SFML/bindings/python/src/Shader.cpp
LaurentGom 0e2297af28 Moved all bindings to the "bindings" sub-directory
Renamed the CSFML directory to c
Renamed the DSFML directory to d
--> bindings must now be updated to match the new organization!

git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1630 4e206d99-4929-0410-ac5d-dfc041789085
2010-11-09 17:13:17 +00:00

195 lines
5.8 KiB
C++

////////////////////////////////////////////////////////////
//
// PySFML - Python binding for SFML (Simple and Fast Multimedia Library)
// Copyright (C) 2007, 2008 Rémi Koenig (remi.k2620@gmail.com)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
#include "Shader.hpp"
#include "Drawable.hpp"
#include "Image.hpp"
#include "compat.hpp"
extern PyTypeObject PySfImageType;
extern PyTypeObject PySfDrawableType;
static void
PySfShader_dealloc(PySfShader *self)
{
delete self->obj;
free_object(self);
}
static PyObject *
PySfShader_new(PyTypeObject *type, PyObject *args, PyObject *kwds);
static PyObject *
PySfShader_LoadFromFile (PySfShader *self, PyObject *args)
{
load_from_file(self, args);
}
static PyObject *
PySfShader_LoadFromMemory (PySfShader *self, PyObject *args)
{
char *effect;
#ifdef IS_PY3K
PyObject *string = PyUnicode_AsUTF8String(args);
if (string == NULL)
return NULL;
effect = PyBytes_AsString(string);
#else
effect = PyString_AsString(args);
#endif
bool result = self->obj->LoadFromMemory(effect);
#ifdef IS_PY3K
Py_DECREF(string);
#endif
return PyBool_FromLong(result);
}
static PyObject *
PySfShader_SetParameter(PySfShader* self, PyObject *args)
{
char *Name;
float X, Y, Z, W;
int size = PyTuple_Size(args);
if (!PyArg_ParseTuple(args, "sf|fff:Shader.SetParameter", &Name, &X, &Y, &Z, &W))
return NULL;
switch (size)
{
case 2:
self->obj->SetParameter(Name, X);
break;
case 3:
self->obj->SetParameter(Name, X, Y);
break;
case 4:
self->obj->SetParameter(Name, X, Y, Z);
break;
case 5:
self->obj->SetParameter(Name, X, Y, Z, W);
break;
default:
break;
}
Py_RETURN_NONE;
}
static PyObject *
PySfShader_SetTexture(PySfShader* self, PyObject *args)
{
PySfImage *Image = NULL;
char *Name;
if (! PyArg_ParseTuple(args, "sO", &Name, &Image))
{
return NULL;
}
if (!PyObject_TypeCheck(Image, &PySfImageType))
{
PyErr_SetString(PyExc_TypeError, "Shader.SetTexture() Argument 2 must be an sf.Image instance.");
return NULL;
}
self->obj->SetTexture(Name, *Image->obj);
Py_RETURN_NONE;
}
static PyObject *
PySfShader_IsAvailable(PySfShader* self, PyObject *args)
{
return PyBool_FromLong(sf::Shader::IsAvailable());
}
static PyMethodDef PySfShader_methods[] = {
{"LoadFromFile", (PyCFunction)PySfShader_LoadFromFile, METH_O, "LoadFromFile(Filename)\nLoad the effect from a file."},
{"LoadFromMemory", (PyCFunction)PySfShader_LoadFromMemory, METH_O, "LoadFromMemory(Effect)\nLoad the effect from a text in memory."},
{"SetParameter", (PyCFunction)PySfShader_SetParameter, METH_VARARGS, "SetParameter(X), SetParameter(X, Y), SetParameter(X, Y, Z), SetParameter(X, Y, Z, W)\nChange a parameter of the effect.\n\
Name : Parameter name in the effect\n\
X,Y,Z,W : Values to assign."},
{"SetTexture", (PyCFunction)PySfShader_SetTexture, METH_VARARGS, "SetTexture(Name, Texture)\nSet a texture parameter.\n\
Name : Texture name in the effect\n\
Texture : Image to set (pass sf.Shader.CurrentTexture to use content of current framebuffer)"},
{"IsAvailable", (PyCFunction)PySfShader_IsAvailable, METH_STATIC | METH_NOARGS, "IsAvailable()\nTell wether or not the system supports post-effects."},
{NULL} /* Sentinel */
};
PyTypeObject PySfShaderType = {
head_init
"Shader", /*tp_name*/
sizeof(PySfShader), /*tp_basicsize*/
0, /*tp_itemsize*/
(destructor)PySfShader_dealloc, /*tp_dealloc*/
0, /*tp_print*/
0, /*tp_getattr*/
0, /*tp_setattr*/
0, /*tp_compare*/
0, /*tp_repr*/
0, /*tp_as_number*/
0, /*tp_as_sequence*/
0, /*tp_as_mapping*/
0, /*tp_hash */
0, /*tp_call*/
0, /*tp_str*/
0, /*tp_getattro*/
0, /*tp_setattro*/
0, /*tp_as_buffer*/
Py_TPFLAGS_DEFAULT | Py_TPFLAGS_BASETYPE, /*tp_flags*/
"sf.Shader is used to apply a post effect to a window.\n\
Default constructor : sf.Shader()\n\
Copy constructor : sf.Shader(Copy) where Copy is a sf.Shader instance.", /* tp_doc */
0, /* tp_traverse */
0, /* tp_clear */
0, /* tp_richcompare */
0, /* tp_weaklistoffset */
0, /* tp_iter */
0, /* tp_iternext */
PySfShader_methods, /* tp_methods */
0, /* tp_members */
0, /* tp_getset */
&PySfDrawableType, /* tp_base */
0, /* tp_dict */
0, /* tp_descr_get */
0, /* tp_descr_set */
0, /* tp_dictoffset */
0, /* tp_init */
0, /* tp_alloc */
PySfShader_new, /* tp_new */
};
static PyObject *
PySfShader_new(PyTypeObject *type, PyObject *args, PyObject *kwds)
{
PySfShader *self;
self = (PySfShader *)type->tp_alloc(type, 0);
if (self != NULL)
{
PySfShader *Copy = NULL;
self->IsCustom = false;
if (!PyArg_ParseTuple(args, "|O!", &PySfShaderType, &Copy))
return NULL;
if (Copy) self->obj = new sf::Shader(*(Copy->obj));
else self->obj = new sf::Shader();
}
return (PyObject *)self;
}