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[pygame] Smooth scaling using WMF drawings
Here's something for the weekend:
I am planning an application in which all window contents will scale automatically to
the window size. I don't want to see the pixellation effects which you get with scaling
bitmaps, so I had a look at what can be done with .WMF drawings. Here's the result,
using PIL with Pygame.
If anyone can see a more efficient way of doing it, please let me know, as eventually I
will be displaying up to 100 .WMF images in a window! I did read that
image.frombuffer() is more efficient than image.fromstring(), but in Pygame 1.6 it
seems there is no "frombuffer" function. Is that right?
Here's the code:
"""
wmf_show.py ----- brf Apr 2005 ---------
Just to find out how to use/display a WMF file in Pygame. It works. Of course,
it is a CONVERTED image that we are looking at. To scale smoothly, you need to
re-convert at each resolution, which is what this demo does.
"""
import pygame, Image, WmfPlugin
from pygame.locals import *
import win32api
# ------------------------------------------------------------------------------------
def main():
pygame.init()
SM_CXSCREEN = 0
SM_CYSCREEN = 1
x = win32api.GetSystemMetrics(SM_CXSCREEN)
y = win32api.GetSystemMetrics(SM_CYSCREEN)
width = x -50
height = y -80
print RESIZABLE
screen = pygame.display.set_mode((width,height),RESIZABLE,32)
pygame.display.set_caption\
("WMF Show - Resize the window to control drawing size")
scale = 250
resized = 0
# Get loopin'
for counter in range(10**5):
# Have we received an event to close the window?
for e in pygame.event.get():
if e.type in (QUIT,KEYDOWN): return
if e.type == VIDEORESIZE:
scale = 250 * e.size[0] / width
screen = pygame.display.set_mode(e.size,RESIZABLE,32)
resized = 1
# For some reason, (e.g. the wmf is rendered behind the scenes) I need to
# re-open file each time as even copying the im1 surface freezes the size.
# I found this wmf image in
# http://www.worldofmusic.com.au/downloads_view.asp?id=24
im1 = Image.open("logo.wmf")
if resized:
im1.size = im1.size[0] * scale / 100, im1.size[1] * scale / 100
else:
# Back & forth scaling in a way that uses bigger increments when
# the image is bigger.
sc = abs(counter%200-(100)) + 10
sc = max((sc * sc/10) * scale/200,10)
im1.size = im1.size[0] * sc / 500, im1.size[1] * sc / 500
buf = im1.tostring("raw","RGB",0,0)
# rotating background colours, well, why not?
image = pygame.image.fromstring(buf,im1.size,"RGB",0)
fcolour = abs(counter % 511 - 255), abs((counter / 2) % 511 - 255), \
abs((counter / 3) % 511 - 255)
screen.fill(fcolour)
# Centering
ctr = screen.get_rect().center
rsize = image.get_rect().center
offset = ctr[0] - rsize[0], ctr[1] - rsize[1]
screen.blit(image,offset)
pygame.display.flip()
#
if __name__ == '__main__': main()
# I thank you.
--
Regards
Ben Friman
t 0870 041 0935
w www.learntotype.com