_surface() sf3 = pygame.pixelcopy.make_surface(ar2) self.assert_surfaces_equal(sf3, sf2) @unittest.skipIf(not pygame.HAVE_NEWBUF, "newbuf not implemented") @unittest.skipIf(IS_PYPY, "pypy having issues") class PixelArrayNewBufferTest(unittest.TestCase, TestMixin): if pygame.HAVE_NEWBUF: from pygame.tests.test_utils import buftools bitsize_to_format = {8: "B", 16: "=H", 24: "3x", 32: "=I"} def test_newbuf_2D(self): buftools = self.buftools Importer = buftools.Importer for bit_size in [8, 16, 24, 32]: s = pygame.Surface((10, 2), 0, bit_size) ar = pygame.PixelArray(s) format = self.bitsize_to_format[bit_size] itemsize = ar.itemsize shape = ar.shape w, h = shape strides = ar.strides length = w * h * itemsize imp = Importer(ar, buftools.PyBUF_FULL) self.assertTrue(imp.obj, ar) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 2) self.assertEqual(imp.itemsize, itemsize) self.assertEqual(imp.format, format) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertTrue(imp.suboffsets is None) self.assertEqual(imp.buf, s._pixels_address) s = pygame.Surface((8, 16), 0, 32) ar = pygame.PixelArray(s) format = self.bitsize_to_format[s.get_bitsize()] itemsize = ar.itemsize shape = ar.shape w, h = shape strides = ar.strides length = w * h * itemsize imp = Importer(ar, buftools.PyBUF_SIMPLE) self.assertTrue(imp.obj, ar) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 0) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertTrue(imp.shape is None) self.assertTrue(imp.strides is None) self.assertTrue(imp.suboffsets is None) self.assertEqual(imp.buf, s._pixels_address) imp = Importer(ar, buftools.PyBUF_FORMAT) self.assertEqual(imp.ndim, 0) self.assertEqual(imp.format, format) imp = Importer(ar, buftools.PyBUF_WRITABLE) self.assertEqual(imp.ndim, 0) self.assertTrue(imp.format is None) imp = Importer(ar, buftools.PyBUF_F_CONTIGUOUS) self.assertEqual(imp.ndim, 2) self.assertTrue(imp.format is None) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) imp = Importer(ar, buftools.PyBUF_ANY_CONTIGUOUS) self.assertEqual(imp.ndim, 2) self.assertTrue(imp.format is None) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_C_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_ND) ar_sliced = ar[:, ::2] format = self.bitsize_to_format[s.get_bitsize()] itemsize = ar_sliced.itemsize shape = ar_sliced.shape w, h = shape strides = ar_sliced.strides length = w * h * itemsize imp = Importer(ar_sliced, buftools.PyBUF_STRIDED) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 2) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertEqual(imp.buf, s._pixels_address) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_SIMPLE) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_ND) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_C_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_F_CONTIGUOUS) self.assertRaises( BufferError, Importer, ar_sliced, buftools.PyBUF_ANY_CONTIGUOUS ) ar_sliced = ar[::2, :] format = self.bitsize_to_format[s.get_bitsize()] itemsize = ar_sliced.itemsize shape = ar_sliced.shape w, h = shape strides = ar_sliced.strides length = w * h * itemsize imp = Importer(ar_sliced, buftools.PyBUF_STRIDED) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 2) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertEqual(imp.buf, s._pixels_address) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_SIMPLE) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_ND) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_C_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar_sliced, buftools.PyBUF_F_CONTIGUOUS) self.assertRaises( BufferError, Importer, ar_sliced, buftools.PyBUF_ANY_CONTIGUOUS ) s2 = s.subsurface((2, 3, 5, 7)) ar = pygame.PixelArray(s2) format = self.bitsize_to_format[s.get_bitsize()] itemsize = ar.itemsize shape = ar.shape w, h = shape strides = ar.strides length = w * h * itemsize imp = Importer(ar, buftools.PyBUF_STRIDES) self.assertTrue(imp.obj, ar) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 2) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertTrue(imp.suboffsets is None) self.assertEqual(imp.buf, s2._pixels_address) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_SIMPLE) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_FORMAT) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_WRITABLE) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_ND) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_C_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_F_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_ANY_CONTIGUOUS) def test_newbuf_1D(self): buftools = self.buftools Importer = buftools.Importer s = pygame.Surface((2, 16), 0, 32) ar_2D = pygame.PixelArray(s) x = 0 ar = ar_2D[x] format = self.bitsize_to_format[s.get_bitsize()] itemsize = ar.itemsize shape = ar.shape h = shape[0] strides = ar.strides length = h * itemsize buf = s._pixels_address + x * itemsize imp = Importer(ar, buftools.PyBUF_STRIDES) self.assertTrue(imp.obj, ar) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 1) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertTrue(imp.suboffsets is None) self.assertEqual(imp.buf, buf) imp = Importer(ar, buftools.PyBUF_FULL) self.assertEqual(imp.ndim, 1) self.assertEqual(imp.format, format) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_SIMPLE) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_FORMAT) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_WRITABLE) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_ND) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_C_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_F_CONTIGUOUS) self.assertRaises(BufferError, Importer, ar, buftools.PyBUF_ANY_CONTIGUOUS) y = 10 ar = ar_2D[:, y] shape = ar.shape w = shape[0] strides = ar.strides length = w * itemsize buf = s._pixels_address + y * s.get_pitch() imp = Importer(ar, buftools.PyBUF_FULL) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 1) self.assertEqual(imp.itemsize, itemsize) self.assertEqual(imp.format, format) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertEqual(imp.strides, strides) self.assertEqual(imp.buf, buf) self.assertTrue(imp.suboffsets is None) imp = Importer(ar, buftools.PyBUF_SIMPLE) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 0) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertTrue(imp.shape is None) self.assertTrue(imp.strides is None) imp = Importer(ar, buftools.PyBUF_ND) self.assertEqual(imp.len, length) self.assertEqual(imp.ndim, 1) self.assertEqual(imp.itemsize, itemsize) self.assertTrue(imp.format is None) self.assertFalse(imp.readonly) self.assertEqual(imp.shape, shape) self.assertTrue(imp.strides is None) imp = Importer(ar, buftools.PyBUF_C_CONTIGUOUS) self.assertEqual(imp.ndim, 1) imp = Importer(ar, buftools.PyBUF_F_CONTIGUOUS) self.assertEqual(imp.ndim, 1) imp = Importer(ar, buftools.PyBUF_ANY_CONTIGUOUS) self.assertEqual(imp.ndim, 1) if __name__ == "__main__": unittest.main()