I'm currently making a graph plotter and I'm in the early stages so Im just using the shell to get inputs from the user at the moment. However, due to other parts of my program, I need the pygame window to be open before they begin their inputs (I cannot change the order of this as their inputs are gotten by a function and I don't really want to open pygame in this function). This blocks the shell so I used pygame.display.iconify() which minimized the pygame window doing what I needed.
My problem is that when you have completed the inputs the pygame window is still minimized and I want it to be back as an active window. Is there such a thing that does the opposite of iconify() or should I change my code completely?
Thanks.
There's no way to do this with pygame only, but if you're on Windows, you can use the pywin32 package.
Here's an example that will minify and restore the window every second:
import pygame
import win32gui
import win32con
def main():
pygame.init()
clock = pygame.time.Clock()
screen = pygame.display.set_mode((200, 200))
hwnd = win32gui.GetForegroundWindow()
EVENT = pygame.USEREVENT + 1
pygame.time.set_timer(EVENT, 1000)
while True:
for event in pygame.event.get():
pos = pygame.mouse.get_pos()
if event.type == pygame.QUIT:
return
if event.type == EVENT:
if win32gui.IsIconic(hwnd):
win32gui.ShowWindow(hwnd, win32con.SW_SHOWNOACTIVATE)
win32gui.BringWindowToTop(hwnd)
else:
pygame.display.iconify()
screen.fill((30, 30, 30))
clock.tick(30)
pygame.display.flip()
main()
Don't use pygame.display.iconify() as there is no pygame.display.uniconify() counterpart.
There is this ugly hack, where you can use pygame.display.set_mode() to hide the window, and then regain focus and size, when needed:
# Minimize window
pygame.display.set_mode((1,1))
# Restore window
pygame.display.set_mode((1024, 768))
You should write your plot on a surface, independent of the display surface, and then blit and flip it, when you need to display it.
Related
Before I start, this is not a duplicate of How do you start Pygame window maximized?
I am on Linux which the win32gui and win32con libraries do not run on.
What I'm trying to do as stated by the title is maximize my pygame window when it is run. I do not want the game to be fullscreen by using the pygame.FULLSCREEN tag in pygame.display.set_mode(). I want it to be maximized.
My current way of getting it maximized is by creating the window with the pygame.RESIZEABLE flag which allows me to get the pygame.VIDEOEXPOSE event as shown in the example below.
import pygame, sys
SCREEN_WIDTH,SCREEN_HEIGHT = 1280,720
SCREEN = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT), pygame.RESIZABLE, 32, vsync=1)
objects = pygame.Surface((SCREEN_WIDTH, SCREEN_HEIGHT))
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
if event.type == pygame.VIDEORESIZE:
SCREEN.blit(pygame.transform.scale(objects, event.dict['size']), (0, 0))
pygame.display.update()
elif event.type == pygame.VIDEOEXPOSE: # handles window minimising/maximising
SCREEN.fill((0, 0, 0))
SCREEN.blit(pygame.transform.scale(objects, SCREEN.get_size()), (0, 0))
pygame.display.update()
pygame.display.update()
The objects surface is simply a surface I draw my game objects to in order to scale them when the window is resized. If you're wondering why I'm not just setting the screen width and height to the size of the screen by getting it using system info is because that way my objects aren't scaled properly. The only way I've been able to get my objects scaled properly is by using the VIDEORESIZE and VIDEOEXPOSE events. If there is a way to automatically press the maximize button or just start maximized in pygame that would be great.
Just found this issue on the pygame github for anyone who needs this. Essentially just use the library that pygame uses to draw windows which is cross platform.
This is the code snippet on the issue which worked for me.
import sys
import pygame
import pygame._sdl2
import time
pygame.init()
screen = pygame.display.set_mode((400, 400), pygame.RESIZABLE)
window = pygame._sdl2.Window.from_display_module()
clock = pygame.time.Clock()
window.maximize()
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
screen.fill((255, 255, 255))
pygame.display.flip()
clock.tick(30)
I hope this helps anyone having similar issues.
I am making a pygame project, and have an issue where the window sets itself in the corner of the screen when I back out of full screen mode. Normally, this wouldn't be an issue but it hides the toolbar off screen, making it impossible to drag the screen around or resize it. I have found pygame.display.toggle_fullscreen() to be far to unreliable and breaks whenever I use it, so I made my own method of toggling fullscreen:
import pygame, tkinter
fullscr = False
scrw, srch = tkinter.Tk().winfo_screenwidth(), tkinter.Tk().winfo_screenheight()
while True:
for event in pygame.event.get():
if event.type == pygame.KEYUP:
if event.key == pygame.K_F11:
if fullscr:
screen = pygame.display.set_mode((scrw, scrh), pygame.RESIZABLE)
screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN)
else:
screen = pygame.display.set_mode((980, 720), pygame.RESIZABLE)
fullscr = not fullscr
For those curious, I set the window to fill the screen before setting it to fullscreen because the window will maintain its aspect ratio, breaking my game and causing weird glitches. I am already aware of os.environ['SDL_VIDEO_CENTERED'] = '1' as a way to center the screen, but this does not work after running pygame.init(). Are there any other ways I can change the windows position, or at least prevent it from hiding the toolbar off screen when toggling out of fullscreen?
This is a pygame 2 bug.
It's reported on github here: https://github.com/pygame/pygame/issues/2360,
and the author there realized that you can get around this for now by calling pygame.quit() and then reinitializing to have the SDL_VIDEO_CENTERED work.
Hopefully this will be fixed in pygame 2.0.2. I've written a patch for it at https://github.com/pygame/pygame/pull/2460
I'm using pygame and updating to the screen every loop of the main loop. What I don't understand is nothing will update until I add a for loop looking for events, then suddenly all the updating does occur. Why is this?
def run(self):
two_pm = get_stand_up_timestamp()
pygame.init()
font = pygame.font.Font(None, 72)
screen = pygame.display.set_mode(self._dimensions)
before_two = True
while before_two:
# Blit the time to the window.
# Update Screen.
current_time = datetime.datetime.now()
text = font.render(f'{current_time.hour} : {current_time.minute} : {current_time.second}', True, (0, 0, 0))
blit_center = (
self._dimensions[0] // 2 - (text.get_width() // 2),
self._dimensions[1] // 2 - (text.get_height() // 2)
)
screen.fill((255, 255, 255))
screen.blit(text, blit_center)
pygame.display.flip()
# Get events.
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_q:
sys.exit()
When you call pygame.event.get() (or pump()), pygame processes all events that your window manager send to the window managed by pygame.
You don't see these events as they are not returned by get(), but pygame handles them internally. These events could be WM_PAINT on Windows or Expose on Linux (IIRC pygame uses Xlib), or other events (I guess you could look them up in pygame's source code).
E.g. if you run pygame on Windows, Pygame has to call Windows' GetMessage function, otherwise:
If a top-level window stops responding to messages for more than several seconds, the system considers the window to be not responding and replaces it with a ghost window that has the same z-order, location, size, and visual attributes. This allows the user to move it, resize it, or even close the application. However, these are the only actions available because the application is actually not responding.
So the typical behaviour if you don't let pygame process the events is that it will basically run, but the mouse cursor will change to the busy cursor and you can't move the window before it will eventually freeze.
If you run pygame on other systems, e.g. Linux, you only see a black screen. I don't know the internals of the message loop when pygame runs on Linux, but it's similiar to the Windows message loop: you have to process the events in the queue to have pygame call Xlib's XNextEvent function (IIRC) to give the window manager a chance to draw the window.
See e.g. Message loop in Microsoft Windows and/or Xlib for more information on that topic.
No idea why it doesn't work on your end, however when I run
def run():
width = 500
height = 500
pygame.init()
font = pygame.font.Font(None, 72)
screen = pygame.display.set_mode((width, height))
before_two = True
while before_two:
# Blit the time to the window.
# Update Screen.
current_time = datetime.datetime.now()
text = font.render(f'{current_time.hour} : {current_time.minute} : {current_time.second}', True, (0, 0, 0))
blit_center = (
width // 2 - (text.get_width() // 2),
height // 2 - (text.get_height() // 2)
)
screen.fill((255, 255, 255))
screen.blit(text, blit_center)
pygame.display.flip()
run()
Everything works fine update wise. The clock ticks every second so it may be something with your version of python or pygame. Try updating them both. Alternately it could be a problem with how you get pass pygame the dimensions of the window with the run(self) and self._dimensions. Trying using static dimensions like I did above and see if that works on your end. Sadly without more code to see how you call run() its difficult to fully debug whats wrong.
I'm slowly trying to get to know pygame and write my first game in it and honestly, I didn't expect problems so early. So far I've only set a display, that is supposed to be there indefinitely (I just wanted to try it out):
import pygame
pygame.init()
(width, height) = (1000, 700)
screen = pygame.display.set_mode((width, height))
while True:
pygame.display.flip()
But when the window appears it says it's "not responding". I tried deleting the loop so that display would just blink once and vanish, because programm would die immiedately after it's created, but I get the same "not responding" window. I'm using pygame 1.9.2 and python 3.5. I wonder if the trouble may be because of anaconda - the window is opened as subcart for anaconda by default.
Edit: So far I discovered that when I open it not from spyder, but just click on a file it works just fine. Is there any way to make it work by simple run and compile while in spyder or it's just how it's supposed to work?
Add this to your loop. For me the only time it isnt responding is when I click the X and this could be to do with the fact that pygame doesn't know what to do when that happens.
import sys
for evt in pygame.event.get():
if evt.type == pygame.QUIT:
pygame.quit()
sys.exit()
#Try This
import pygame
(width, height) = (1000, 700)
screen=pygame.display.set_mode((width, height))
pygame.display.update()
while True:
for event in pygame.event.get():``
if event.type == pygame.QUIT:
pygame.quit()
quit()
I took this tutorial from pygame.org which should show how to resize the window properly (image has to be supplied to it, you can use for instance my gravatar). The image should resize to the window, but this doesn't happen with me. Only one VideoResize event is created as soon as I resize the window even so slightly:
<Event(16-VideoResize {'h': 500, 'w': 501, 'size': (501, 500)})>
No other VideoResize events are created (other things like mouse movement or keypresses work). So is the tutorial wrong? Is my computer wrong? What is the proper way of doing it?
I'm running: Python 2.7.5, Pygame 1.9.1, Fedora 20, MATE 1.8.1, Toshiba Satellite.
Here's the code (slightly modified to print the event, but neither the original nor this one work):
import pygame
from pygame.locals import *
pygame.init()
screen = pygame.display.set_mode((500,500), RESIZABLE)
pic = pygame.image.load("example.png")
screen.blit(pygame.transform.scale(pic, (500,500)), (0,0))
pygame.display.flip()
done = False
while not done:
pygame.event.pump()
for event in pygame.event.get():
if event.type == QUIT:
done = True
elif event.type == VIDEORESIZE:
print event # show all VIDEORESIZE events
screen = pygame.display.set_mode(event.dict['size'], RESIZABLE) # A
screen.blit(pygame.transform.scale(pic, event.dict['size']), (0,0))
pygame.display.flip()
pygame.display.quit()
If I comment the line # A, then I get plenty of events, but this is the line which resizes the window.
Well I ran the tutorial example with only one change which is I used a pic of a cat called cat.png and it worked fine. The resize is working you just grab a corner and it allows me to adjust it freely with dragging. The picture fills the window whatever size I make it. Have you done other scripts with pygame successfully?