80 lines
2.6 KiB
Plaintext
80 lines
2.6 KiB
Plaintext
|
.. include:: common.txt
|
||
|
|
||
|
:mod:`pygame.Overlay`
|
||
|
=====================
|
||
|
|
||
|
.. currentmodule:: pygame
|
||
|
|
||
|
.. warning::
|
||
|
This module is non functional in pygame 2.0 and above, unless you have manually compiled pygame with SDL1.
|
||
|
This module will not be supported in the future.
|
||
|
|
||
|
.. class:: Overlay
|
||
|
|
||
|
| :sl:`pygame object for video overlay graphics`
|
||
|
| :sg:`Overlay(format, (width, height)) -> Overlay`
|
||
|
|
||
|
The Overlay objects provide support for accessing hardware video overlays.
|
||
|
Video overlays do not use standard ``RGB`` pixel formats, and can use
|
||
|
multiple resolutions of data to create a single image.
|
||
|
|
||
|
The Overlay objects represent lower level access to the display hardware. To
|
||
|
use the object you must understand the technical details of video overlays.
|
||
|
|
||
|
The Overlay format determines the type of pixel data used. Not all hardware
|
||
|
will support all types of overlay formats. Here is a list of available
|
||
|
format types:
|
||
|
|
||
|
::
|
||
|
|
||
|
YV12_OVERLAY, IYUV_OVERLAY, YUY2_OVERLAY, UYVY_OVERLAY, YVYU_OVERLAY
|
||
|
|
||
|
The width and height arguments control the size for the overlay image data.
|
||
|
The overlay image can be displayed at any size, not just the resolution of
|
||
|
the overlay.
|
||
|
|
||
|
The overlay objects are always visible, and always show above the regular
|
||
|
display contents.
|
||
|
|
||
|
.. method:: display
|
||
|
|
||
|
| :sl:`set the overlay pixel data`
|
||
|
| :sg:`display((y, u, v)) -> None`
|
||
|
| :sg:`display() -> None`
|
||
|
|
||
|
Display the YUV data in SDL's overlay planes. The y, u, and v arguments
|
||
|
are strings of binary data. The data must be in the correct format used
|
||
|
to create the Overlay.
|
||
|
|
||
|
If no argument is passed in, the Overlay will simply be redrawn with the
|
||
|
current data. This can be useful when the Overlay is not really hardware
|
||
|
accelerated.
|
||
|
|
||
|
The strings are not validated, and improperly sized strings could crash
|
||
|
the program.
|
||
|
|
||
|
.. ## Overlay.display ##
|
||
|
|
||
|
.. method:: set_location
|
||
|
|
||
|
| :sl:`control where the overlay is displayed`
|
||
|
| :sg:`set_location(rect) -> None`
|
||
|
|
||
|
Set the location for the overlay. The overlay will always be shown
|
||
|
relative to the main display Surface. This does not actually redraw the
|
||
|
overlay, it will be updated on the next call to ``Overlay.display()``.
|
||
|
|
||
|
.. ## Overlay.set_location ##
|
||
|
|
||
|
.. method:: get_hardware
|
||
|
|
||
|
| :sl:`test if the Overlay is hardware accelerated`
|
||
|
| :sg:`get_hardware(rect) -> int`
|
||
|
|
||
|
Returns a True value when the Overlay is hardware accelerated. If the
|
||
|
platform does not support acceleration, software rendering is used.
|
||
|
|
||
|
.. ## Overlay.get_hardware ##
|
||
|
|
||
|
.. ## pygame.Overlay ##
|