mini-arcade-native-backend 0.3.0__tar.gz → 0.3.2__tar.gz

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Files changed (24) hide show
  1. mini_arcade_native_backend-0.3.2/.changelog_section +11 -0
  2. mini_arcade_native_backend-0.3.2/.version_to_tag +1 -0
  3. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/CHANGELOG.md +20 -0
  4. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/PKG-INFO +1 -1
  5. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/cpp/bindings.cpp +16 -2
  6. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/cpp/engine.cpp +120 -11
  7. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/cpp/engine.h +12 -1
  8. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/pyproject.toml +1 -1
  9. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/src/mini_arcade_native_backend/__init__.py +24 -2
  10. mini_arcade_native_backend-0.3.0/.changelog_section +0 -9
  11. mini_arcade_native_backend-0.3.0/.version_to_tag +0 -1
  12. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/.github/workflows/ci.yml +0 -0
  13. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/.github/workflows/create-release-branch.yml +0 -0
  14. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/.github/workflows/release-finalize.yml +0 -0
  15. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/.github/workflows/release-publish.yml +0 -0
  16. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/.gitignore +0 -0
  17. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/.vscode/settings.json +0 -0
  18. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/CMakeLists.txt +0 -0
  19. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/LICENSE +0 -0
  20. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/README.md +0 -0
  21. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/examples/native_backend_demo.py +0 -0
  22. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/poetry.lock +0 -0
  23. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/poetry.toml +0 -0
  24. {mini_arcade_native_backend-0.3.0 → mini_arcade_native_backend-0.3.2}/tests/test_init.py +0 -0
@@ -0,0 +1,11 @@
1
+ ## [0.3.2] - 2025-12-05
2
+
3
+ ### Added
4
+ - add draw_rect_rgba method to Engine for RGBA rectangle drawing and update Python bindings
5
+ - add capture_frame method to Engine and expose it in Python bindings
6
+ - add clear color customization and update draw_rect method
7
+
8
+ ### Other
9
+ - Merge branch 'release/0.3' of https://github.com/alexsc6955/mini-arcade-native-backend into release/0.3
10
+ - Merge branch 'release/0.3' of https://github.com/alexsc6955/mini-arcade-native-backend into release/0.3
11
+
@@ -0,0 +1 @@
1
+ 0.3.2
@@ -6,6 +6,26 @@ This project adheres to [Semantic Versioning](https://semver.org/).
6
6
 
7
7
  ## [Unreleased]
8
8
 
9
+ ## [0.3.2] - 2025-12-05
10
+
11
+ ### Added
12
+ - add draw_rect_rgba method to Engine for RGBA rectangle drawing and update Python bindings
13
+ - add capture_frame method to Engine and expose it in Python bindings
14
+ - add clear color customization and update draw_rect method
15
+
16
+ ### Other
17
+ - Merge branch 'release/0.3' of https://github.com/alexsc6955/mini-arcade-native-backend into release/0.3
18
+ - Merge branch 'release/0.3' of https://github.com/alexsc6955/mini-arcade-native-backend into release/0.3
19
+
20
+ ## [0.3.1] - 2025-12-05
21
+
22
+ ### Added
23
+ - add capture_frame method to Engine and expose it in Python bindings
24
+ - add clear color customization and update draw_rect method
25
+
26
+ ### Other
27
+ - Merge branch 'release/0.3' of https://github.com/alexsc6955/mini-arcade-native-backend into release/0.3
28
+
9
29
  ## [0.3.0] - 2025-12-05
10
30
 
11
31
  ### Added
@@ -1,6 +1,6 @@
1
1
  Metadata-Version: 2.2
2
2
  Name: mini-arcade-native-backend
3
- Version: 0.3.0
3
+ Version: 0.3.2
4
4
  Summary: Native SDL2 backend for mini-arcade-core using SDL2 + pybind11.
5
5
  Author-Email: Santiago Rincon <rincores@gmail.com>
6
6
  License: Copyright (c) 2025 Santiago Rincón
@@ -27,15 +27,26 @@ PYBIND11_MODULE(_native, m) {
27
27
  .def("init", &mini::Engine::init,
28
28
  py::arg("width"), py::arg("height"), py::arg("title"))
29
29
 
30
+ .def("set_clear_color", &mini::Engine::set_clear_color,
31
+ py::arg("r"), py::arg("g"), py::arg("b"))
32
+
30
33
  .def("begin_frame", &mini::Engine::begin_frame)
31
34
  .def("end_frame", &mini::Engine::end_frame)
32
35
 
33
36
  .def("draw_rect", &mini::Engine::draw_rect,
34
- py::arg("x"), py::arg("y"), py::arg("w"), py::arg("h"))
37
+ py::arg("x"), py::arg("y"),
38
+ py::arg("w"), py::arg("h"),
39
+ py::arg("r"), py::arg("g"), py::arg("b"))
40
+
35
41
  .def("draw_sprite", &mini::Engine::draw_sprite,
36
42
  py::arg("texture_id"), py::arg("x"), py::arg("y"),
37
43
  py::arg("w"), py::arg("h"))
38
44
 
45
+ .def("draw_rect_rgba", &mini::Engine::draw_rect_rgba,
46
+ py::arg("x"), py::arg("y"),
47
+ py::arg("w"), py::arg("h"),
48
+ py::arg("r"), py::arg("g"), py::arg("b"), py::arg("a"))
49
+
39
50
  .def("load_font", &mini::Engine::load_font,
40
51
  py::arg("path"), py::arg("pt_size"))
41
52
 
@@ -49,5 +60,8 @@ PYBIND11_MODULE(_native, m) {
49
60
  py::arg("g"),
50
61
  py::arg("b")
51
62
  )
52
- .def("poll_events", &mini::Engine::poll_events);
63
+ .def("poll_events", &mini::Engine::poll_events)
64
+
65
+ .def("capture_frame", &mini::Engine::capture_frame,
66
+ py::arg("path"));
53
67
  }
@@ -9,7 +9,8 @@ namespace mini {
9
9
  : window_(nullptr),
10
10
  renderer_(nullptr),
11
11
  initialized_(false),
12
- font_(nullptr)
12
+ font_(nullptr),
13
+ clear_color_{0, 0, 0, 255}
13
14
  {
14
15
  }
15
16
 
@@ -83,17 +84,40 @@ namespace mini {
83
84
  throw std::runtime_error(msg);
84
85
  }
85
86
 
87
+ // Enable alpha blending for RGBA drawing
88
+ SDL_SetRenderDrawBlendMode(renderer_, SDL_BLENDMODE_BLEND);
89
+
86
90
  initialized_ = true;
87
91
  }
88
92
 
93
+ void Engine::set_clear_color(int r, int g, int b)
94
+ {
95
+ auto clamp = [](int v) {
96
+ if (v < 0) return 0;
97
+ if (v > 255) return 255;
98
+ return v;
99
+ };
100
+
101
+ clear_color_.r = static_cast<Uint8>(clamp(r));
102
+ clear_color_.g = static_cast<Uint8>(clamp(g));
103
+ clear_color_.b = static_cast<Uint8>(clamp(b));
104
+ clear_color_.a = 255;
105
+ }
106
+
89
107
  void Engine::begin_frame()
90
108
  {
91
109
  if (!initialized_ || renderer_ == nullptr) {
92
110
  return;
93
111
  }
94
112
 
95
- // Clear to black
96
- SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
113
+ // use stored clear color instead of hard-coded black
114
+ SDL_SetRenderDrawColor(
115
+ renderer_,
116
+ clear_color_.r,
117
+ clear_color_.g,
118
+ clear_color_.b,
119
+ clear_color_.a
120
+ );
97
121
  SDL_RenderClear(renderer_);
98
122
  }
99
123
 
@@ -106,21 +130,29 @@ namespace mini {
106
130
  SDL_RenderPresent(renderer_);
107
131
  }
108
132
 
109
- void Engine::draw_rect(int x, int y, int w, int h)
133
+ void Engine::draw_rect(int x, int y, int w, int h, int r, int g, int b)
110
134
  {
111
135
  if (!initialized_ || renderer_ == nullptr) {
112
136
  return;
113
137
  }
114
138
 
115
- SDL_Rect rect;
116
- rect.x = x;
117
- rect.y = y;
118
- rect.w = w;
119
- rect.h = h;
139
+ auto clamp = [](int v) {
140
+ if (v < 0) return 0;
141
+ if (v > 255) return 255;
142
+ return v;
143
+ };
144
+
145
+ SDL_Rect rect{ x, y, w, h };
120
146
 
121
- // White rectangle for now (you can parameterize later).
122
- SDL_SetRenderDrawColor(renderer_, 255, 255, 255, 255);
147
+ SDL_SetRenderDrawColor(
148
+ renderer_,
149
+ static_cast<Uint8>(clamp(r)),
150
+ static_cast<Uint8>(clamp(g)),
151
+ static_cast<Uint8>(clamp(b)),
152
+ 255
153
+ );
123
154
  SDL_RenderFillRect(renderer_, &rect);
155
+
124
156
  }
125
157
 
126
158
  void Engine::draw_sprite(int /*texture_id*/, int /*x*/, int /*y*/, int /*w*/, int /*h*/)
@@ -187,6 +219,83 @@ namespace mini {
187
219
  SDL_DestroyTexture(texture);
188
220
  }
189
221
 
222
+ void Engine::draw_rect_rgba(int x, int y, int w, int h, int r, int g, int b, int a)
223
+ {
224
+ if (!initialized_ || renderer_ == nullptr) {
225
+ return;
226
+ }
227
+
228
+ auto clamp = [](int v) {
229
+ if (v < 0) return 0;
230
+ if (v > 255) return 255;
231
+ return v;
232
+ };
233
+
234
+ SDL_Rect rect{ x, y, w, h };
235
+
236
+ SDL_SetRenderDrawColor(
237
+ renderer_,
238
+ static_cast<Uint8>(clamp(r)),
239
+ static_cast<Uint8>(clamp(g)),
240
+ static_cast<Uint8>(clamp(b)),
241
+ static_cast<Uint8>(clamp(a))
242
+ );
243
+ SDL_RenderFillRect(renderer_, &rect);
244
+ }
245
+
246
+
247
+ bool Engine::capture_frame(const char* path)
248
+ {
249
+ if (!initialized_ || renderer_ == nullptr) {
250
+ return false;
251
+ }
252
+
253
+ int width = 0;
254
+ int height = 0;
255
+ if (SDL_GetRendererOutputSize(renderer_, &width, &height) != 0) {
256
+ std::cerr << "SDL_GetRendererOutputSize Error: " << SDL_GetError() << std::endl;
257
+ return false;
258
+ }
259
+
260
+ // Create a surface to hold the pixels (32-bit RGBA)
261
+ SDL_Surface* surface = SDL_CreateRGBSurfaceWithFormat(
262
+ 0,
263
+ width,
264
+ height,
265
+ 32,
266
+ SDL_PIXELFORMAT_ARGB8888
267
+ );
268
+
269
+ if (!surface) {
270
+ std::cerr << "SDL_CreateRGBSurfaceWithFormat Error: " << SDL_GetError() << std::endl;
271
+ return false;
272
+ }
273
+
274
+ // Read pixels from the current render target into the surface
275
+ if (SDL_RenderReadPixels(
276
+ renderer_,
277
+ nullptr, // whole screen
278
+ surface->format->format,
279
+ surface->pixels,
280
+ surface->pitch) != 0)
281
+ {
282
+ std::cerr << "SDL_RenderReadPixels Error: " << SDL_GetError() << std::endl;
283
+ SDL_FreeSurface(surface);
284
+ return false;
285
+ }
286
+
287
+ // Save as BMP (simple, no extra dependencies).
288
+ // Use .bmp extension in the path you pass from Python.
289
+ if (SDL_SaveBMP(surface, path) != 0) {
290
+ std::cerr << "SDL_SaveBMP Error: " << SDL_GetError() << std::endl;
291
+ SDL_FreeSurface(surface);
292
+ return false;
293
+ }
294
+
295
+ SDL_FreeSurface(surface);
296
+ return true;
297
+ }
298
+
190
299
  std::vector<Event> Engine::poll_events()
191
300
  {
192
301
  std::vector<Event> events;
@@ -30,6 +30,9 @@ namespace mini {
30
30
  // Initialize the engine with a window of given width, height, and title.
31
31
  void init(int width, int height, const char* title);
32
32
 
33
+ // Set the clear color for the screen.
34
+ void set_clear_color(int r, int g, int b);
35
+
33
36
  // Clear the screen to a default color (black) and get ready to draw.
34
37
  void begin_frame();
35
38
 
@@ -37,7 +40,7 @@ namespace mini {
37
40
  void end_frame();
38
41
 
39
42
  // Draw a simple filled rectangle (we'll use a fixed color for now).
40
- void draw_rect(int x, int y, int w, int h);
43
+ void draw_rect(int x, int y, int w, int h, int r, int g, int b);
41
44
 
42
45
  // Sprite drawing stub for later.
43
46
  void draw_sprite(int texture_id, int x, int y, int w, int h);
@@ -51,11 +54,19 @@ namespace mini {
51
54
  // Draw text at specified position.
52
55
  void draw_text(const char* text, int x, int y, int r, int g, int b);
53
56
 
57
+ // Capture the current frame into an image file (BMP for now).
58
+ // Returns true on success, false on failure.
59
+ bool capture_frame(const char* path);
60
+
61
+ // Draw a filled rectangle with RGBA color (supports transparency).
62
+ void draw_rect_rgba(int x, int y, int w, int h, int r, int g, int b, int a);
63
+
54
64
  private:
55
65
  SDL_Window* window_;
56
66
  SDL_Renderer* renderer_;
57
67
  bool initialized_;
58
68
  TTF_Font* font_;
69
+ SDL_Color clear_color_;
59
70
  };
60
71
 
61
72
  } // namespace mini
@@ -8,7 +8,7 @@ build-backend = "scikit_build_core.build"
8
8
 
9
9
  [project]
10
10
  name = "mini-arcade-native-backend"
11
- version = "0.3.0"
11
+ version = "0.3.2"
12
12
  description = "Native SDL2 backend for mini-arcade-core using SDL2 + pybind11."
13
13
  authors = [
14
14
  { name = "Santiago Rincon", email = "rincores@gmail.com" },
@@ -69,6 +69,9 @@ class NativeBackend(Backend):
69
69
  if self._font_path is not None:
70
70
  self._engine.load_font(self._font_path, self._font_size)
71
71
 
72
+ def set_clear_color(self, r: int, g: int, b: int) -> None:
73
+ self._engine.set_clear_color(int(r), int(g), int(b))
74
+
72
75
  def poll_events(self) -> list[Event]:
73
76
  """
74
77
  Poll for events from the backend and return them as a list of Event objects.
@@ -91,7 +94,14 @@ class NativeBackend(Backend):
91
94
  """End the current frame for rendering."""
92
95
  self._engine.end_frame()
93
96
 
94
- def draw_rect(self, x: int, y: int, w: int, h: int):
97
+ def draw_rect(
98
+ self,
99
+ x: int,
100
+ y: int,
101
+ w: int,
102
+ h: int,
103
+ color: tuple[int, ...] = (255, 255, 255),
104
+ ):
95
105
  """
96
106
  Draw a rectangle at the specified position with given width and height.
97
107
 
@@ -107,7 +117,16 @@ class NativeBackend(Backend):
107
117
  :param h: Height of the rectangle.
108
118
  :type h: int
109
119
  """
110
- self._engine.draw_rect(x, y, w, h)
120
+ if len(color) == 3:
121
+ r, g, b = color
122
+ self._engine.draw_rect(x, y, w, h, r, g, b)
123
+ elif len(color) == 4:
124
+ r, g, b, a = color
125
+ self._engine.draw_rect_rgba(x, y, w, h, r, g, b, a)
126
+ else:
127
+ raise ValueError(
128
+ f"Color must be (r,g,b) or (r,g,b,a), got {color!r}"
129
+ )
111
130
 
112
131
  def draw_text(
113
132
  self,
@@ -123,3 +142,6 @@ class NativeBackend(Backend):
123
142
  # We rely on C++ side to no-op if font is missing
124
143
  r, g, b = color
125
144
  self._engine.draw_text(text, x, y, int(r), int(g), int(b))
145
+
146
+ def capture_frame(self, path: str) -> bool:
147
+ return self._engine.capture_frame(path)
@@ -1,9 +0,0 @@
1
- ## [0.3.0] - 2025-12-05
2
-
3
- ### Added
4
- - add text rendering support with SDL2_ttf integration
5
-
6
- ### Other
7
- - Merge pull request #7 from alexsc6955/feature/text_support
8
- - Merge release/0.2 into develop
9
-
@@ -1 +0,0 @@
1
- 0.3.0