from ._ondiskbitmap import OnDiskBitmap
from ._shape import Shape
from ._palette import Palette
-from ._structs import TransformStruct, InputPixelStruct, OutputPixelStruct
+from ._structs import (
+ InputPixelStruct,
+ OutputPixelStruct,
+ null_transform,
+)
from ._colorspace import Colorspace
from ._area import Area
class TileGrid:
- # pylint: disable=too-many-instance-attributes
+ # pylint: disable=too-many-instance-attributes, too-many-statements
"""Position a grid of tiles sourced from a bitmap and pixel_shader combination. Multiple
grids can share bitmaps and pixel shaders.
self._hidden_tilegrid = False
self._hidden_by_parent = False
self._rendered_hidden = False
+ self._name = "Tilegrid"
self._x = x
self._y = y
self._width_in_tiles = width
(self._width_in_tiles * self._height_in_tiles) * [default_tile]
)
self._in_group = False
- self._absolute_transform = TransformStruct(0, 0, 1, 1, 1, False, False, False)
+ self._absolute_transform = None
self._current_area = Area(0, 0, self._pixel_width, self._pixel_height)
self._dirty_area = Area(0, 0, 0, 0)
self._previous_area = Area(0xFFFF, 0xFFFF, 0xFFFF, 0xFFFF)
def _update_transform(self, absolute_transform):
"""Update the parent transform and child transforms"""
+ self._in_group = absolute_transform is not None
self._absolute_transform = absolute_transform
if self._absolute_transform is not None:
+ self._moved = True
self._update_current_x()
self._update_current_y()
else:
width = self._pixel_width
- if self._absolute_transform.transpose_xy:
+ absolute_transform = (
+ null_transform
+ if self._absolute_transform is None
+ else self._absolute_transform
+ )
+
+ if absolute_transform.transpose_xy:
self._current_area.y1 = (
- self._absolute_transform.y + self._absolute_transform.dy * self._x
+ absolute_transform.y + absolute_transform.dy * self._x
)
- self._current_area.y2 = (
- self._absolute_transform.y
- + self._absolute_transform.dy * (self._x + width)
+ self._current_area.y2 = absolute_transform.y + absolute_transform.dy * (
+ self._x + width
)
if self._current_area.y2 < self._current_area.y1:
self._current_area.y1, self._current_area.y2 = (
)
else:
self._current_area.x1 = (
- self._absolute_transform.x + self._absolute_transform.dx * self._x
+ absolute_transform.x + absolute_transform.dx * self._x
)
- self._current_area.x2 = (
- self._absolute_transform.x
- + self._absolute_transform.dx * (self._x + width)
+ self._current_area.x2 = absolute_transform.x + absolute_transform.dx * (
+ self._x + width
)
if self._current_area.x2 < self._current_area.x1:
self._current_area.x1, self._current_area.x2 = (
else:
height = self._pixel_height
- if self._absolute_transform.transpose_xy:
+ absolute_transform = (
+ null_transform
+ if self._absolute_transform is None
+ else self._absolute_transform
+ )
+
+ if absolute_transform.transpose_xy:
self._current_area.x1 = (
- self._absolute_transform.x + self._absolute_transform.dx * self._y
+ absolute_transform.x + absolute_transform.dx * self._y
)
- self._current_area.x2 = (
- self._absolute_transform.x
- + self._absolute_transform.dx * (self._y + height)
+ self._current_area.x2 = absolute_transform.x + absolute_transform.dx * (
+ self._y + height
)
if self._current_area.x2 < self._current_area.x1:
self._current_area.x1, self._current_area.x2 = (
)
else:
self._current_area.y1 = (
- self._absolute_transform.y + self._absolute_transform.dy * self._y
+ absolute_transform.y + absolute_transform.dy * self._y
)
- self._current_area.y2 = (
- self._absolute_transform.y
- + self._absolute_transform.dy * (self._y + height)
+ self._current_area.y2 = absolute_transform.y + absolute_transform.dy * (
+ self._y + height
)
if self._current_area.y2 < self._current_area.y1:
self._current_area.y1, self._current_area.y2 = (
# If no tiles are present we have no impact
tiles = self._tiles
+ if tiles is None or len(tiles) == 0:
+ return False
+
if self._hidden_tilegrid or self._hidden_by_parent:
return False
- overlap = Area()
- if not self._current_area.compute_overlap(area, overlap):
+ overlap = Area() # area, current_area, overlap
+ if not area.compute_overlap(self._current_area, overlap):
return False
if self._bitmap.width <= 0 or self._bitmap.height <= 0:
start += (area.y2 - area.y1 - 1) * y_stride
y_stride *= -1
+ # Track if this layer finishes filling in the given area. We can ignore any remaining
+ # layers at that point.
full_coverage = area == overlap
transformed = Area()
else:
y_shift = overlap.y1 - area.y1
+ # This untransposes x and y so it aligns with bitmap rows
if self._transpose_xy != self._absolute_transform.transpose_xy:
x_stride, y_stride = y_stride, x_stride
x_shift, y_shift = y_shift, x_shift
) # In Pixels
local_y = input_pixel.y // self._absolute_transform.scale
for input_pixel.x in range(start_x, end_x):
+ # Compute the destination pixel in the buffer and mask based on the transformations
offset = (
row_start + (input_pixel.x - start_x + x_shift) * x_stride
) # In Pixels
input_pixel.tile // self._bitmap_width_in_tiles
) * self._tile_height + local_y % self._tile_height
- input_pixel.pixel = (
- self._bitmap._get_pixel( # pylint: disable=protected-access
- input_pixel.tile_x, input_pixel.tile_y
+ output_pixel.pixel = 0
+ input_pixel.pixel = 0
+
+ # We always want to read bitmap pixels by row first and then transpose into
+ # the destination buffer because most bitmaps are row associated.
+ if isinstance(self._bitmap, (Bitmap, Shape, OnDiskBitmap)):
+ input_pixel.pixel = (
+ self._bitmap._get_pixel( # pylint: disable=protected-access
+ input_pixel.tile_x, input_pixel.tile_y
+ )
)
- )
- output_pixel.opaque = True
+ output_pixel.opaque = True
if self._pixel_shader is None:
output_pixel.pixel = input_pixel.pixel
elif isinstance(self._pixel_shader, Palette):
def _get_rendered_hidden(self) -> bool:
return self._rendered_hidden
+ def _set_all_tiles(self, tile_index: int) -> None:
+ """Set all tiles to the given tile index"""
+ if tile_index >= self._tiles_in_bitmap:
+ raise ValueError("Tile index out of bounds")
+ self._tiles = bytearray(
+ (self._width_in_tiles * self._height_in_tiles) * [tile_index]
+ )
+ self._full_change = True
+
+ def _set_top_left(self, x: int, y: int) -> None:
+ self._top_left_x = x
+ self._top_left_y = y
+ self._full_change = True
+
@property
def hidden(self) -> bool:
"""True when the TileGrid is hidden. This may be False even
if not isinstance(value, int):
raise TypeError("X should be a integer type")
if self._x != value:
+ self._moved = True
self._x = value
- self._update_current_x()
+ if self._absolute_transform is not None:
+ self._update_current_x()
@property
def y(self) -> int:
if not isinstance(value, int):
raise TypeError("Y should be a integer type")
if self._y != value:
+ self._moved = True
self._y = value
- self._update_current_y()
+ if self._absolute_transform is not None:
+ self._update_current_y()
@property
def flip_x(self) -> bool:
raise TypeError("Flip X should be a boolean type")
if self._flip_x != value:
self._flip_x = value
+ self._full_change = True
@property
def flip_y(self) -> bool:
raise TypeError("Flip Y should be a boolean type")
if self._flip_y != value:
self._flip_y = value
+ self._full_change = True
@property
def transpose_xy(self) -> bool:
return self._transpose_xy
@transpose_xy.setter
- def transpose_xy(self, value: bool):
+ def transpose_xy(self, value: bool) -> None:
if not isinstance(value, bool):
raise TypeError("Transpose XY should be a boolean type")
if self._transpose_xy != value:
self._transpose_xy = value
+ if self._pixel_width == self._pixel_height:
+ self._full_change = True
+ return
self._update_current_x()
self._update_current_y()
+ self._moved = True
@property
def pixel_shader(self) -> Union[ColorConverter, Palette]:
)
self._pixel_shader = new_pixel_shader
+ self._full_change = True
@property
def bitmap(self) -> Union[Bitmap, OnDiskBitmap, Shape]:
raise ValueError("New bitmap must be same size as old bitmap")
self._bitmap = new_bitmap
+ self._full_change = True
def _extract_and_check_index(self, index):
if isinstance(index, (tuple, list)):