Traktor/myenv/Include/site/python3.12/pygame/include/_pygame.h

950 lines
30 KiB
C
Raw Normal View History

2024-05-26 05:12:46 +02:00
/*
pygame - Python Game Library
Copyright (C) 2000-2001 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
*/
#ifndef _PYGAME_H
#define _PYGAME_H
/** This header file includes all the definitions for the
** base pygame extensions. This header only requires
** Python includes (and SDL.h for functions that use SDL types).
** The reason for functions prototyped with #define's is
** to allow for maximum Python portability. It also uses
** Python as the runtime linker, which allows for late binding.
'' For more information on this style of development, read
** the Python docs on this subject.
** http://www.python.org/doc/current/ext/using-cobjects.html
**
** If using this to build your own derived extensions,
** you'll see that the functions available here are mainly
** used to help convert between python objects and SDL objects.
** Since this library doesn't add a lot of functionality to
** the SDL library, it doesn't need to offer a lot either.
**
** When initializing your extension module, you must manually
** import the modules you want to use. (this is the part about
** using python as the runtime linker). Each module has its
** own import_xxx() routine. You need to perform this import
** after you have initialized your own module, and before
** you call any routines from that module. Since every module
** in pygame does this, there are plenty of examples.
**
** The base module does include some useful conversion routines
** that you are free to use in your own extension.
**/
#include "pgplatform.h"
#include <Python.h>
/* version macros (defined since version 1.9.5) */
#define PG_MAJOR_VERSION 2
#define PG_MINOR_VERSION 5
#define PG_PATCH_VERSION 2
#define PG_VERSIONNUM(MAJOR, MINOR, PATCH) \
(1000 * (MAJOR) + 100 * (MINOR) + (PATCH))
#define PG_VERSION_ATLEAST(MAJOR, MINOR, PATCH) \
(PG_VERSIONNUM(PG_MAJOR_VERSION, PG_MINOR_VERSION, PG_PATCH_VERSION) >= \
PG_VERSIONNUM(MAJOR, MINOR, PATCH))
#include "pgcompat.h"
/* Flag indicating a pg_buffer; used for assertions within callbacks */
#ifndef NDEBUG
#define PyBUF_PYGAME 0x4000
#endif
#define PyBUF_HAS_FLAG(f, F) (((f) & (F)) == (F))
/* Array information exchange struct C type; inherits from Py_buffer
*
* Pygame uses its own Py_buffer derived C struct as an internal representation
* of an imported array buffer. The extended Py_buffer allows for a
* per-instance release callback,
*/
typedef void (*pybuffer_releaseproc)(Py_buffer *);
typedef struct pg_bufferinfo_s {
Py_buffer view;
PyObject *consumer; /* Input: Borrowed reference */
pybuffer_releaseproc release_buffer;
} pg_buffer;
#include "pgimport.h"
/*
* BASE module
*/
#ifndef PYGAMEAPI_BASE_INTERNAL
#define pgExc_SDLError ((PyObject *)PYGAMEAPI_GET_SLOT(base, 0))
#define pg_RegisterQuit \
(*(void (*)(void (*)(void)))PYGAMEAPI_GET_SLOT(base, 1))
/**
* \brief Convert number like object *obj* to C int and in *val*.
*
* \param obj The Python object to convert.
* \param val A pointer to the C integer to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
* \note This function will convert floats to integers.
*/
#define pg_IntFromObj \
(*(int (*)(PyObject *, int *))PYGAMEAPI_GET_SLOT(base, 2))
/**
* \brief Convert number like object at position *i* in sequence *obj*
* to C int and place in argument *val*.
*
* \param obj The Python object to convert.
* \param i The index of the object to convert.
* \param val A pointer to the C integer to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
* \note This function will convert floats to integers.
*/
#define pg_IntFromObjIndex \
(*(int (*)(PyObject *, int, int *))PYGAMEAPI_GET_SLOT(base, 3))
/**
* \brief Convert the two number like objects in length 2 sequence *obj* to C
* int and place in arguments *val1* and *val2*.
*
* \param obj The Python two element sequence object to convert.
* \param val A pointer to the C integer to store the result.
* \param val2 A pointer to the C integer to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
* \note This function will convert floats to integers.
*/
#define pg_TwoIntsFromObj \
(*(int (*)(PyObject *, int *, int *))PYGAMEAPI_GET_SLOT(base, 4))
/**
* \brief Convert number like object *obj* to C float and in *val*.
*
* \param obj The Python object to convert.
* \param val A pointer to the C float to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
*/
#define pg_FloatFromObj \
(*(int (*)(PyObject *, float *))PYGAMEAPI_GET_SLOT(base, 5))
/**
* \brief Convert number like object at position *i* in sequence *obj* to C
* float and place in argument *val*.
*
* \param obj The Python object to convert.
* \param i The index of the object to convert.
* \param val A pointer to the C float to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
*/
#define pg_FloatFromObjIndex \
(*(int (*)(PyObject *, int, float *))PYGAMEAPI_GET_SLOT(base, 6))
/**
* \brief Convert the two number like objects in length 2 sequence *obj* to C
* float and place in arguments *val1* and *val2*.
*
* \param obj The Python two element sequence object to convert.
* \param val A pointer to the C float to store the result.
* \param val2 A pointer to the C float to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
*/
#define pg_TwoFloatsFromObj \
(*(int (*)(PyObject *, float *, float *))PYGAMEAPI_GET_SLOT(base, 7))
/**
* \brief Convert number like object *obj* to C Uint32 and in *val*.
*
* \param obj The Python object to convert.
* \param val A pointer to the C int to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*/
#define pg_UintFromObj \
(*(int (*)(PyObject *, Uint32 *))PYGAMEAPI_GET_SLOT(base, 8))
/**
* \brief Convert number like object at position *i* in sequence *obj* to C
* Uint32 and place in argument *val*.
*
* \param obj The Python object to convert.
* \param i The index of the object to convert.
* \param val A pointer to the C int to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*/
#define pg_UintFromObjIndex \
(*(int (*)(PyObject *, int, Uint32 *))PYGAMEAPI_GET_SLOT(base, 9))
/**
* \brief Initialize all of the pygame modules.
* \returns 1 on success, 0 on failure with PyErr set.
*/
#define pg_mod_autoinit (*(int (*)(const char *))PYGAMEAPI_GET_SLOT(base, 10))
/**
* \brief Quit all of the pygame modules.
*/
#define pg_mod_autoquit (*(void (*)(const char *))PYGAMEAPI_GET_SLOT(base, 11))
/**
* \brief Convert the color represented by object *obj* into a red, green,
* blue, alpha length 4 C array *RGBA*.
*
* The object must be a length 3 or 4 sequence of numbers having values between
* 0 and 255 inclusive. For a length 3 sequence an alpha value of 255 is
* assumed.
*
* \param obj The Python object to convert.
* \param RGBA A pointer to the C array to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*/
#define pg_RGBAFromObj \
(*(int (*)(PyObject *, Uint8 *))PYGAMEAPI_GET_SLOT(base, 12))
/**
* \brief Given a Py_buffer, return a python dictionary representing the array
* interface.
*
* \param view_p A pointer to the Py_buffer to convert to a dictionary.
*
* \returns A Python dictionary representing the array interface of the object.
*/
#define pgBuffer_AsArrayInterface \
(*(PyObject * (*)(Py_buffer *)) PYGAMEAPI_GET_SLOT(base, 13))
/**
* \brief Given a Py_buffer, return a python capsule representing the array
* interface.
*
* \param view_p A pointer to the Py_buffer to convert to a capsule.
*
* \returns A Python capsule representing the array interface of the object.
*/
#define pgBuffer_AsArrayStruct \
(*(PyObject * (*)(Py_buffer *)) PYGAMEAPI_GET_SLOT(base, 14))
/**
* \brief Get a buffer object from a given Python object.
*
* \param obj The Python object to get the buffer from.
* \param pg_view_p A pointer to a pg_buffer struct to store the buffer in.
* \param flags The desired buffer access mode.
*
* \returns 0 on success, -1 on failure.
*
* \note This function attempts to get a buffer object from a given Python
* object. If the object supports the buffer protocol, it will be used to
* create the buffer. If not, it will try to get an array interface or
* dictionary representation of the object and use that to create the buffer.
* If none of these methods work, it will raise a ValueError.
*
*/
#define pgObject_GetBuffer \
(*(int (*)(PyObject *, pg_buffer *, int))PYGAMEAPI_GET_SLOT(base, 15))
/**
* \brief Release a pg_buffer object.
*
* \param pg_view_p The pg_buffer object to release.
*
* \note This function releases a pg_buffer object.
* \note some calls to this function expect this function to not clear
* previously set errors.
*/
#define pgBuffer_Release (*(void (*)(pg_buffer *))PYGAMEAPI_GET_SLOT(base, 16))
/**
* \brief Write the array interface dictionary buffer description *dict* into a
* Pygame buffer description struct *pg_view_p*.
*
* \param pg_view_p The Pygame buffer description struct to write into.
* \param dict The array interface dictionary to read from.
* \param flags The PyBUF flags describing the view type requested.
*
* \returns 0 on success, or -1 on failure.
*/
#define pgDict_AsBuffer \
(*(int (*)(pg_buffer *, PyObject *, int))PYGAMEAPI_GET_SLOT(base, 17))
#define pgExc_BufferError ((PyObject *)PYGAMEAPI_GET_SLOT(base, 18))
/**
* \brief Get the default SDL window created by a pygame.display.set_mode()
* call, or *NULL*.
*
* \return The default window, or *NULL* if no window has been created.
*/
#define pg_GetDefaultWindow \
(*(SDL_Window * (*)(void)) PYGAMEAPI_GET_SLOT(base, 19))
/**
* \brief Set the default SDL window created by a pygame.display.set_mode()
* call. The previous window, if any, is destroyed. Argument *win* may be
* *NULL*. This function is called by pygame.display.set_mode().
*
* \param win The new default window. May be NULL.
*/
#define pg_SetDefaultWindow \
(*(void (*)(SDL_Window *))PYGAMEAPI_GET_SLOT(base, 20))
/**
* \brief Return a borrowed reference to the Pygame default window display
* surface, or *NULL* if no default window is open.
*
* \return The default renderer, or *NULL* if no renderer has been created.
*/
#define pg_GetDefaultWindowSurface \
(*(pgSurfaceObject * (*)(void)) PYGAMEAPI_GET_SLOT(base, 21))
/**
* \brief Set the Pygame default window display surface. The previous
* surface, if any, is destroyed. Argument *screen* may be *NULL*. This
* function is called by pygame.display.set_mode().
*
* \param screen The new default window display surface. May be NULL.
*/
#define pg_SetDefaultWindowSurface \
(*(void (*)(pgSurfaceObject *))PYGAMEAPI_GET_SLOT(base, 22))
/**
* \returns NULL if the environment variable PYGAME_BLEND_ALPHA_SDL2 is not
* set, otherwise returns a pointer to the environment variable.
*/
#define pg_EnvShouldBlendAlphaSDL2 \
(*(char *(*)(void))PYGAMEAPI_GET_SLOT(base, 23))
/**
* \brief Convert number like object *obj* to C double and in *val*.
*
* \param obj The Python object to convert.
* \param val A pointer to the C double to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
*/
#define pg_DoubleFromObj \
(*(int (*)(PyObject *, double *))PYGAMEAPI_GET_SLOT(base, 24))
/**
* \brief Convert number like object at position *i* in sequence *obj* to C
* double and place in argument *val*.
*
* \param obj The Python object to convert.
* \param i The index of the object to convert.
* \param val A pointer to the C double to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*
* \note This function will clear any Python errors.
*/
#define pg_DoubleFromObjIndex \
(*(int (*)(PyObject *, int, double *))PYGAMEAPI_GET_SLOT(base, 25))
/**
* \brief Convert the two number like objects in length 2 sequence *obj* to C
* double and place in arguments *val1* and *val2*.
*
* \param obj The Python two element sequence object to convert.
* \param val A pointer to the C double to store the result.
* \param val2 A pointer to the C double to store the result.
* \returns 1 if the conversion was successful, 0 otherwise.
*/
#define pg_TwoDoublesFromObj \
(*(int (*)(PyObject *, double *, double *))PYGAMEAPI_GET_SLOT(base, 26))
#define import_pygame_base() IMPORT_PYGAME_MODULE(base)
#endif /* ~PYGAMEAPI_BASE_INTERNAL */
typedef struct {
/**
* \brief The SDL rect wrapped by this object.
*/
PyObject_HEAD SDL_Rect r;
/**
* \brief A list of weak references to this rect.
*/
PyObject *weakreflist;
} pgRectObject;
/**
* \brief Convert a pgRectObject to an SDL_Rect.
*
* \param obj A pgRectObject instance.
* \returns the SDL_Rect field of *obj*, a pgRect_Type instance.
*
* \note SDL_Rect pgRect_AsRect(PyObject *obj)
*/
#define pgRect_AsRect(x) (((pgRectObject *)x)->r)
#ifndef PYGAMEAPI_RECT_INTERNAL
/**
* \brief The Pygame rectangle object type pygame.Rect.
*/
#define pgRect_Type (*(PyTypeObject *)PYGAMEAPI_GET_SLOT(rect, 0))
/**
* \brief Check if *obj* is a `pygame.Rect` instance.
*
* \returns true if *obj* is a `pygame.Rect` instance
*/
#define pgRect_Check(obj) ((obj)->ob_type == &pgRect_Type)
/**
* \brief Create a new `pygame.Rect` instance.
*
* \param r A pointer to an SDL_Rect struct.
* \returns a new `pygame.Rect` object for the SDL_Rect *r*.
* Returns *NULL* on error.
*
* \note PyObject* pgRect_New(SDL_Rect *r)
*/
#define pgRect_New (*(PyObject * (*)(SDL_Rect *)) PYGAMEAPI_GET_SLOT(rect, 1))
/**
* \brief Create a new `pygame.Rect` instance from x, y, w, h.
*
* \param x The x coordinate of the rectangle.
* \param y The y coordinate of the rectangle.
* \param w The width of the rectangle.
* \param h The height of the rectangle.
* \returns a new `pygame.Rect` object. Returns *NULL* on error.
*
* \note PyObject* pgRect_New4(int x, int y, int w, int h)
*/
#define pgRect_New4 \
(*(PyObject * (*)(int, int, int, int)) PYGAMEAPI_GET_SLOT(rect, 2))
/**
* \brief Convert a Python object to a `pygame.Rect` instance.
*
* \param obj A Python object.
* A rectangle can be a length 4 sequence integers (x, y, w, h), or a length 2
* sequence of position (x, y) and size (w, h), or a length 1 tuple containing
* a rectangle representation, or have a method *rect* that returns a
* rectangle.
*
* \param temp A pointer to an SDL_Rect struct to store the result in.
* \returns a pointer to the SDL_Rect field of the `pygame.Rect` instance
* *obj*. Returns *NULL* on error.
*
* \note This function will clear any Python errors.
* \note SDL_Rect* pgRect_FromObject(PyObject *obj, SDL_Rect *temp)
*/
#define pgRect_FromObject \
(*(SDL_Rect * (*)(PyObject *, SDL_Rect *)) PYGAMEAPI_GET_SLOT(rect, 3))
/**
* \brief Normalize a `pygame.Rect` instance. A rect with a negative size
* (negative width and/or height) will be adjusted to have a positive size.
*
* \param rect A pointer to a `pygame.Rect` instance.
* \returns *rect* normalized with positive values only.
*
* \note void pgRect_Normalize(SDL_Rect *rect)
*/
#define pgRect_Normalize (*(void (*)(SDL_Rect *))PYGAMEAPI_GET_SLOT(rect, 4))
#define import_pygame_rect() IMPORT_PYGAME_MODULE(rect)
#endif /* ~PYGAMEAPI_RECT_INTERNAL */
/*
* JOYSTICK module
*/
typedef struct pgJoystickObject {
PyObject_HEAD int id;
SDL_Joystick *joy;
/* Joysticks form an intrusive linked list.
*
* Note that we don't maintain refcounts for these so they are weakrefs
* from the Python side.
*/
struct pgJoystickObject *next;
struct pgJoystickObject *prev;
} pgJoystickObject;
#define pgJoystick_AsID(x) (((pgJoystickObject *)x)->id)
#define pgJoystick_AsSDL(x) (((pgJoystickObject *)x)->joy)
#ifndef PYGAMEAPI_JOYSTICK_INTERNAL
#define pgJoystick_Type (*(PyTypeObject *)PYGAMEAPI_GET_SLOT(joystick, 0))
#define pgJoystick_Check(x) ((x)->ob_type == &pgJoystick_Type)
#define pgJoystick_New (*(PyObject * (*)(int)) PYGAMEAPI_GET_SLOT(joystick, 1))
#define import_pygame_joystick() IMPORT_PYGAME_MODULE(joystick)
#endif
/*
* DISPLAY module
*/
typedef struct {
Uint32 hw_available : 1;
Uint32 wm_available : 1;
Uint32 blit_hw : 1;
Uint32 blit_hw_CC : 1;
Uint32 blit_hw_A : 1;
Uint32 blit_sw : 1;
Uint32 blit_sw_CC : 1;
Uint32 blit_sw_A : 1;
Uint32 blit_fill : 1;
Uint32 video_mem;
SDL_PixelFormat *vfmt;
SDL_PixelFormat vfmt_data;
int current_w;
int current_h;
} pg_VideoInfo;
/**
* A pygame object that wraps an SDL_VideoInfo struct.
* The object returned by `pygame.display.Info()`
*/
typedef struct {
PyObject_HEAD pg_VideoInfo info;
} pgVidInfoObject;
/**
* \brief Convert a pgVidInfoObject to an SDL_VideoInfo.
*
* \note SDL_VideoInfo pgVidInfo_AsVidInfo(PyObject *obj)
*
* \returns the SDL_VideoInfo field of *obj*, a pgVidInfo_Type instance.
* \param obj A pgVidInfo_Type instance.
*
* \note Does not check that *obj* is not `NULL` or an `pgVidInfoObject`
* object.
*/
#define pgVidInfo_AsVidInfo(x) (((pgVidInfoObject *)x)->info)
#ifndef PYGAMEAPI_DISPLAY_INTERNAL
/**
* \brief The pgVidInfoObject object Python type.
* \note pgVideoInfo_Type is used for the `pygame.display.Info()` object.
*/
#define pgVidInfo_Type (*(PyTypeObject *)PYGAMEAPI_GET_SLOT(display, 0))
/**
* \brief Check if *obj* is a pgVidInfoObject.
*
* \returns true if *x* is a `pgVidInfo_Type` instance
* \note Will return false if *x* is a subclass of `pgVidInfo_Type`.
* \note This macro does not check that *x* is not ``NULL``.
* \note int pgVidInfo_Check(PyObject *x)
*/
#define pgVidInfo_Check(x) ((x)->ob_type == &pgVidInfo_Type)
/**
* \brief Create a new pgVidInfoObject.
*
* \param i A pointer to an SDL_VideoInfo struct.
* \returns a new `pgVidInfoObject` object for the SDL_VideoInfo *i*.
*
* \note PyObject* pgVidInfo_New(SDL_VideoInfo *i)
* \note On failure, raise a Python exception and return `NULL`.
*/
#define pgVidInfo_New \
(*(PyObject * (*)(pg_VideoInfo *)) PYGAMEAPI_GET_SLOT(display, 1))
#define import_pygame_display() IMPORT_PYGAME_MODULE(display)
#endif /* ~PYGAMEAPI_DISPLAY_INTERNAL */
/*
* SURFACE module
*/
struct pgSubSurface_Data;
struct SDL_Surface;
/**
* \brief A pygame object that wraps an SDL_Surface. A `pygame.Surface`
* instance.
*/
typedef struct {
PyObject_HEAD struct SDL_Surface *surf;
/**
* \brief If true, the surface will be freed when the python object is
* destroyed.
*/
int owner;
/**
* \brief The subsurface data for this surface (if a subsurface).
*/
struct pgSubSurface_Data *subsurface;
/**
* \brief A list of weak references to this surface.
*/
PyObject *weakreflist;
/**
* \brief A list of locks for this surface.
*/
PyObject *locklist;
/**
* \brief Usually a buffer object which the surface gets its data from.
*/
PyObject *dependency;
} pgSurfaceObject;
/**
* \brief Convert a `pygame.Surface` instance to an SDL_Surface.
*
* \param x A `pygame.Surface` instance.
* \returns the SDL_Surface field of *x*, a `pygame.Surface` instance.
*
* \note SDL_Surface* pgSurface_AsSurface(PyObject *x)
*/
#define pgSurface_AsSurface(x) (((pgSurfaceObject *)x)->surf)
#ifndef PYGAMEAPI_SURFACE_INTERNAL
/**
* \brief The `pygame.Surface` object Python type.
*/
#define pgSurface_Type (*(PyTypeObject *)PYGAMEAPI_GET_SLOT(surface, 0))
/**
* \brief Check if *x* is a `pygame.Surface` instance.
*
* \param x The object to check.
* \returns true if *x* is a `pygame.Surface` instance
*
* \note Will return false if *x* is a subclass of `pygame.Surface`.
* \note This macro does not check that *x* is not ``NULL``.
* \note int pgSurface_Check(PyObject *x)
*/
#define pgSurface_Check(x) \
(PyObject_IsInstance((x), (PyObject *)&pgSurface_Type))
/**
* \brief Create a new `pygame.Surface` instance.
*
* \param s The SDL surface to wrap in a python object.
* \param owner If true, the surface will be freed when the python object is
* destroyed. \returns A new new pygame surface instance for SDL surface *s*.
* Returns *NULL* on error.
*
* \note pgSurfaceObject* pgSurface_New2(SDL_Surface *s, int owner)
*/
#define pgSurface_New2 \
(*(pgSurfaceObject * (*)(SDL_Surface *, int)) \
PYGAMEAPI_GET_SLOT(surface, 1))
/**
* \brief Sets the SDL surface for a `pygame.Surface` instance.
*
* \param self The `pygame.Surface` instance to set the surface for.
* \param s The SDL surface to set.
* \param owner If true, the surface will be freed when the python object is
* destroyed. \returns 0 on success, -1 on failure.
*
* \note int pgSurface_SetSurface(pgSurfaceObject *self, SDL_Surface *s, int
* owner)
*/
#define pgSurface_SetSurface \
(*(int (*)(pgSurfaceObject *, SDL_Surface *, int))PYGAMEAPI_GET_SLOT( \
surface, 3))
/**
* \brief Blit one surface onto another.
*
* \param dstobj The destination surface.
* \param srcobj The source surface.
* \param dstrect The destination rectangle.
* \param srcrect The source rectangle.
* \param the_args The blit flags.
* \return 0 for success, -1 or -2 for error.
*
* \note Is accessible through the C api.
* \note int pgSurface_Blit(PyObject *dstobj, PyObject *srcobj, SDL_Rect
* *dstrect, SDL_Rect *srcrect, int the_args)
*/
#define pgSurface_Blit \
(*(int (*)(pgSurfaceObject *, pgSurfaceObject *, SDL_Rect *, SDL_Rect *, \
int))PYGAMEAPI_GET_SLOT(surface, 2))
#define import_pygame_surface() \
do { \
IMPORT_PYGAME_MODULE(surface); \
if (PyErr_Occurred() != NULL) \
break; \
IMPORT_PYGAME_MODULE(surflock); \
} while (0)
#define pgSurface_New(surface) pgSurface_New2((surface), 1)
#define pgSurface_NewNoOwn(surface) pgSurface_New2((surface), 0)
#endif /* ~PYGAMEAPI_SURFACE_INTERNAL */
/*
* SURFLOCK module
* auto imported/initialized by surface
*/
#ifndef PYGAMEAPI_SURFLOCK_INTERNAL
#define pgLifetimeLock_Type (*(PyTypeObject *)PYGAMEAPI_GET_SLOT(surflock, 0))
#define pgLifetimeLock_Check(x) ((x)->ob_type == &pgLifetimeLock_Type)
#define pgSurface_Prep(x) \
if ((x)->subsurface) \
(*(*(void (*)(pgSurfaceObject *))PYGAMEAPI_GET_SLOT(surflock, 1)))(x)
#define pgSurface_Unprep(x) \
if ((x)->subsurface) \
(*(*(void (*)(pgSurfaceObject *))PYGAMEAPI_GET_SLOT(surflock, 2)))(x)
#define pgSurface_Lock \
(*(int (*)(pgSurfaceObject *))PYGAMEAPI_GET_SLOT(surflock, 3))
#define pgSurface_Unlock \
(*(int (*)(pgSurfaceObject *))PYGAMEAPI_GET_SLOT(surflock, 4))
#define pgSurface_LockBy \
(*(int (*)(pgSurfaceObject *, PyObject *))PYGAMEAPI_GET_SLOT(surflock, 5))
#define pgSurface_UnlockBy \
(*(int (*)(pgSurfaceObject *, PyObject *))PYGAMEAPI_GET_SLOT(surflock, 6))
#define pgSurface_LockLifetime \
(*(PyObject * (*)(PyObject *, PyObject *)) PYGAMEAPI_GET_SLOT(surflock, 7))
#endif
/*
* EVENT module
*/
typedef struct pgEventObject pgEventObject;
#ifndef PYGAMEAPI_EVENT_INTERNAL
#define pgEvent_Type (*(PyTypeObject *)PYGAMEAPI_GET_SLOT(event, 0))
#define pgEvent_Check(x) ((x)->ob_type == &pgEvent_Type)
#define pgEvent_New \
(*(PyObject * (*)(SDL_Event *)) PYGAMEAPI_GET_SLOT(event, 1))
#define pgEvent_New2 \
(*(PyObject * (*)(int, PyObject *)) PYGAMEAPI_GET_SLOT(event, 2))
#define pgEvent_FillUserEvent \
(*(int (*)(pgEventObject *, SDL_Event *))PYGAMEAPI_GET_SLOT(event, 3))
#define pg_EnableKeyRepeat (*(int (*)(int, int))PYGAMEAPI_GET_SLOT(event, 4))
#define pg_GetKeyRepeat (*(void (*)(int *, int *))PYGAMEAPI_GET_SLOT(event, 5))
#define import_pygame_event() IMPORT_PYGAME_MODULE(event)
#endif
/*
* RWOBJECT module
* the rwobject are only needed for C side work, not accessible from python.
*/
#ifndef PYGAMEAPI_RWOBJECT_INTERNAL
#define pgRWops_FromObject \
(*(SDL_RWops * (*)(PyObject *, char **)) PYGAMEAPI_GET_SLOT(rwobject, 0))
#define pgRWops_IsFileObject \
(*(int (*)(SDL_RWops *))PYGAMEAPI_GET_SLOT(rwobject, 1))
#define pg_EncodeFilePath \
(*(PyObject * (*)(PyObject *, PyObject *)) PYGAMEAPI_GET_SLOT(rwobject, 2))
#define pg_EncodeString \
(*(PyObject * (*)(PyObject *, const char *, const char *, PyObject *)) \
PYGAMEAPI_GET_SLOT(rwobject, 3))
#define pgRWops_FromFileObject \
(*(SDL_RWops * (*)(PyObject *)) PYGAMEAPI_GET_SLOT(rwobject, 4))
#define pgRWops_ReleaseObject \
(*(int (*)(SDL_RWops *))PYGAMEAPI_GET_SLOT(rwobject, 5))
#define import_pygame_rwobject() IMPORT_PYGAME_MODULE(rwobject)
#endif
/*
* PixelArray module
*/
#ifndef PYGAMEAPI_PIXELARRAY_INTERNAL
#define PyPixelArray_Type ((PyTypeObject *)PYGAMEAPI_GET_SLOT(pixelarray, 0))
#define PyPixelArray_Check(x) ((x)->ob_type == &PyPixelArray_Type)
#define PyPixelArray_New (*(PyObject * (*)) PYGAMEAPI_GET_SLOT(pixelarray, 1))
#define import_pygame_pixelarray() IMPORT_PYGAME_MODULE(pixelarray)
#endif /* PYGAMEAPI_PIXELARRAY_INTERNAL */
/*
* Color module
*/
typedef struct pgColorObject pgColorObject;
#ifndef PYGAMEAPI_COLOR_INTERNAL
#define pgColor_Type (*(PyObject *)PYGAMEAPI_GET_SLOT(color, 0))
#define pgColor_Check(x) ((x)->ob_type == &pgColor_Type)
#define pgColor_New (*(PyObject * (*)(Uint8 *)) PYGAMEAPI_GET_SLOT(color, 1))
#define pgColor_NewLength \
(*(PyObject * (*)(Uint8 *, Uint8)) PYGAMEAPI_GET_SLOT(color, 3))
#define pg_RGBAFromColorObj \
(*(int (*)(PyObject *, Uint8 *))PYGAMEAPI_GET_SLOT(color, 2))
#define pg_RGBAFromFuzzyColorObj \
(*(int (*)(PyObject *, Uint8 *))PYGAMEAPI_GET_SLOT(color, 4))
#define pgColor_AsArray(x) (((pgColorObject *)x)->data)
#define pgColor_NumComponents(x) (((pgColorObject *)x)->len)
#define import_pygame_color() IMPORT_PYGAME_MODULE(color)
#endif /* PYGAMEAPI_COLOR_INTERNAL */
/*
* Math module
*/
#ifndef PYGAMEAPI_MATH_INTERNAL
#define pgVector2_Check(x) \
((x)->ob_type == (PyTypeObject *)PYGAMEAPI_GET_SLOT(math, 0))
#define pgVector3_Check(x) \
((x)->ob_type == (PyTypeObject *)PYGAMEAPI_GET_SLOT(math, 1))
/*
#define pgVector2_New \
(*(PyObject*(*)) \
PYGAMEAPI_GET_SLOT(PyGAME_C_API, 1))
*/
#define import_pygame_math() IMPORT_PYGAME_MODULE(math)
#endif /* PYGAMEAPI_MATH_INTERNAL */
#define IMPORT_PYGAME_MODULE _IMPORT_PYGAME_MODULE
/*
* base pygame API slots
* disable slots with NO_PYGAME_C_API
*/
#ifdef PYGAME_H
PYGAMEAPI_DEFINE_SLOTS(base);
PYGAMEAPI_DEFINE_SLOTS(rect);
PYGAMEAPI_DEFINE_SLOTS(cdrom);
PYGAMEAPI_DEFINE_SLOTS(joystick);
PYGAMEAPI_DEFINE_SLOTS(display);
PYGAMEAPI_DEFINE_SLOTS(surface);
PYGAMEAPI_DEFINE_SLOTS(surflock);
PYGAMEAPI_DEFINE_SLOTS(event);
PYGAMEAPI_DEFINE_SLOTS(rwobject);
PYGAMEAPI_DEFINE_SLOTS(pixelarray);
PYGAMEAPI_DEFINE_SLOTS(color);
PYGAMEAPI_DEFINE_SLOTS(math);
#else /* ~PYGAME_H */
PYGAMEAPI_EXTERN_SLOTS(base);
PYGAMEAPI_EXTERN_SLOTS(rect);
PYGAMEAPI_EXTERN_SLOTS(cdrom);
PYGAMEAPI_EXTERN_SLOTS(joystick);
PYGAMEAPI_EXTERN_SLOTS(display);
PYGAMEAPI_EXTERN_SLOTS(surface);
PYGAMEAPI_EXTERN_SLOTS(surflock);
PYGAMEAPI_EXTERN_SLOTS(event);
PYGAMEAPI_EXTERN_SLOTS(rwobject);
PYGAMEAPI_EXTERN_SLOTS(pixelarray);
PYGAMEAPI_EXTERN_SLOTS(color);
PYGAMEAPI_EXTERN_SLOTS(math);
#endif /* ~PYGAME_H */
#endif /* PYGAME_H */
/* Use the end of this file for other cross module inline utility
* functions There seems to be no good reason to stick to macro only
* functions in Python 3.
*/
static PG_INLINE PyObject *
pg_tuple_couple_from_values_int(int val1, int val2)
{
/* This function turns two input integers into a python tuple object.
* Currently, 5th November 2022, this is faster than using Py_BuildValue
* to do the same thing.
*/
PyObject *tup = PyTuple_New(2);
if (!tup) {
return NULL;
}
PyObject *tmp = PyLong_FromLong(val1);
if (!tmp) {
Py_DECREF(tup);
return NULL;
}
PyTuple_SET_ITEM(tup, 0, tmp);
tmp = PyLong_FromLong(val2);
if (!tmp) {
Py_DECREF(tup);
return NULL;
}
PyTuple_SET_ITEM(tup, 1, tmp);
return tup;
}
static PG_INLINE PyObject *
pg_tuple_triple_from_values_int(int val1, int val2, int val3)
{
/* This function turns three input integers into a python tuple object.
* Currently, 5th November 2022, this is faster than using Py_BuildValue
* to do the same thing.
*/
PyObject *tup = PyTuple_New(3);
if (!tup) {
return NULL;
}
PyObject *tmp = PyLong_FromLong(val1);
if (!tmp) {
Py_DECREF(tup);
return NULL;
}
PyTuple_SET_ITEM(tup, 0, tmp);
tmp = PyLong_FromLong(val2);
if (!tmp) {
Py_DECREF(tup);
return NULL;
}
PyTuple_SET_ITEM(tup, 1, tmp);
tmp = PyLong_FromLong(val3);
if (!tmp) {
Py_DECREF(tup);
return NULL;
}
PyTuple_SET_ITEM(tup, 2, tmp);
return tup;
}