PySDL2 for Pygamers =================== Care to move to a newer SDL with your Pygame knowledge? Then you should know one thing or two about PySDL2 before hacking code, since it is completely different from Pygame. Do not let that fact scare you away, the basics with graphics and sound are still the same (as they are fundamental), but you will not find many similarities to the Pygame API within PySDL2. .. todo:: More details, examples, etc. Technical differences --------------------- Pygame is implemented as a mixture of Python, C and Assembler code, wrapping 3rd party libraries with CPython API interfaces. PySDL2 in contrast is written in pure Python, using :mod:`ctypes` to interface with the C interfaces of 3rd party libraries. API differences --------------- pygame ^^^^^^ ======================= ================================================= pygame sdl2 ======================= ================================================= ``init()`` :func:`sdl2.SDL_Init()` where appropriate ``quit()`` :func:`sdl2.SDL_Quit()` where appropriate ``error`` No equivalent ``get_error()`` :func:`sdl2.SDL_GetError()` ``set_error()`` :func:`sdl2.SDL_SetError()` ``get_sdl_version()`` :func:`sdl2.SDL_GetVersion()` ``get_sdl_byteorder()`` :data:`sdl2.SDL_BYTEORDER` ``register_quit()`` No equivalent planned ``encode_string()`` No equivalent planned ``encode_file_path()`` No equivalent planned ======================= ================================================= pygame.cdrom ^^^^^^^^^^^^ PySDL2 does not feature any CD-ROM related interfaces. They were removed in SDL2 and PySDL2 does not provide its own facilities. pygame.Color ^^^^^^^^^^^^ You can find a similar class in :class:`sdl2.ext.Color`. It does not feature a ``set_length()`` or ``correct_gamma()`` method, though. pygame.cursors ^^^^^^^^^^^^^^ PySDL2 does not feature any pre-defined cursor settings at the moment. pygame.display ^^^^^^^^^^^^^^ ======================= ================================================= pygame.display sdl2 ======================= ================================================= ``init()`` :func:`sdl2.ext.init()` ``quit()`` :func:`sdl2.ext.quit()` ``get_init()`` :func:`sdl2.SDL_WasInit()` ``set_mode()`` :class:`sdl2.ext.Window` ``get_surface()`` :meth:`sdl2.ext.Window.get_surface()` ``flip()`` :meth:`sdl2.ext.Window.refresh()` ``update()`` :meth:`sdl2.ext.Window.refresh()` ``get_driver()`` :func:`sdl2.SDL_GetCurrentVideoDriver()` ``Info`` No equivalent ``get_wm_info()`` :func:`sdl2.SDL_GetWindowWMInfo()` ``list_modes()`` :func:`sdl2.SDL_GetNumDisplayModes()` ``mode_ok()`` :func:`sdl2.SDL_GetClosestDisplayMode()` ``gl_get_attribute()`` :func:`sdl2.SDL_GL_GetAttribute()` ``gl_set_attribute()`` :func:`sdl2.SDL_GL_SetAttribute()` ``get_active()`` No equivalent ``iconify()`` :meth:`sdl2.ext.Window.minimize()` ``toggle_fullscreen()`` :func:`sdl2.SDL_SetWindowFullscreen()` ``set_gamma()`` :func:`sdl2.SDL_SetWindowBrightness()` ``set_gamma_ramp()`` :func:`sdl2.SDL_SetWindowGammaRamp.()` ``set_icon()`` :func:`sdl2.SDL_SetWindowIcon()` ``set_caption()`` :attr:`sdl2.ext.Window.title` ``get_caption()`` :attr:`sdl2.ext.Window.title` ``set_palette()`` :func:`sdl2.SDL_SetSurfacePalette()` ======================= ================================================= pygame.draw ^^^^^^^^^^^ Drawing primitives can be accessed through either the ``sdl2.SDL_RenderDraw*()`` and ``sdl2.SDL_RenderFill*()`` functions or the more powerful :mod:`sdl2.sdlgfx` module, pygame.event ^^^^^^^^^^^^ ================= ================================================= pygame.event sdl2 ================= ================================================= ``pump()`` :func:`sdl2.SDL_PumpEvents()` ``get()`` :func:`sdl2.SDL_PollEvent()` or :func:`sdl2.ext.get_events()` ``poll()`` :func:`sdl2.SDL_PollEvent()` ``wait()`` :func:`sdl2.SDL_WaitEvent()` ``peek()`` :func:`sdl2.SDL_PeepEvents()` ``clear()`` :func:`sdl2.SDL_FlushEvents()` ``event_name()`` No equivalent ``set_blocked()`` :func:`sdl2.SDL_EventState()` ``get_blocked()`` :func:`sdl2.SDL_EventState()` ``set_allowed()`` :func:`sdl2.SDL_EventState()` ``set_grab()`` :func:`sdl2.SDL_SetWindowGrab()` ``get_grab()`` :func:`sdl2.SDL_GetWindowGrab()` ``post()`` :func:`sdl2.SDL_PeepEvents()` ``Event`` :class:`sdl2.SDL_Event` ================= ================================================= pygame.font ^^^^^^^^^^^ ====================== ================================================= pygame.font sdl2 ====================== ================================================= ``init()`` :func:`sdl2.sdlttf.TTF_Init()` ``quit()`` :func:`sdl2.sdlttf.TTF_Quit()` ``get_init()`` :func:`sdl2.sdlttf.TTF_WasInit()` ``get_default_font()`` No equivalent planned [#f1]_ ``get_fonts()`` No equivalent planned [#f1]_ ``match_font()`` No equivalent planned [#f1]_ ``SysFont`` No equivalent planned [#f1]_ ``Font`` No equivalent planned [#f1]_ ====================== ================================================= pygame.freetype ^^^^^^^^^^^^^^^ PySDL2 does not feature direct FreeType support. pygame.gfxdraw ^^^^^^^^^^^^^^ PySDL2 offers SDL_gfx support through the :mod:`sdl2.sdlgfx` module. pygame.image ^^^^^^^^^^^^ ================== ================================================= pygame.image sdl2 ================== ================================================= ``load()`` :func:`sdl2.sdlimage.IMG_Load()`, :func:`sdl2.ext.load_image()` ``save()`` :func:`sdl2.surface.SDL_SaveBMP()`, :func:`sdl2.sdlimage.IMG_SavePNG()` ``get_extended()`` :func:`sdl2.sdlimage.IMG_isBMP()` et al. ``tostring()`` No equivalent yet ``fromstring()`` No equivalent yet ``frombuffer()`` No equivalent yet ================== ================================================= pygame.joystick ^^^^^^^^^^^^^^^ ================== ======================================================== pygame.joystick sdl2 ================== ======================================================== ``init()`` :func:`sdl2.SDL_Init()` ``quit()`` :func:`sdl2.SDL_Quit()` ``get_init()`` :func:`sdl2.SDL_WasInit()` ``get_count()`` :func:`sdl2.joystick.SDL_NumJoysticks()` ``Joystick()`` :class:`sdl2.joystick.SDL_Joystick` and related functions ================== ======================================================== pygame.key ^^^^^^^^^^ ================== ======================================================== pygame.key sdl2 ================== ======================================================== ``get_focused()`` :func:`sdl2.keyboard.SDL_GetKeyboardFocus()` ``get_pressed()`` :func:`sdl2.keyboard.SDL_GetKeyboardState()` ``get_mods()`` :func:`sdl2.keyboard.SDL_GetModState()` ``set_mods()`` :func:`sdl2.keyboard.SDL_SetModState()` ``set_repeat()`` Based on the OS/WM settings, no equivalent ``get_repeat()`` Based on the OS/WM settings, no equivalent ``name()`` :func:`sdl2.keyboard.SDL_GetKeyName()` ================== ======================================================== pygame.locals ^^^^^^^^^^^^^ Constants in PySDL2 are spread across the different packages and modules, depending on where they originate from. pygame.mixer ^^^^^^^^^^^^ ====================== ==================================================== pygame.mixer sdl2 ====================== ==================================================== ``init()`` :func:`sdl2.sdlmixer.Mix_Init()` ``quit()`` :func:`sdl2.sdlmixer.Mix_Quit()` ``get_init()`` No equivalent planned ``stop()`` :func:`sdl2.sdlmixer.Mix_HaltChannel()`, :func:`sdl2.sdlmixer.Mix_HaltGroup()`, :func:`sdl2.sdlmixer.Mix_HaltMusic()` ``pause()`` :func:`sdl2.sdlmixer.Mix_Pause()`, :func:`sdl2.sdlmixer.Mix_PauseMusic()` ``unpause()`` :func:`sdl2.sdlmixer.Mix_Resume()`, :func:`sdl2.sdlmixer.Mix_ResumeMusic()` ``fadeout()`` :func:`sdl2.sdlmixer.Mix_FadeOutChannel()`, :func:`sdl2.sdlmixer.Mix_FadeOutGroup()`, :func:`sdl2.sdlmixer.Mix_FadeOutMusic()` ``set_num_channels()`` :func:`sdl2.sdlmixer.Mix_AllocateChannels()` ``get_num_channels()`` :func:`sdl2.sdlmixer.Mix_AllocateChannels()` ``set_reserved()`` :func:`sdl2.sdlmixer.Mix_ReserveChannels()` ``find_channel()`` No equivalent planned ``get_busy()`` :func:`sdl2.sdlmixer.Mix_ChannelFinished` ``Sound`` :class:`sdl2.sdlmixer.Mix_Chunk` ``Channel`` No equivalent, use the channel functions instead ====================== ==================================================== pygame.mixer.music ^^^^^^^^^^^^^^^^^^ See `pygame.mixer`_. pygame.mouse ^^^^^^^^^^^^ ================= ==================================================== pygame.mouse sdl2 ================= ==================================================== ``get_pressed()`` :func:`sdl2.mouse.SDL_GetMouseState()` ``get_pos()`` :func:`sdl2.mouse.SDL_GetMouseState()` ``get_rel()`` :func:`sdl2.mouse.SDL_GetRelativeMouseState()` ``set_pos()`` :func:`sdl2.mouse.SDL_WarpMouseInWindow()` ``set_visible()`` :func:`sdl2.mouse.SDL_ShowCursor()` ``get_focused()`` :func:`sdl2.mouse.SDL_GetMouseFocus()` ``set_cursor()`` :func:`sdl2.mouse.SDL_GetCursor()` ``get_cursor()`` :func:`sdl2.mouse.SDL_SetCursor()` ================= ==================================================== pygame.movie ^^^^^^^^^^^^ No such module is planned for PySDL2. pygame.Overlay ^^^^^^^^^^^^^^ You can work with YUV overlays by using the :mod:`sdl2.render` module with :class:`sdl2.render.SDL_Texture` objects. pygame.PixelArray ^^^^^^^^^^^^^^^^^ You can access pixel data of sprites and surfaces directly via the :class:`sdl2.ext.PixelView` class. It does not feature comparison or extractions methods. pygame.Rect ^^^^^^^^^^^ No such functionality is available for PySDL2. Rectangles are represented via :class:`sdl2.rect.SDL_Rect` for low-level SDL2 wrappers or 4-value tuples. pygame.scrap ^^^^^^^^^^^^ PySDL2 offers basic text-based clipboard access via the :mod:`sdl2.clipboard` module. A feature-rich clipboard API as for Pygame does not exist yet. pygame.sndarray ^^^^^^^^^^^^^^^ No such module is available for PySDL2 yet. pygame.sprite ^^^^^^^^^^^^^ PySDL2 uses a different approach of rendering and managing sprite objects via a component-based system and the :class:`sdl2.ext.Sprite` class. A sprite module as for Pygame is not planned. pygame.Surface ^^^^^^^^^^^^^^ ======================= ===================================================== pygame.Surface sdl2 ======================= ===================================================== ``blit()`` :meth:`sdl2.surface.SDL_BlitSurface()`, :class:`sdl2.ext.SpriteRenderSystem` ``convert()`` :func:`sdl2.surface.SDL_ConvertSurface()` ``convert_alpha()`` :func:`sdl2.surface.SDL_ConvertSurface()` ``copy()`` :func:`sdl2.surface.SDL_ConvertSurface()` ``fill()`` :func:`sdl2.surface.SDL_FillRect()`, :func:`sdl2.surface.SDL_FillRects()`, :func:`sdl2.ext.fill()` ``scroll()`` No equivalent planned ``set_colorkey()`` :func:`sdl2.surface.SDL_SetColorKey()` ``get_colorkey()`` :func:`sdl2.surface.SDL_GetColorKey()` ``set_alpha()`` :func:`sdl2.surface.SDL_SetSurfaceAlphaMod()` ``get_alpha()`` :func:`sdl2.surface.SDL_GetSurfaceAlphaMod()` ``lock()`` :func:`sdl2.surface.SDL_LockSurface()` ``unlock()`` :func:`sdl2.surface.SDL_UnlockSurface()` ``mustlock()`` :func:`sdl2.surface.SDL_MUSTLOCK()` ``get_locked()`` :attr:`sdl2.surface.SDL_Surface.locked` ``get_locks()`` No equivalent planned ``get_at()`` Direct access to the pixels for surfaces can be achieved via the :class:`sdl2.ext.PixelView` class ``set_at()`` Direct access to the pixels for surfaces can be achieved via the :class:`sdl2.ext.PixelView` class ``get_at_mapped()`` No equivalent planned ``get_palette()`` via :attr:`sdl2.surface.SDL_Surface.format` and the :attr:`sdl2.pixels.SDL_PixelFormat.palette` attribute ``get_palette_at()`` ``sdl2.pixels.SDL_Palette.colors[offset]`` ``set_palette()`` :func:`sdl2.surface.SDL_SetSurfacePalette()` ``set_palette_at()`` ``sdl2.pixels.SDL_Palette.colors[offset]`` ``map_rgb()`` :func:`sdl2.pixels.SDL_MapRGB()` ``unmap_rgb()`` :func:`sdl2.pixels.SDL_GetRGB()` ``set_clip()`` :func:`sdl2.surface.SDL_SetClipRect()` ``get_clip()`` :func:`sdl2.surface.SDL_GetClipRect()` ``subsurface()`` :func:`sdl2.ext.subsurface()` ``get_parent()`` No equivalent yet ``get_abs_parent()`` As for ``get_parent`` ``get_offset()`` As for ``get_parent`` ``get_abs_offset()`` As for ``get_parent`` ``get_size()`` :attr:`sdl2.ext.Sprite.size`, :attr:`sdl2.surface.SDL_Surface.w`, :attr:`sdl2.surface.SDL_Surface.h` ``get_width()`` ``sdl2.ext.Sprite.size[0]``, :attr:`sdl2.surface.SDL_Surface.w`, ``get_height()`` ``sdl2.ext.Sprite.size[1]``, :attr:`sdl2.surface.SDL_Surface.h` ``get_rect()`` No equivalent planned ``get_bitsize()`` :attr:`sdl2.pixels.SDL_PixelFormat.BitsPerPixel` ``get_bytesize()`` :attr:`sdl2.pixels.SDL_PixelFormat.BytesPerPixel` ``get_flags()`` :attr:`sdl2.surface.SDL_Surface.flags` ``get_pitch()`` :attr:`sdl2.surface.SDL_Surface.pitch` ``get_masks()`` :attr:`sdl2.pixels.SDL_PixelFormat.Rmask`, ... ``get_shifts()`` :attr:`sdl2.pixels.SDL_PixelFormat.Rshift`, ... ``get_losses()`` :attr:`sdl2.pixels.SDL_PixelFormat.Rloss`, ... ``get_bounding_rect()`` No equivalent planned ``get_view()`` :class:`sdl2.ext.PixelView` ``get_buffer()`` :class:`sdl2.ext.PixelView` or :attr:`sdl2.surface.SDL_Surface.pixels` ======================= ===================================================== pygame.surfarray ^^^^^^^^^^^^^^^^ 2D and 3D pixel access can be achieved via the :class:`sdl2.ext.PixelView` class in environments without numpy. Simplified numpy-array creation with direct pixel access (similar to ``pygame.surfarray.pixels2d()`` and ``pygame.surfarray.pixels3d()``) is available via :func:`sdl2.ext.pixels2d()` and :func:`sdl2.ext.pixels3d()`. pygame.time ^^^^^^^^^^^ =============== ================================================= pygame.time sdl2 =============== ================================================= ``get_ticks()`` :func:`sdl2.timer.SDL_GetTicks()` ``wait()`` :func:`sdl2.timer.SDL_Delay()` ``delay()`` :func:`sdl2.timer.SDL_Delay()` ``Clock`` No equivalent planned =============== ================================================= pygame.transform ^^^^^^^^^^^^^^^^ The are no transformation helpers in PySDL2 at moment. Those might be implemented later on via numpy helpers, the Python Imaging Library or other 3rd party packages. pygame.version ^^^^^^^^^^^^^^ =============== ================================================= pygame.version sdl2 =============== ================================================= ``ver`` :attr:`sdl2.__version__` ``vernum`` :attr:`sdl2.version_info` =============== ================================================= .. rubric:: Footnotes .. [#f1] Check https://bitbucket.org/marcusva/python-utils for an easy to use system font detection module