matrixrender 0.1.0__tar.gz
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
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MIT License
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Copyright (c) 2026 General Software Development
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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Metadata-Version: 2.4
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Name: matrixrender
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Version: 0.1.0
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Summary: Turn a numpy matrix into a rendered screen via PyGame
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License: MIT
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License-File: LICENSE
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Author: Sandu Bogdan
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Author-email: bogdanelsandu@hotmail.com
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Requires-Python: >=3.13
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Classifier: License :: OSI Approved :: MIT License
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Classifier: Programming Language :: Python :: 3
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Classifier: Programming Language :: Python :: 3.13
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Classifier: Programming Language :: Python :: 3.14
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Requires-Dist: numpy (>=2.4.1,<3.0.0)
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Requires-Dist: pygame (>=2.6.1,<3.0.0)
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Description-Content-Type: text/markdown
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File without changes
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from . import render as render
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import pygame
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import numpy as np
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import typing as ttypes
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class WindowExitRequested(BaseException): ...
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class App:
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def __init__(self, screen: pygame.Surface, clock: pygame.time.Clock, zoom: int = 1, target_fps: int = 60):
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self.screen = screen
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self.clock = clock
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self.zoom = zoom
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self.target_fps = target_fps
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self.__width = int(self.screen.get_width() / zoom)
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self.__height = int(self.screen.get_height() / zoom)
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self.__delta_time: float = 1.0 / target_fps
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def tick(self):
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self.__delta_time = float(self.clock.tick(self.target_fps)) / 1000
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@property
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def width(self): return self.__width
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@property
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def height(self): return self.__height
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@property
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def dt(self) -> float:
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return min(self.__delta_time, 0.25) # Clamp at 4 FPS
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def clear_events(self):
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for event in pygame.event.get():
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yield event
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class State:
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def __init__(self, width: int, height: int):
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self.x_max = width
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self.y_max = height
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# State.area usage:
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# State.area[x, y]
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#
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# or (not recommended as it is slower): State.area[x][y]
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self.area = np.zeros((self.x_max, self.y_max), dtype=int)
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def set_area(self, area: np.ndarray) -> None:
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if area.shape != self.area.shape:
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raise ValueError("Area shape mismatch")
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self.area = area
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def set_cell(self, x: int, y: int, value: int) -> None:
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self.area[x, y] = value
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def init_screen(width=800, height=600, title="Pygame Window", zoom: int = 1, target_fps: int = 60) -> App:
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pygame.init()
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screen = pygame.display.set_mode((width * zoom, height * zoom))
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pygame.display.set_caption(title)
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clock = pygame.time.Clock()
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return App(screen, clock, zoom, target_fps)
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def _draw_cell(
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screen: pygame.Surface,
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x: int,
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y: int,
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color: pygame.Color,
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cell_size: int,
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) -> None:
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rect = pygame.Rect(
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x * cell_size,
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y * cell_size,
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cell_size,
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cell_size,
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)
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pygame.draw.rect(screen, color, rect)
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WHITE: pygame.Color = pygame.Color(255, 255, 255, 255)
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BLACK: pygame.Color = pygame.Color( 0, 0, 0, 255)
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_states = {0: WHITE}
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def register_state(value: int, color: pygame.Color) -> None:
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_states[value] = color
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def update_screen(app: App, state: State) -> tuple[bool, ttypes.Optional[Exception]]:
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# If types don't correspond, raise Error as the caller is possibly in an invalid state
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#
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# If drawing fails, simply return the Error so the caller can understand what went wrong
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# and handle the error / do cleanup
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if (not isinstance(app, App)):
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raise TypeError("app is not an instance of type App().")
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elif (not isinstance(state, State)):
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raise TypeError("state is not an instance of type State().")
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app.screen.fill(BLACK)
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for i in range(0, state.x_max):
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for j in range(0, state.y_max):
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_draw_cell(app.screen, i, j, _states.get(state.area[i, j], BLACK), app.zoom)
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if pygame.event.peek(pygame.QUIT):
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raise WindowExitRequested("User closed the PyGame window.")
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try:
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pygame.display.flip()
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app.tick()
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return (True, None)
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except Exception as e:
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return (False, e)
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[project]
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name = "matrixrender"
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version = "0.1.0"
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description = "Turn a numpy matrix into a rendered screen via PyGame"
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authors = [
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{name = "Sandu Bogdan",email = "bogdanelsandu@hotmail.com"}
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]
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license = {text = "MIT License"}
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readme = "README.md"
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requires-python = ">=3.13"
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dependencies = [
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"numpy (>=2.4.1,<3.0.0)",
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"pygame (>=2.6.1,<3.0.0)"
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]
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[dependency-groups]
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dev = [
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"ruff (>=0.14.14,<0.15.0)",
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"mypy (>=1.19.1,<2.0.0)"
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]
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[build-system]
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requires = ["poetry-core>=2.0.0,<3.0.0"]
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build-backend = "poetry.core.masonry.api"
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