bool __eq__(const wxBitmap* other) { return other ? (*self == *other) : false; }
bool __ne__(const wxBitmap* other) { return other ? (*self != *other) : true; }
}
+
+ %property(Depth, GetDepth, SetDepth, doc="See `GetDepth` and `SetDepth`");
+ %property(Height, GetHeight, SetHeight, doc="See `GetHeight` and `SetHeight`");
+ %property(Mask, GetMask, SetMask, doc="See `GetMask` and `SetMask`");
+ %property(Palette, GetPalette, doc="See `GetPalette`");
+ %property(Size, GetSize, SetSize, doc="See `GetSize` and `SetSize`");
+ %property(SubBitmap, GetSubBitmap, doc="See `GetSubBitmap`");
+ %property(Width, GetWidth, SetWidth, doc="See `GetWidth` and `SetWidth`");
+
};
// appears to me that the other platforms are already doing it, so I'll just
// automatically do it for wxMSW here.
#ifdef __WXMSW__
-#define wxPy_premultiply(p, a) ((p) * (a) / 256)
-#define wxPy_unpremultiply(p, a) ((a) ? ((p) * 256 / (a)) : (p))
+#define wxPy_premultiply(p, a) ((p) * (a) / 0xff)
+#define wxPy_unpremultiply(p, a) ((a) ? ((p) * 0xff / (a)) : (p))
#else
#define wxPy_premultiply(p, a) (p)
#define wxPy_unpremultiply(p, a) (p)
%pythoncode {
def __iter__(self):
- """Create and return an iterator object for this pixel data object."""
- return self.PixelIterator(self)
-
- class PixelIterator(object):
"""
- Sequential iterator which returns pixel accessor objects starting at the
- the top-left corner, and going row-by-row until the bottom-right
- corner is reached.
+ Create and return an iterator object for this pixel data
+ object. (It's really a generator but I won't tell if you
+ don't tell.)
"""
-
- class PixelAccessor(object):
- """
- This class is what is returned by the iterator and allows the pixel
- to be Get or Set.
- """
- def __init__(self, data, pixels, x, y):
- self.data = data
- self.pixels = pixels
- self.x = x
- self.y = y
- def Set(self, *args, **kw):
- self.pixels.MoveTo(self.data, self.x, self.y)
- return self.pixels.Set(*args, **kw)
+ width = self.GetWidth()
+ height = self.GetHeight()
+ pixels = self.GetPixels()
+
+ # This class is a facade over the pixels object (using the one
+ # in the enclosing scope) that only allows Get() and Set() to
+ # be called.
+ class PixelFacade(object):
def Get(self):
- self.pixels.MoveTo(self.data, self.x, self.y)
- return self.pixels.Get()
-
- def __init__(self, pixelData):
- self.x = self.y = 0
- self.w = pixelData.GetWidth()
- self.h = pixelData.GetHeight()
- self.data = pixelData
- self.pixels = pixelData.GetPixels()
-
- def __iter__(self):
- return self
-
- def next(self):
- if self.y >= self.h:
- raise StopIteration
- p = self.PixelAccessor(self.data, self.pixels, self.x, self.y)
- self.x += 1
- if self.x >= self.w:
- self.x = 0
- self.y += 1
- return p
+ return pixels.Get()
+ def Set(self, *args, **kw):
+ return pixels.Set(*args, **kw)
+ def __str__(self):
+ return str(self.Get())
+ def __repr__(self):
+ return 'pixel(%d,%d): %s' % (x,y,self.Get())
+ X = property(lambda self: x)
+ Y = property(lambda self: y)
+
+ pf = PixelFacade()
+ for y in xrange(height):
+ for x in xrange(width):
+ # We always generate the same pf instance, but it
+ # accesses the pixels object which we use to iterate
+ # over the pixel buffer.
+ yield pf
+ pixels.nextPixel()
+ pixels.MoveTo(self, 0, y)
}
+
+ %property(Pixels, GetPixels, doc="See `GetPixels`");
};
void OffsetY(const PixelData& data, int y);
void MoveTo(const PixelData& data, int x, int y);
-// NOTE: For now I'm not wrapping the Red, Green, Blue and Alpha functions
-// because I can't hide the premultiplying needed on wxMSW if only the
-// individual components are wrapped. Instead I've added the Set and Get
-// functions and put the premultiplying in there.
+// NOTE: For now I'm not wrapping the Red, Green, Blue and Alpha
+// functions because I can't hide the premultiplying needed on wxMSW
+// if only the individual components are wrapped, plus it would mean 3
+// or 4 trips per pixel from Python to C++ instead of just one.
+// Instead I've added the Set and Get functions and put the
+// premultiplying in there.
// %extend {
// byte _get_Red() { return self->Red(); }