Use PYSDL2 to draw basic tutorials for graphics and images
Use PYSDL2 to draw basic tutorials for graphics and images
PYSDL2 is a library of Python that binds Simple DirectMedia Layer (SDL2), which provides a simple and easy -to -use method to draw graphics and processing images.In this tutorial, we will introduce how to use PYSDL2 to draw basic graphics, load and display images.
Step 1 -Installation and configuration PYSDL2
First, we need to install the PYSDL2 library.You can use the PIP command to install it. The command is as follows:
shell
pip install PySDL2
After the installation is completed, we also need to install the SDL2 library and related dependencies.You can download versions that are suitable for your operating system from Simple DirectMedMeDIA Layer's official website (https://www.libsdl.org/) and install it according to its documentation.
Step 2 -initialize SDL2
Before starting the code, we need to initialize the SDL2 library.The specific code is as follows:
python
import sdl2
import sdl2.ext
sdl2.ext.init()
In this code, we have imported SDL2 and SDL2.Ext modules and use the `init ()` function to initialize the SDL2 library.
Step 3 -Create a window and renderer
In PYSDL2, we use the renderer to draw graphics and images.We first need to create a window and create a renderer associated with the window.The following code shows how to create a window and renderer:
python
import sdl2.ext
window_width = 800
window_height = 600
window = sdl2.ext.Window("PySDL2 Tutorial", size=(window_width, window_height))
window.show()
renderer = sdl2.ext.Renderer(window)
In this code, we created a window called "PYSDL2 Tutorial" with a window size of 800x600.We then created a renderer associated with the window.
Step 4 -Draw basic graphics
Next, we will learn how to use a renderer to draw basic graphics, such as rectangles and circles.The following code demonstrates how to draw a red rectangle and a blue filling circle:
python
import sdl2.ext
# Draw red rectangle
renderer.draw_rect(sdl2.ext.Rect(100, 100, 200, 150), color=(255, 0, 0))
# Draw blue filling round
renderer.fill_circle((400, 300), 100, color=(0, 0, 255))
# Update window display
renderer.present()
In this code, we use the `Draw_rect ()` function to draw a red rectangle and pass in a `RECT` object, which specifies the position and size of the rectangular.Next, we use the `Fill_circle ()` function to draw a blue filling circle, which is passed into the center of the center.Finally, we use the `Present ()` function to update the window display.
Step 5 -Load and display images
In addition to drawing basic graphics, PYSDL2 also allows us to load and display images.The following code shows how to load and display a image:
python
import sdl2.ext
image_path = "image.png"
# Load the image
image = sdl2.ext.load_image(image_path)
# Create texture
texture = renderer.create_texture_from_surface(image)
#
renderer.clear()
# Display image
renderer.copy(texture)
renderer.present()
In this code, we use the `load_image ()` function to load the image from the image.png file.Then, we use the `create_texture_from_surface () function to create the image into texture.Next, we use the `clear ()` function to clear the renderer, and then use the `Copy ()` function to copy the texture to the renderer, and use the `Present ()` function to update the window display.
Step 6 -Exit SDL2
At the end of our program, we should quit SDL2 correctly.The following code shows how to exit SDL2:
python
import sdl2.ext
# Release resources
sdl2.ext.quit()
In this code, we use the `Quit ()` function to release the resources occupied by the SDL2 library.
This is the basic tutorial of drawing graphics and images with PYSDL2.By learning these basic knowledge, you can start using PYSDL2 to create your own graphics and image programs.Please remember to perform the necessary installation and configuration before using PYSDL2.