# pygame - Python Game Library # Copyright (C) 2000-2003 Pete Shinners # # This library is free software; you can redistribute it and/or # modify it under the terms of the GNU Library General Public # License as published by the Free Software Foundation; either # version 2 of the License, or (at your option) any later version. # # This library is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU # Library General Public License for more details. # # You should have received a copy of the GNU Library General Public # License along with this library; if not, write to the Free # Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA # # Pete Shinners # pete@shinners.org """Set of cursor resources available for use. These cursors come in a sequence of values that are needed as the arguments for pygame.mouse.set_cursor(). To dereference the sequence in place and create the cursor in one step, call like this: pygame.mouse.set_cursor(*pygame.cursors.arrow). Here is a list of available cursors: arrow, diamond, ball, broken_x, tri_left, tri_right There is also a sample string cursor named 'thickarrow_strings'. The compile() function can convert these string cursors into cursor byte data that can be used to create Cursor objects. Alternately, you can also create Cursor objects using surfaces or cursors constants, such as pygame.SYSTEM_CURSOR_ARROW. """ import pygame _cursor_id_table = { pygame.SYSTEM_CURSOR_ARROW: "SYSTEM_CURSOR_ARROW", pygame.SYSTEM_CURSOR_IBEAM: "SYSTEM_CURSOR_IBEAM", pygame.SYSTEM_CURSOR_WAIT: "SYSTEM_CURSOR_WAIT", pygame.SYSTEM_CURSOR_CROSSHAIR: "SYSTEM_CURSOR_CROSSHAIR", pygame.SYSTEM_CURSOR_WAITARROW: "SYSTEM_CURSOR_WAITARROW", pygame.SYSTEM_CURSOR_SIZENWSE: "SYSTEM_CURSOR_SIZENWSE", pygame.SYSTEM_CURSOR_SIZENESW: "SYSTEM_CURSOR_SIZENESW", pygame.SYSTEM_CURSOR_SIZEWE: "SYSTEM_CURSOR_SIZEWE", pygame.SYSTEM_CURSOR_SIZENS: "SYSTEM_CURSOR_SIZENS", pygame.SYSTEM_CURSOR_SIZEALL: "SYSTEM_CURSOR_SIZEALL", pygame.SYSTEM_CURSOR_NO: "SYSTEM_CURSOR_NO", pygame.SYSTEM_CURSOR_HAND: "SYSTEM_CURSOR_HAND", } class Cursor: def __init__(self, *args): """Cursor(size, hotspot, xormasks, andmasks) -> Cursor Cursor(hotspot, Surface) -> Cursor Cursor(constant) -> Cursor Cursor(Cursor) -> copies the Cursor object passed as an argument Cursor() -> Cursor pygame object for representing cursors You can initialize a cursor from a system cursor or use the constructor on an existing Cursor object, which will copy it. Providing a Surface instance will render the cursor displayed as that Surface when used. These Surfaces may use other colors than black and white.""" if len(args) == 0: self.type = "system" self.data = (pygame.SYSTEM_CURSOR_ARROW,) elif len(args) == 1 and args[0] in _cursor_id_table: self.type = "system" self.data = (args[0],) elif len(args) == 1 and isinstance(args[0], Cursor): self.type = args[0].type self.data = args[0].data elif ( len(args) == 2 and len(args[0]) == 2 and isinstance(args[1], pygame.Surface) ): self.type = "color" self.data = tuple(args) elif len(args) == 4 and len(args[0]) == 2 and len(args[1]) == 2: self.type = "bitmap" # pylint: disable=consider-using-generator # See https://github.com/pygame/pygame/pull/2509 for analysis self.data = tuple(tuple(arg) for arg in args) else: raise TypeError("Arguments must match a cursor specification") def __len__(self): return len(self.data) def __iter__(self): return iter(self.data) def __getitem__(self, index): return self.data[index] def __eq__(self, other): return isinstance(other, Cursor) and self.data == other.data def __ne__(self, other): return not self.__eq__(other) def __copy__(self): """Clone the current Cursor object. You can do the same thing by doing Cursor(Cursor).""" return self.__class__(self) copy = __copy__ def __hash__(self): return hash(tuple([self.type] + list(self.data))) def __repr__(self): if self.type == "system": id_string = _cursor_id_table.get(self.data[0], "constant lookup error") return f"" if self.type == "bitmap": size = f"size: {self.data[0]}" hotspot = f"hotspot: {self.data[1]}" return f"" if self.type == "color": hotspot = f"hotspot: {self.data[0]}" surf = repr(self.data[1]) return f"" raise TypeError("Invalid Cursor") # Python side of the set_cursor function: C side in mouse.c def set_cursor(*args): """set_cursor(pygame.cursors.Cursor OR args for a pygame.cursors.Cursor) -> None set the mouse cursor to a new cursor""" cursor = Cursor(*args) pygame.mouse._set_cursor(**{cursor.type: cursor.data}) pygame.mouse.set_cursor = set_cursor del set_cursor # cleanup namespace # Python side of the get_cursor function: C side in mouse.c def get_cursor(): """get_cursor() -> pygame.cursors.Cursor get the current mouse cursor""" return Cursor(*pygame.mouse._get_cursor()) pygame.mouse.get_cursor = get_cursor del get_cursor # cleanup namespace arrow = Cursor( (16, 16), (0, 0), ( 0x00, 0x00, 0x40, 0x00, 0x60, 0x00, 0x70, 0x00, 0x78, 0x00, 0x7C, 0x00, 0x7E, 0x00, 0x7F, 0x00, 0x7F, 0x80, 0x7C, 0x00, 0x6C, 0x00, 0x46, 0x00, 0x06, 0x00, 0x03, 0x00, 0x03, 0x00, 0x00, 0x00, ), ( 0x40, 0x00, 0xE0, 0x00, 0xF0, 0x00, 0xF8, 0x00, 0xFC, 0x00, 0xFE, 0x00, 0xFF, 0x00, 0xFF, 0x80, 0xFF, 0xC0, 0xFF, 0x80, 0xFE, 0x00, 0xEF, 0x00, 0x4F, 0x00, 0x07, 0x80, 0x07, 0x80, 0x03, 0x00, ), ) diamond = Cursor( (16, 16), (7, 7), ( 0, 0, 1, 0, 3, 128, 7, 192, 14, 224, 28, 112, 56, 56, 112, 28, 56, 56, 28, 112, 14, 224, 7, 192, 3, 128, 1, 0, 0, 0, 0, 0, ), ( 1, 0, 3, 128, 7, 192, 15, 224, 31, 240, 62, 248, 124, 124, 248, 62, 124, 124, 62, 248, 31, 240, 15, 224, 7, 192, 3, 128, 1, 0, 0, 0, ), ) ball = Cursor( (16, 16), (7, 7), ( 0, 0, 3, 192, 15, 240, 24, 248, 51, 252, 55, 252, 127, 254, 127, 254, 127, 254, 127, 254, 63, 252, 63, 252, 31, 248, 15, 240, 3, 192, 0, 0, ), ( 3, 192, 15, 240, 31, 248, 63, 252, 127, 254, 127, 254, 255, 255, 255, 255, 255, 255, 255, 255, 127, 254, 127, 254, 63, 252, 31, 248, 15, 240, 3, 192, ), ) broken_x = Cursor( (16, 16), (7, 7), ( 0, 0, 96, 6, 112, 14, 56, 28, 28, 56, 12, 48, 0, 0, 0, 0, 0, 0, 0, 0, 12, 48, 28, 56, 56, 28, 112, 14, 96, 6, 0, 0, ), ( 224, 7, 240, 15, 248, 31, 124, 62, 62, 124, 30, 120, 14, 112, 0, 0, 0, 0, 14, 112, 30, 120, 62, 124, 124, 62, 248, 31, 240, 15, 224, 7, ), ) tri_left = Cursor( (16, 16), (1, 1), ( 0, 0, 96, 0, 120, 0, 62, 0, 63, 128, 31, 224, 31, 248, 15, 254, 15, 254, 7, 128, 7, 128, 3, 128, 3, 128, 1, 128, 1, 128, 0, 0, ), ( 224, 0, 248, 0, 254, 0, 127, 128, 127, 224, 63, 248, 63, 254, 31, 255, 31, 255, 15, 254, 15, 192, 7, 192, 7, 192, 3, 192, 3, 192, 1, 128, ), ) tri_right = Cursor( (16, 16), (14, 1), ( 0, 0, 0, 6, 0, 30, 0, 124, 1, 252, 7, 248, 31, 248, 127, 240, 127, 240, 1, 224, 1, 224, 1, 192, 1, 192, 1, 128, 1, 128, 0, 0, ), ( 0, 7, 0, 31, 0, 127, 1, 254, 7, 254, 31, 252, 127, 252, 255, 248, 255, 248, 127, 240, 3, 240, 3, 224, 3, 224, 3, 192, 3, 192, 1, 128, ), ) # Here is an example string resource cursor. To use this: # curs, mask = pygame.cursors.compile_cursor(pygame.cursors.thickarrow_strings, 'X', '.') # pygame.mouse.set_cursor((24, 24), (0, 0), curs, mask) # Be warned, though, that cursors created from compiled strings do not support colors. # sized 24x24 thickarrow_strings = ( "XX ", "XXX ", "XXXX ", "XX.XX ", "XX..XX ", "XX...XX ", "XX....XX ", "XX.....XX ", "XX......XX ", "XX.......XX ", "XX........XX ", "XX........XXX ", "XX......XXXXX ", "XX.XXX..XX ", "XXXX XX..XX ", "XX XX..XX ", " XX..XX ", " XX..XX ", " XX..XX ", " XXXX ", " XX ", " ", " ", " ", ) # sized 24x16 sizer_x_strings = ( " X X ", " XX XX ", " X.X X.X ", " X..X X..X ", " X...XXXXXXXX...X ", "X................X ", " X...XXXXXXXX...X ", " X..X X..X ", " X.X X.X ", " XX XX ", " X X ", " ", " ", " ", " ", " ", ) # sized 16x24 sizer_y_strings = ( " X ", " X.X ", " X...X ", " X.....X ", " X.......X ", "XXXXX.XXXXX ", " X.X ", " X.X ", " X.X ", " X.X ", " X.X ", " X.X ", " X.X ", "XXXXX.XXXXX ", " X.......X ", " X.....X ", " X...X ", " X.X ", " X ", " ", " ", " ", " ", " ", ) # sized 24x16 sizer_xy_strings = ( "XXXXXXXX ", "X.....X ", "X....X ", "X...X ", "X..X.X ", "X.X X.X ", "XX X.X X ", "X X.X XX ", " X.XX.X ", " X...X ", " X...X ", " X....X ", " X.....X ", " XXXXXXXX ", " ", " ", ) # sized 8x16 textmarker_strings = ( "ooo ooo ", " o ", " o ", " o ", " o ", " o ", " o ", " o ", " o ", " o ", " o ", "ooo ooo ", " ", " ", " ", " ", ) def compile(strings, black="X", white=".", xor="o"): """pygame.cursors.compile(strings, black, white, xor) -> data, mask compile cursor strings into cursor data This takes a set of strings with equal length and computes the binary data for that cursor. The string widths must be divisible by 8. The black and white arguments are single letter strings that tells which characters will represent black pixels, and which characters represent white pixels. All other characters are considered clear. Some systems allow you to set a special toggle color for the system color, this is also called the xor color. If the system does not support xor cursors, that color will simply be black. This returns a tuple containing the cursor data and cursor mask data. Both these arguments are used when setting a cursor with pygame.mouse.set_cursor(). """ # first check for consistent lengths size = len(strings[0]), len(strings) if size[0] % 8 or size[1] % 8: raise ValueError(f"cursor string sizes must be divisible by 8 {size}") for s in strings[1:]: if len(s) != size[0]: raise ValueError("Cursor strings are inconsistent lengths") # create the data arrays. # this could stand a little optimizing maskdata = [] filldata = [] maskitem = fillitem = 0 step = 8 for s in strings: for c in s: maskitem = maskitem << 1 fillitem = fillitem << 1 step = step - 1 if c == black: maskitem = maskitem | 1 fillitem = fillitem | 1 elif c == white: maskitem = maskitem | 1 elif c == xor: fillitem = fillitem | 1 if not step: maskdata.append(maskitem) filldata.append(fillitem) maskitem = fillitem = 0 step = 8 return tuple(filldata), tuple(maskdata) def load_xbm(curs, mask): """pygame.cursors.load_xbm(cursorfile, maskfile) -> cursor_args reads a pair of XBM files into set_cursor arguments Arguments can either be filenames or filelike objects with the readlines method. Not largely tested, but should work with typical XBM files. """ def bitswap(num): val = 0 for x in range(8): b = num & (1 << x) != 0 val = val << 1 | b return val if hasattr(curs, "readlines"): curs = curs.readlines() else: with open(curs, encoding="ascii") as cursor_f: curs = cursor_f.readlines() if hasattr(mask, "readlines"): mask = mask.readlines() else: with open(mask, encoding="ascii") as mask_f: mask = mask_f.readlines() # avoid comments for i, line in enumerate(curs): if line.startswith("#define"): curs = curs[i:] break for i, line in enumerate(mask): if line.startswith("#define"): mask = mask[i:] break # load width,height width = int(curs[0].split()[-1]) height = int(curs[1].split()[-1]) # load hotspot position if curs[2].startswith("#define"): hotx = int(curs[2].split()[-1]) hoty = int(curs[3].split()[-1]) else: hotx = hoty = 0 info = width, height, hotx, hoty possible_starts = ("static char", "static unsigned char") for i, line in enumerate(curs): if line.startswith(possible_starts): break data = " ".join(curs[i + 1 :]).replace("};", "").replace(",", " ") cursdata = [] for x in data.split(): cursdata.append(bitswap(int(x, 16))) cursdata = tuple(cursdata) for i, line in enumerate(mask): if line.startswith(possible_starts): break data = " ".join(mask[i + 1 :]).replace("};", "").replace(",", " ") maskdata = [] for x in data.split(): maskdata.append(bitswap(int(x, 16))) maskdata = tuple(maskdata) return info[:2], info[2:], cursdata, maskdata