import pygame.surface
+import pygame.locals as pgl
+
+from .constants import COLOURS
+
class Transform(object):
for k in self.ARGS:
setattr(self, k, kw.pop(k))
assert not kw
- self.hash = "%s: <%s>" % (
+ self._repr = "%s: <%s>" % (
self.__class__.__name__,
", ".join("%s=%s" % (k, getattr(self, k)) for k in self.ARGS))
return
+ def __repr__(self):
+ return self._repr
+
+ def __hash__(self):
+ return hash(self._repr)
+
+ def __eq__(self, other):
+ if not isinstance(other, Transform):
+ return NotImplemented
+ return self._repr == other._repr
+
def apply(self, surface):
raise NotImplementedError("Transforms should implement .apply")
over.fill(self.colour)
surface.blit(over, (0, 0), None)
return surface
+
+
+class Multiply(Transform):
+ """ Apply a colour by multiplying. """
+
+ ARGS = ["colour"]
+
+ def apply(self, surface):
+ mult = pygame.surface.Surface(surface.get_size())
+ mult = mult.convert_alpha()
+ mult.fill(self.colour)
+ surface.blit(mult, (0, 0), None, pgl.BLEND_RGBA_MULT)
+ return surface
+
+
+class Alpha(Transform):
+ """ Make translucent. """
+
+ ARGS = ["alpha"]
+
+ def apply(self, surface):
+ surface.fill((255, 255, 255, self.alpha), None, pgl.BLEND_RGBA_MULT)
+ return surface
+
+
+class ColourWedges(Transform):
+ """ Apply colours as wedges. """
+
+ ARGS = ["colours"]
+
+ def apply(self, surface):
+ size = surface.get_width()
+ assert size in (16, 32, 48, 64)
+ fitting_colours = [COLOURS[c] for c in self.colours]
+ ncolour = len(fitting_colours)
+ if ncolour > 3:
+ print "Multicoloured light should not have more than 3 colours"
+ ncolour = 3
+
+ if ncolour == 1:
+ multiply = Multiply(colour=fitting_colours[0])
+ return multiply.apply(surface)
+
+ colour_mult_image = pygame.surface.Surface((size, size))
+ from .loader import loader
+ for i in range(ncolour):
+ sector = loader.load_image(
+ str(size), "light_mask_%d_%d.png" % (ncolour, i + 1),
+ transform=Multiply(colour=fitting_colours[i]))
+ colour_mult_image.blit(sector, (0, 0), None, 0)
+
+ surface.blit(colour_mult_image, (0, 0), None, pgl.BLEND_RGBA_MULT)
+ return surface