I am using Python with pygame to make a simple drawing application.
I need a way to copy pixels from an area (for example, from X 100, Y 100 to X 200, Y 200), save that, and then place it down again. Much like a screenshot.
Maybe a surface...?
I have no clue how surfaces work or even a clear idea of what they do.
You could use Surface.subsurface
to create, well, a subsurface.
Here's a simple example. Select an area with the mouse, then blit the selected subsurface by pressing a mouse button again:
import pygame
pygame.init()
screen = pygame.display.set_mode((800, 600))
clock = pygame.time.Clock()
for x in xrange(0, 800):
pygame.draw.rect(screen, ((x+100)%255, (x*2)%255, x%255), pygame.Rect(x, 0, 1, 800))
org_screen = screen.copy()
class Cursor(object):
def __init__(self):
self._inner = CopyCursor()
def mousedown(self, mpos):
self._inner = self._inner.mousedown(mpos)
def mouseup(self, mpos):
self._inner = self._inner.mouseup(mpos)
def draw(self, screen, mpos):
self._inner.draw(screen, mpos)
class CopyCursor(object):
def __init__(self):
self.start, self.end = None, None
def mousedown(self, mpos):
self.start = mpos
return self
def mouseup(self, mpos):
if self.start and self.end:
r = pygame.Rect(self.start, self.end)
r.normalize()
# important to call .copy() so 'sub_surf'
# loses its relation to 'screen'
return BlitCursor(screen.subsurface(r).copy())
return self
def draw(self, screen, mpos):
if self.start:
self.end = mpos[0]-self.start[0], mpos[1]-self.start[1]
rect = pygame.Rect(self.start, self.end)
pygame.draw.rect(screen, pygame.Color('grey'), rect, 3)
class BlitCursor(object):
def __init__(self, sub_surf):
self.sub_surf = sub_surf
def mousedown(self, mpos):
pygame.event.post(pygame.event.Event(pygame.USEREVENT, surface=self.sub_surf, pos=mpos))
return CopyCursor()
def mouseup(self, mpos):
pass
def draw(self, screen, mpos):
screen.blit(self.sub_surf, mpos)
cursor = Cursor()
while True:
mpos = pygame.mouse.get_pos()
for e in pygame.event.get():
if e.type == pygame.QUIT: break
if e.type == pygame.MOUSEBUTTONUP: cursor.mouseup(mpos)
if e.type == pygame.MOUSEBUTTONDOWN: cursor.mousedown(mpos)
if e.type == pygame.USEREVENT:
org_screen.blit(e.surface, e.pos)
screen.blit(org_screen, (0, 0))
else:
if not pygame.event.peek(pygame.USEREVENT):
cursor.draw(screen, mpos)
pygame.display.flip()
screen.blit(org_screen, (0, 0))
clock.tick(50)
continue
break
Another way to do this would be to use the area
keyword while blitting to only blit a specific area of the source Surface
.
A third way is to use pygame.transform.chop
, but that's rather cumbersome.