Metadata-Version: 2.1
Name: pygstuff
Version: 0.0.3
Summary: PYGame Stuff for writing pygame applications
Home-page: https://github.com/sustainablelab/pygstuff
Author: Mike Gazes
Author-email: sustainablelab@gmail.com
License: MIT
Platform: Windows
Platform: Mac
Platform: Linux
Classifier: Programming Language :: Python :: 3
Classifier: License :: OSI Approved :: MIT License
Classifier: Operating System :: OS Independent
Classifier: Development Status :: 1 - Planning
Classifier: Intended Audience :: Developers
Classifier: Topic :: Scientific/Engineering
Classifier: Topic :: Software Development :: User Interfaces
Classifier: Topic :: Software Development :: Libraries :: pygame
Requires-Python: >=3.7
Description-Content-Type: text/markdown
Requires-Dist: pygame

`pygstuff` is a Python package to simplify developing with pygame.

Install:

```bash
$ pip install pygstuff
```

Import `pygstuff` as `pygs` (pronounced "pigs"):

```python
>>> import pygstuff as pygs
```

# `pygstuff` is a pygame wrapper under development
`pygame` is a great low-level tool for interactive applications.
Low-level means lots of freedom, but lots of boiler-plate code.

`pygstuff` makes pygame applications a little bit higher-level. It is
where my pygame code goes when I get tired of repeating it.

I am **very actively** adding to `pygstuff`. Check for changes:

- if cloned, do `git remote update`
- or if installed, update to the latest with `pip install --upgrade pygstuff`

# Platform compatibility
Developed on Windows using Python3.8 and `pygame 1.9.6`. Tested on Linux Mint 19.3.

Windows runs pygame with no problem, but Linux Mint and Ubuntu
distributions are usually missing SDL build dependencies and are
therefore unable to run pygame out of the box. There are two
steps to fix this.

## Install SDL dependencies on Linux

### Configure the source list

First, if you have never built anything from source on your Linux
system, you need to configure your package manager source list
with `deb-src` URLs.

The `sources.list` file usually has both `deb` URLs and `deb-src`
URLs, but the `deb-src` ones are commented out. The package
manager needs these sources for installing build dependencies.

Open `/etc/apt/sources.list` and find the lines starting
with `deb-src` that are commented out. Uncomment these lines.

*sources.list is a protected file, so you will need to prefix
your text editor command with `sudo`.*

For example, my `/etc/apt/sources.list` has this line:

```list
# deb-src http://archive.ubuntu.com/ubuntu bionic-updates/main amd64 Packages
```

I remove the comment:

```list
deb-src http://archive.ubuntu.com/ubuntu bionic-updates/main amd64 Packages
```

### Update the package manager with the new sources

Now do `apt update` or `apt-get update` to update the newly
configured sources.

```bash
sudo apt update
```

### Install SDL dependencies

Now install the SDL build dependencies:

```bash
sudo apt-get build-dep python-pygame
```

Note this does not install the python-pygame package, but
installs the dependencies for that package, which is exactly
what's needed to `pip install pygame`.

### Build from source

Unrelated to using `pygame` or `pygstuff`, your Debian system is
now empowered to build other projects from source too:

```bash
sudo apt-get build-dep vim # powerful text editor
sudo apt-get build-dep ardour # powerful audio recorder/editor
```

This only installs the necessary build dependencies. To actually
install Vim or Ardour, clone the official repository and follow
the instructions to run the configure and build scripts.

# Installation

```bash
$ pip install pygstuff
```

This installs the `wheel` ([built
distribution](https://packaging.python.org/glossary/#term-built-distribution)).

`pygstuff` requires `pygame`. If `pygame` is not installed, `pip
install pygstuff` takes care of installing `pygame` as well. If
the installation fails on Linux because of missing SDL
dependencies, see the previous section.

See [AltInstallallation.md](AltInstallation.md) for developer installation
('--editable') or simply editing PYTHONPATH (no installation).

# Quick example script using `pygstuff`

This example opens a window and draws a line. Quit by pressing
`q` or by clicking on the usual Window close button to quit.

```python
#!python.exe
# -*- coding: utf-8 -*-
'''Draw a line with pygame.'''
import pygame
import pygstuff as pygs

if __name__ == '__main__':
    rgb = pygs.RGB()
    win = pygs.Window()
    win.open_window(1200,600)
    print(f"Display window size: {win.width}x{win.height}")
    clock = pygs.Clock(framerate=50)

    '''game loop'''
    quit = False
    while not quit:
        clock.tick()

        '''--- EVENTS ---'''
        for event in pygame.event.get():
            kp = pygame.key.get_pressed()
            km = pygame.key.get_mods()
            quit = pygs.user.quit(event, kp, km)

        '''--- UPDATE SCREEN ---'''
        win.surface.fill(rgb.blackestgravel)
        pygame.draw.aalines(
            win.surface,
            rgb.dress,
            False, # if True, connect first and last points
            [(100,100), (200,200), (200,300), (500,300)]
            )

        # Flip to new surface drawing
        pygame.display.flip()
```

# Libraries

## pkg window: Class Window

Wraps `pygame.display.set_mode()`, pulling several pygame calls
into two methods: `__init__` and `open`.

The application only makes one instance of Window. This Window
singleton holds:

- the top-level **`pygame` surface** (for drawing everything on)
- the *width* and *height* of the main game window

### Usage for Window

Instantiate a Window:

```python
win = pygs.Window()
```

- initializes pygame
- sets window properties:
    - location
    - caption
    - icon

Open the Window:

```python
win.open()
```

- sets the window size `win.width` and `win.height`
- opens the main game window `win.surface` for drawing to
- the window closes when the application ends
    - this is just pygame's out-of-the-box behavior for closing
      the game window

## pkg clock: Class Clock

This is a very simple wrapper around `pygame.time.Clock()`. All
it does is avoid repeating the framerate value.

### Usage for Clock
Set the framerate when Clock() is instantiated:

```python
clock = pygs.Clock(framerate=60)
```

Then in the game loop, tick the `clock`:

```python
clock.tick()
```

## pkg colors
Color is a distraction when I first start development on
an application. I want nice contrast that is also easy on my eyes
and is good enough if I never bother changing it.

This library gives me Steve Losh's Badwolf scheme in RGB and HEX
format. This is my default scheme for Vim, so it is a natural
default scheme for my applications. It is just what I am used to
looking at. I encourage Vim users to do something similar with
their favorite color schemes.

### Usage for colors namedtuple RGB
Pygame uses RGB. Instantiate an `rgb` version of the Badwolf
palette:

```python
rgb = pygs.RGB()
```

Use one of the gravels as a background:

```python
win.surface.fill(rgb.blackestgravel)
```

Draw a tardis-colored plot (reminds me of the C64 blue):

```python
pygame.draw.aalines(
    win.surface,
    rgb.tardis,
    False, # if True, connect first and last points
    meaningful_data # XY plot data [(x0,y0), ... (xn,yn)]
    )
```

The Badwolf scheme is a small set of colors with easy-to-remember
names:

- the gravels:
    - wide range of brownish-greys from almost white to almost
      black
    - good for background fills and background line work of
      varying emphasis: grid lines, box borders, text
    - e.g., if the background is `blackestgravel`, then:
        - a non-interactive text title is just `gravel`
        - interactive text is `darkgravel` to indicate disabled
          or out-of-focus
        - text is `brightgravel` or a highlight color to indicate
          it is in-focus or it it just became active
- highlight colors:
    - tardis, taffy, saltwatertaffy, dalespale, orange, lime,
      dress
    - I usually have two or three of these in an application,
      e.g.:
    - a tardis command line
    - a saltwatertaffy plot

And, of course, there is simple black and white.

Black (0, 0, 0) is `coal`:

```python
rgb.coal
```

White (255, 255, 255) is `snow`:

```python
rgb.snow
```

## pkg plot

`plot` handles:

- reading data from file
- scaling the data values for fitting the plot on screen

Either the application generates 2d data to plot, or there is a
file with 2d data. Either way, there are x and y values for
plotting.

- x values are stored as a list of floating point values
- y values are stored as a list of floating point values

Right now it's up to the application to flip the data as needed,
dealing with the pygame convention that y=0 is the top line of
the window and y increases moving towards the bottom of the
window.

Like `user`, `plot` is a work in progress. Right now, `plot` is
only handling conversions from the native data to the window
pixel values, scaling data to fit in the plot-window size and
rounding values to integers.

Eventually `plot` will include commands for drawing the plot,
managing multiple plot lines, changing plot styles (colors,
line-thickness, dot-size, line on/off, dot on/off), and typical
user interaction such as changing the plot axes and zooming.

## pkg user

Pygame user interaction is detected via key-presses and events.
Library `user` is a collection of functions that check for common
user interactions and return a Boolean.

### About pygame events, key presses, and key modifications
Typical pygame applications check for user interaction on each
iteration of the game loop:

```python
for event in pygame.event.get():
    kp = pygame.key.get_pressed()
    km = pygame.key.get_mods()
```

This stores user interaction in three variables:

- events
- key presses (like a letter or a number)
- key modifications (like shift or control)

Every function in `pygs.user` takes all three of these variables. I
pass all three to simplify the interface. I don't want to bother
thinking about out which ones to pass.

### typical example: quit
For example, every application needs a way for the user to quit.
The game loop loops until `quit` is True, and every iteration
checks if the user quit. The value of `quit` is updated by
calling `pygs.user.quit()`:

```python
quit = pygs.user.quit(event, kp, km)
```

In this case, all three variables are actually used:

- clicking the Window's red X is an event
- ctrl-q is a keyboard shortcut requiring `kp` for detecting `q` and `km` for detecting if `ctrl` was held down

### More about pygame events
Events are the catch-all for everything else:

- some events are defined by pygame, such as JOYBUTTONDOWN and
  JOYAXISMOTION
- events are also defined by the developer, e.g., a text-entry
  object might trigger an event when the user presses enter or
  when the users selects text with the mouse

## Future packages

### Future goals for pkg user
There is a lot of boilerplate in detecting specific key-presses
and events.

The `user` library is my attempt to simplify this with a
higher-level view asking "what did the user do?" in the form of
functions that return either True or False.

There are many high-level views. This library just represents the
stuff I find most useful.

I intent to redo this library to enable:

- customization in the application code
- use of user-specific keyboard shortcuts, like a `.rc` file

As of now, the library is a mixture of high-level user
interaction, such as pygs.user.quit(), and low-level interaction
such as checking for specific key presses. I use these when the
interpretation of user-intent is application specific. For
example, this returns True if the user presses capital x:

```python
pygs.user.pressed_X(event, key_pressed, key_mods)
```


### new pkg lines

The `pygame` line drawing interfaces specifies line segments with
a start x,y and a stop x,y.

I'm working on a `lines` library that provides a higher-level
interface for working with lines:

- `line`:
    - specify a point (x,y) the line passes through
    - specify the slope

The library converts lines to the visible line segment that fills
the game window.

Building on this `line` interface, `lines` provides a `Tiles`
class.

Instantiate `Tiles` to generate a grid of parallelograms that
tile a portion of the game window. This started out of a need to
draw grids for axonometric (isometric) projection. With the right
parameter values, this simplifies to a rectangular grid for
plotting 2d data.


