python-backend/include/site/python3.7/pygame/_pygame.h

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2019-02-09 09:05:07 +00:00
/*
pygame - Python Game Library
Copyright (C) 2000-2001 Pete Shinners
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Library General Public
License as published by the Free Software Foundation; either
version 2 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Pete Shinners
pete@shinners.org
*/
#ifndef _PYGAME_H
#define _PYGAME_H
/** This header file includes all the definitions for the
** base pygame extensions. This header only requires
** SDL and Python includes. The reason for functions
** prototyped with #define's is to allow for maximum
** python portability. It also uses python as the
** runtime linker, which allows for late binding. For more
** information on this style of development, read the Python
** docs on this subject.
** http://www.python.org/doc/current/ext/using-cobjects.html
**
** If using this to build your own derived extensions,
** you'll see that the functions available here are mainly
** used to help convert between python objects and SDL objects.
** Since this library doesn't add a lot of functionality to
** the SDL libarary, it doesn't need to offer a lot either.
**
** When initializing your extension module, you must manually
** import the modules you want to use. (this is the part about
** using python as the runtime linker). Each module has its
** own import_xxx() routine. You need to perform this import
** after you have initialized your own module, and before
** you call any routines from that module. Since every module
** in pygame does this, there are plenty of examples.
**
** The base module does include some useful conversion routines
** that you are free to use in your own extension.
**
** When making changes, it is very important to keep the
** FIRSTSLOT and NUMSLOT constants up to date for each
** section. Also be sure not to overlap any of the slots.
** When you do make a mistake with this, it will result
** is a dereferenced NULL pointer that is easier to diagnose
** than it could be :]
**/
#if defined(HAVE_SNPRINTF) /* defined in python.h (pyerrors.h) and SDL.h (SDL_config.h) */
#undef HAVE_SNPRINTF /* remove GCC redefine warning */
#endif
// This must be before all else
#if defined(__SYMBIAN32__) && defined( OPENC )
#include <sys/types.h>
#if defined(__WINS__)
void* _alloca(size_t size);
# define alloca _alloca
#endif
#endif
/* This is unconditionally defined in Python.h */
#if defined(_POSIX_C_SOURCE)
#undef _POSIX_C_SOURCE
#endif
#include <Python.h>
/* Cobjects vanish in Python 3.2; so we will code as though we use capsules */
#if defined(Py_CAPSULE_H)
#define PG_HAVE_CAPSULE 1
#else
#define PG_HAVE_CAPSULE 0
#endif
#if defined(Py_COBJECT_H)
#define PG_HAVE_COBJECT 1
#else
#define PG_HAVE_COBJECT 0
#endif
#if !PG_HAVE_CAPSULE
#define PyCapsule_New(ptr, n, dfn) PyCObject_FromVoidPtr(ptr, dfn)
#define PyCapsule_GetPointer(obj, n) PyCObject_AsVoidPtr(obj)
#define PyCapsule_CheckExact(obj) PyCObject_Check(obj)
#endif
/* Pygame uses Py_buffer (PEP 3118) to exchange array information internally;
* define here as needed.
*/
#if !defined(PyBUF_SIMPLE)
typedef struct bufferinfo {
void *buf;
PyObject *obj;
Py_ssize_t len;
Py_ssize_t itemsize;
int readonly;
int ndim;
char *format;
Py_ssize_t *shape;
Py_ssize_t *strides;
Py_ssize_t *suboffsets;
void *internal;
} Py_buffer;
/* Flags for getting buffers */
#define PyBUF_SIMPLE 0
#define PyBUF_WRITABLE 0x0001
/* we used to include an E, backwards compatible alias */
#define PyBUF_WRITEABLE PyBUF_WRITABLE
#define PyBUF_FORMAT 0x0004
#define PyBUF_ND 0x0008
#define PyBUF_STRIDES (0x0010 | PyBUF_ND)
#define PyBUF_C_CONTIGUOUS (0x0020 | PyBUF_STRIDES)
#define PyBUF_F_CONTIGUOUS (0x0040 | PyBUF_STRIDES)
#define PyBUF_ANY_CONTIGUOUS (0x0080 | PyBUF_STRIDES)
#define PyBUF_INDIRECT (0x0100 | PyBUF_STRIDES)
#define PyBUF_CONTIG (PyBUF_ND | PyBUF_WRITABLE)
#define PyBUF_CONTIG_RO (PyBUF_ND)
#define PyBUF_STRIDED (PyBUF_STRIDES | PyBUF_WRITABLE)
#define PyBUF_STRIDED_RO (PyBUF_STRIDES)
#define PyBUF_RECORDS (PyBUF_STRIDES | PyBUF_WRITABLE | PyBUF_FORMAT)
#define PyBUF_RECORDS_RO (PyBUF_STRIDES | PyBUF_FORMAT)
#define PyBUF_FULL (PyBUF_INDIRECT | PyBUF_WRITABLE | PyBUF_FORMAT)
#define PyBUF_FULL_RO (PyBUF_INDIRECT | PyBUF_FORMAT)
#define PyBUF_READ 0x100
#define PyBUF_WRITE 0x200
#define PyBUF_SHADOW 0x400
typedef int (*getbufferproc)(PyObject *, Py_buffer *, int);
typedef void (*releasebufferproc)(Py_buffer *);
#endif /* #if !defined(PyBUF_SIMPLE) */
/* Flag indicating a Pg_buffer; used for assertions within callbacks */
#ifndef NDEBUG
#define PyBUF_PYGAME 0x4000
#endif
#define PyBUF_HAS_FLAG(f, F) (((f) & (F)) == (F))
/* Array information exchange struct C type; inherits from Py_buffer
*
* Pygame uses its own Py_buffer derived C struct as an internal representation
* of an imported array buffer. The extended Py_buffer allows for a
* per-instance release callback,
*/
typedef void (*pybuffer_releaseproc)(Py_buffer *);
typedef struct pg_bufferinfo_s {
Py_buffer view;
PyObject *consumer; /* Input: Borrowed reference */
pybuffer_releaseproc release_buffer;
} Pg_buffer;
/* Operating system specific adjustments
*/
// No signal()
#if defined(__SYMBIAN32__) && defined(HAVE_SIGNAL_H)
#undef HAVE_SIGNAL_H
#endif
#if defined(HAVE_SNPRINTF)
#undef HAVE_SNPRINTF
#endif
#ifdef MS_WIN32 /*Python gives us MS_WIN32, SDL needs just WIN32*/
#ifndef WIN32
#define WIN32
#endif
#endif
/// Prefix when initializing module
#define MODPREFIX ""
/// Prefix when importing module
#define IMPPREFIX "pygame."
#ifdef __SYMBIAN32__
#undef MODPREFIX
#undef IMPPREFIX
// On Symbian there is no pygame package. The extensions are built-in or in sys\bin.
#define MODPREFIX "pygame_"
#define IMPPREFIX "pygame_"
#endif
#include <SDL.h>
/* macros used throughout the source */
#define RAISE(x,y) (PyErr_SetString((x), (y)), (PyObject*)NULL)
#if PY_MAJOR_VERSION == 2 && PY_MINOR_VERSION == 3
# define Py_RETURN_NONE return Py_INCREF(Py_None), Py_None
# define Py_RETURN_TRUE return Py_INCREF(Py_True), Py_True
# define Py_RETURN_FALSE return Py_INCREF(Py_False), Py_False
#endif
/* Py_ssize_t availability. */
#if PY_VERSION_HEX < 0x02050000 && !defined(PY_SSIZE_T_MIN)
typedef int Py_ssize_t;
#define PY_SSIZE_T_MAX INT_MAX
#define PY_SSIZE_T_MIN INT_MIN
typedef inquiry lenfunc;
typedef intargfunc ssizeargfunc;
typedef intobjargproc ssizeobjargproc;
typedef intintargfunc ssizessizeargfunc;
typedef intintobjargproc ssizessizeobjargproc;
typedef getreadbufferproc readbufferproc;
typedef getwritebufferproc writebufferproc;
typedef getsegcountproc segcountproc;
typedef getcharbufferproc charbufferproc;
#endif
#define PyType_Init(x) (((x).ob_type) = &PyType_Type)
#define PYGAMEAPI_LOCAL_ENTRY "_PYGAME_C_API"
#ifndef MIN
#define MIN(a,b) ((a) < (b) ? (a) : (b))
#endif
#ifndef MAX
#define MAX(a,b) ( (a) > (b) ? (a) : (b))
#endif
#ifndef ABS
#define ABS(a) (((a) < 0) ? -(a) : (a))
#endif
/* test sdl initializations */
#define VIDEO_INIT_CHECK() \
if(!SDL_WasInit(SDL_INIT_VIDEO)) \
return RAISE(PyExc_SDLError, "video system not initialized")
#define CDROM_INIT_CHECK() \
if(!SDL_WasInit(SDL_INIT_CDROM)) \
return RAISE(PyExc_SDLError, "cdrom system not initialized")
#define JOYSTICK_INIT_CHECK() \
if(!SDL_WasInit(SDL_INIT_JOYSTICK)) \
return RAISE(PyExc_SDLError, "joystick system not initialized")
/* BASE */
#define VIEW_CONTIGUOUS 1
#define VIEW_C_ORDER 2
#define VIEW_F_ORDER 4
#define PYGAMEAPI_BASE_FIRSTSLOT 0
#define PYGAMEAPI_BASE_NUMSLOTS 19
#ifndef PYGAMEAPI_BASE_INTERNAL
#define PyExc_SDLError ((PyObject*)PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT])
#define PyGame_RegisterQuit \
(*(void(*)(void(*)(void)))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 1])
#define IntFromObj \
(*(int(*)(PyObject*, int*))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 2])
#define IntFromObjIndex \
(*(int(*)(PyObject*, int, int*))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 3])
#define TwoIntsFromObj \
(*(int(*)(PyObject*, int*, int*))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 4])
#define FloatFromObj \
(*(int(*)(PyObject*, float*))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 5])
#define FloatFromObjIndex \
(*(int(*)(PyObject*, int, float*)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 6])
#define TwoFloatsFromObj \
(*(int(*)(PyObject*, float*, float*)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 7])
#define UintFromObj \
(*(int(*)(PyObject*, Uint32*))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 8])
#define UintFromObjIndex \
(*(int(*)(PyObject*, int, Uint32*)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 9])
#define PyGame_Video_AutoQuit \
(*(void(*)(void))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 10])
#define PyGame_Video_AutoInit \
(*(int(*)(void))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 11])
#define RGBAFromObj \
(*(int(*)(PyObject*, Uint8*))PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 12])
#define PgBuffer_AsArrayInterface \
(*(PyObject*(*)(Py_buffer*)) PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 13])
#define PgBuffer_AsArrayStruct \
(*(PyObject*(*)(Py_buffer*)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 14])
#define PgObject_GetBuffer \
(*(int(*)(PyObject*, Pg_buffer*, int)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 15])
#define PgBuffer_Release \
(*(void(*)(Pg_buffer*)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 16])
#define PgDict_AsBuffer \
(*(int(*)(Pg_buffer*, PyObject*, int)) \
PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 17])
#define PgExc_BufferError \
((PyObject*)PyGAME_C_API[PYGAMEAPI_BASE_FIRSTSLOT + 18])
#define import_pygame_base() IMPORT_PYGAME_MODULE(base, BASE)
#endif
/* RECT */
#define PYGAMEAPI_RECT_FIRSTSLOT \
(PYGAMEAPI_BASE_FIRSTSLOT + PYGAMEAPI_BASE_NUMSLOTS)
#define PYGAMEAPI_RECT_NUMSLOTS 4
typedef struct {
int x, y;
int w, h;
}GAME_Rect;
typedef struct {
PyObject_HEAD
GAME_Rect r;
PyObject *weakreflist;
} PyRectObject;
#define PyRect_AsRect(x) (((PyRectObject*)x)->r)
#ifndef PYGAMEAPI_RECT_INTERNAL
#define PyRect_Check(x) \
((x)->ob_type == (PyTypeObject*)PyGAME_C_API[PYGAMEAPI_RECT_FIRSTSLOT + 0])
#define PyRect_Type (*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_RECT_FIRSTSLOT + 0])
#define PyRect_New \
(*(PyObject*(*)(SDL_Rect*))PyGAME_C_API[PYGAMEAPI_RECT_FIRSTSLOT + 1])
#define PyRect_New4 \
(*(PyObject*(*)(int,int,int,int))PyGAME_C_API[PYGAMEAPI_RECT_FIRSTSLOT + 2])
#define GameRect_FromObject \
(*(GAME_Rect*(*)(PyObject*, GAME_Rect*)) \
PyGAME_C_API[PYGAMEAPI_RECT_FIRSTSLOT + 3])
#define import_pygame_rect() IMPORT_PYGAME_MODULE(rect, RECT)
#endif
/* CDROM */
#define PYGAMEAPI_CDROM_FIRSTSLOT \
(PYGAMEAPI_RECT_FIRSTSLOT + PYGAMEAPI_RECT_NUMSLOTS)
#define PYGAMEAPI_CDROM_NUMSLOTS 2
typedef struct {
PyObject_HEAD
int id;
} PyCDObject;
#define PyCD_AsID(x) (((PyCDObject*)x)->id)
#ifndef PYGAMEAPI_CDROM_INTERNAL
#define PyCD_Check(x) \
((x)->ob_type == (PyTypeObject*)PyGAME_C_API[PYGAMEAPI_CDROM_FIRSTSLOT + 0])
#define PyCD_Type (*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_CDROM_FIRSTSLOT + 0])
#define PyCD_New \
(*(PyObject*(*)(int))PyGAME_C_API[PYGAMEAPI_CDROM_FIRSTSLOT + 1])
#define import_pygame_cd() IMPORT_PYGAME_MODULE(cdrom, CDROM)
#endif
/* JOYSTICK */
#define PYGAMEAPI_JOYSTICK_FIRSTSLOT \
(PYGAMEAPI_CDROM_FIRSTSLOT + PYGAMEAPI_CDROM_NUMSLOTS)
#define PYGAMEAPI_JOYSTICK_NUMSLOTS 2
typedef struct {
PyObject_HEAD
int id;
} PyJoystickObject;
#define PyJoystick_AsID(x) (((PyJoystickObject*)x)->id)
#ifndef PYGAMEAPI_JOYSTICK_INTERNAL
#define PyJoystick_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_JOYSTICK_FIRSTSLOT + 0])
#define PyJoystick_Type \
(*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_JOYSTICK_FIRSTSLOT + 0])
#define PyJoystick_New \
(*(PyObject*(*)(int))PyGAME_C_API[PYGAMEAPI_JOYSTICK_FIRSTSLOT + 1])
#define import_pygame_joystick() IMPORT_PYGAME_MODULE(joystick, JOYSTICK)
#endif
/* DISPLAY */
#define PYGAMEAPI_DISPLAY_FIRSTSLOT \
(PYGAMEAPI_JOYSTICK_FIRSTSLOT + PYGAMEAPI_JOYSTICK_NUMSLOTS)
#define PYGAMEAPI_DISPLAY_NUMSLOTS 2
typedef struct {
PyObject_HEAD
SDL_VideoInfo info;
} PyVidInfoObject;
#define PyVidInfo_AsVidInfo(x) (((PyVidInfoObject*)x)->info)
#ifndef PYGAMEAPI_DISPLAY_INTERNAL
#define PyVidInfo_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_DISPLAY_FIRSTSLOT + 0])
#define PyVidInfo_Type \
(*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_DISPLAY_FIRSTSLOT + 0])
#define PyVidInfo_New \
(*(PyObject*(*)(SDL_VideoInfo*)) \
PyGAME_C_API[PYGAMEAPI_DISPLAY_FIRSTSLOT + 1])
#define import_pygame_display() IMPORT_PYGAME_MODULE(display, DISPLAY)
#endif
/* SURFACE */
#define PYGAMEAPI_SURFACE_FIRSTSLOT \
(PYGAMEAPI_DISPLAY_FIRSTSLOT + PYGAMEAPI_DISPLAY_NUMSLOTS)
#define PYGAMEAPI_SURFACE_NUMSLOTS 3
typedef struct {
PyObject_HEAD
SDL_Surface* surf;
struct SubSurface_Data* subsurface; /*ptr to subsurface data (if a
* subsurface)*/
PyObject *weakreflist;
PyObject *locklist;
PyObject *dependency;
} PySurfaceObject;
#define PySurface_AsSurface(x) (((PySurfaceObject*)x)->surf)
#ifndef PYGAMEAPI_SURFACE_INTERNAL
#define PySurface_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_SURFACE_FIRSTSLOT + 0])
#define PySurface_Type \
(*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_SURFACE_FIRSTSLOT + 0])
#define PySurface_New \
(*(PyObject*(*)(SDL_Surface*)) \
PyGAME_C_API[PYGAMEAPI_SURFACE_FIRSTSLOT + 1])
#define PySurface_Blit \
(*(int(*)(PyObject*,PyObject*,SDL_Rect*,SDL_Rect*,int)) \
PyGAME_C_API[PYGAMEAPI_SURFACE_FIRSTSLOT + 2])
#define import_pygame_surface() do { \
IMPORT_PYGAME_MODULE(surface, SURFACE); \
if (PyErr_Occurred() != NULL) break; \
IMPORT_PYGAME_MODULE(surflock, SURFLOCK); \
} while (0)
#endif
/* SURFLOCK */ /*auto import/init by surface*/
#define PYGAMEAPI_SURFLOCK_FIRSTSLOT \
(PYGAMEAPI_SURFACE_FIRSTSLOT + PYGAMEAPI_SURFACE_NUMSLOTS)
#define PYGAMEAPI_SURFLOCK_NUMSLOTS 8
struct SubSurface_Data
{
PyObject* owner;
int pixeloffset;
int offsetx, offsety;
};
typedef struct
{
PyObject_HEAD
PyObject *surface;
PyObject *lockobj;
PyObject *weakrefs;
} PyLifetimeLock;
#ifndef PYGAMEAPI_SURFLOCK_INTERNAL
#define PyLifetimeLock_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 0])
#define PySurface_Prep(x) \
if(((PySurfaceObject*)x)->subsurface) \
(*(*(void(*)(PyObject*)) \
PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 1]))(x)
#define PySurface_Unprep(x) \
if(((PySurfaceObject*)x)->subsurface) \
(*(*(void(*)(PyObject*)) \
PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 2]))(x)
#define PySurface_Lock \
(*(int(*)(PyObject*))PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 3])
#define PySurface_Unlock \
(*(int(*)(PyObject*))PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 4])
#define PySurface_LockBy \
(*(int(*)(PyObject*,PyObject*)) \
PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 5])
#define PySurface_UnlockBy \
(*(int(*)(PyObject*,PyObject*)) \
PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 6])
#define PySurface_LockLifetime \
(*(PyObject*(*)(PyObject*,PyObject*)) \
PyGAME_C_API[PYGAMEAPI_SURFLOCK_FIRSTSLOT + 7])
#endif
/* EVENT */
#define PYGAMEAPI_EVENT_FIRSTSLOT \
(PYGAMEAPI_SURFLOCK_FIRSTSLOT + PYGAMEAPI_SURFLOCK_NUMSLOTS)
#define PYGAMEAPI_EVENT_NUMSLOTS 4
typedef struct {
PyObject_HEAD
int type;
PyObject* dict;
} PyEventObject;
#ifndef PYGAMEAPI_EVENT_INTERNAL
#define PyEvent_Check(x) \
((x)->ob_type == (PyTypeObject*)PyGAME_C_API[PYGAMEAPI_EVENT_FIRSTSLOT + 0])
#define PyEvent_Type \
(*(PyTypeObject*)PyGAME_C_API[PYGAMEAPI_EVENT_FIRSTSLOT + 0])
#define PyEvent_New \
(*(PyObject*(*)(SDL_Event*))PyGAME_C_API[PYGAMEAPI_EVENT_FIRSTSLOT + 1])
#define PyEvent_New2 \
(*(PyObject*(*)(int, PyObject*))PyGAME_C_API[PYGAMEAPI_EVENT_FIRSTSLOT + 2])
#define PyEvent_FillUserEvent \
(*(int (*)(PyEventObject*, SDL_Event*)) \
PyGAME_C_API[PYGAMEAPI_EVENT_FIRSTSLOT + 3])
#define import_pygame_event() IMPORT_PYGAME_MODULE(event, EVENT)
#endif
/* RWOBJECT */
/*the rwobject are only needed for C side work, not accessable from python*/
#define PYGAMEAPI_RWOBJECT_FIRSTSLOT \
(PYGAMEAPI_EVENT_FIRSTSLOT + PYGAMEAPI_EVENT_NUMSLOTS)
#define PYGAMEAPI_RWOBJECT_NUMSLOTS 7
#ifndef PYGAMEAPI_RWOBJECT_INTERNAL
#define RWopsFromObject \
(*(SDL_RWops*(*)(PyObject*))PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 0])
#define RWopsCheckObject \
(*(int(*)(SDL_RWops*))PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 1])
#define RWopsFromFileObjectThreaded \
(*(SDL_RWops*(*)(PyObject*))PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 2])
#define RWopsCheckObjectThreaded \
(*(int(*)(SDL_RWops*))PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 3])
#define RWopsEncodeFilePath \
(*(PyObject*(*)(PyObject*, PyObject*)) \
PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 4])
#define RWopsEncodeString \
(*(PyObject*(*)(PyObject*, const char*, const char*, PyObject*)) \
PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 5])
#define RWopsFromFileObject \
(*(SDL_RWops*(*)(PyObject*))PyGAME_C_API[PYGAMEAPI_RWOBJECT_FIRSTSLOT + 6])
#define import_pygame_rwobject() IMPORT_PYGAME_MODULE(rwobject, RWOBJECT)
/* For backward compatibility */
#define RWopsFromPython RWopsFromObject
#define RWopsCheckPython RWopsCheckObject
#define RWopsFromPythonThreaded RWopsFromFileObjectThreaded
#define RWopsCheckPythonThreaded RWopsCheckObjectThreaded
#endif
/* PixelArray */
#define PYGAMEAPI_PIXELARRAY_FIRSTSLOT \
(PYGAMEAPI_RWOBJECT_FIRSTSLOT + PYGAMEAPI_RWOBJECT_NUMSLOTS)
#define PYGAMEAPI_PIXELARRAY_NUMSLOTS 2
#ifndef PYGAMEAPI_PIXELARRAY_INTERNAL
#define PyPixelArray_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_PIXELARRAY_FIRSTSLOT + 0])
#define PyPixelArray_New \
(*(PyObject*(*)) PyGAME_C_API[PYGAMEAPI_PIXELARRAY_FIRSTSLOT + 1])
#define import_pygame_pixelarray() IMPORT_PYGAME_MODULE(pixelarray, PIXELARRAY)
#endif /* PYGAMEAPI_PIXELARRAY_INTERNAL */
/* Color */
#define PYGAMEAPI_COLOR_FIRSTSLOT \
(PYGAMEAPI_PIXELARRAY_FIRSTSLOT + PYGAMEAPI_PIXELARRAY_NUMSLOTS)
#define PYGAMEAPI_COLOR_NUMSLOTS 4
#ifndef PYGAMEAPI_COLOR_INTERNAL
#define PyColor_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_COLOR_FIRSTSLOT + 0])
#define PyColor_Type (*(PyObject *) PyGAME_C_API[PYGAMEAPI_COLOR_FIRSTSLOT])
#define PyColor_New \
(*(PyObject *(*)(Uint8*)) PyGAME_C_API[PYGAMEAPI_COLOR_FIRSTSLOT + 1])
#define PyColor_NewLength \
(*(PyObject *(*)(Uint8*, Uint8)) PyGAME_C_API[PYGAMEAPI_COLOR_FIRSTSLOT + 3])
#define RGBAFromColorObj \
(*(int(*)(PyObject*, Uint8*)) PyGAME_C_API[PYGAMEAPI_COLOR_FIRSTSLOT + 2])
#define import_pygame_color() IMPORT_PYGAME_MODULE(color, COLOR)
#endif /* PYGAMEAPI_COLOR_INTERNAL */
/* Math */
#define PYGAMEAPI_MATH_FIRSTSLOT \
(PYGAMEAPI_COLOR_FIRSTSLOT + PYGAMEAPI_COLOR_NUMSLOTS)
#define PYGAMEAPI_MATH_NUMSLOTS 2
#ifndef PYGAMEAPI_MATH_INTERNAL
#define PyVector2_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_MATH_FIRSTSLOT + 0])
#define PyVector3_Check(x) \
((x)->ob_type == (PyTypeObject*) \
PyGAME_C_API[PYGAMEAPI_MATH_FIRSTSLOT + 1])
/*
#define PyVector2_New \
(*(PyObject*(*)) PyGAME_C_API[PYGAMEAPI_MATH_FIRSTSLOT + 1])
*/
#define import_pygame_math() IMPORT_PYGAME_MODULE(math, MATH)
#endif /* PYGAMEAPI_MATH_INTERNAL */
#define PG_CAPSULE_NAME(m) (IMPPREFIX m "." PYGAMEAPI_LOCAL_ENTRY)
#define _IMPORT_PYGAME_MODULE(module, MODULE, api_root) { \
PyObject *_module = PyImport_ImportModule (IMPPREFIX #module); \
\
if (_module != NULL) { \
PyObject *_c_api = \
PyObject_GetAttrString (_module, PYGAMEAPI_LOCAL_ENTRY); \
\
Py_DECREF (_module); \
if (_c_api != NULL && PyCapsule_CheckExact (_c_api)) { \
void **localptr = \
(void**) PyCapsule_GetPointer (_c_api, \
PG_CAPSULE_NAME(#module)); \
\
if (localptr != NULL) { \
memcpy (api_root + PYGAMEAPI_##MODULE##_FIRSTSLOT, \
localptr, \
sizeof(void **)*PYGAMEAPI_##MODULE##_NUMSLOTS); \
} \
} \
Py_XDECREF(_c_api); \
} \
}
#ifndef NO_PYGAME_C_API
#define IMPORT_PYGAME_MODULE(module, MODULE) \
_IMPORT_PYGAME_MODULE(module, MODULE, PyGAME_C_API)
#define PYGAMEAPI_TOTALSLOTS \
(PYGAMEAPI_MATH_FIRSTSLOT + PYGAMEAPI_MATH_NUMSLOTS)
#ifdef PYGAME_H
void* PyGAME_C_API[PYGAMEAPI_TOTALSLOTS] = { NULL };
#else
extern void* PyGAME_C_API[PYGAMEAPI_TOTALSLOTS];
#endif
#endif
#if PG_HAVE_CAPSULE
#define encapsulate_api(ptr, module) \
PyCapsule_New(ptr, PG_CAPSULE_NAME(module), NULL)
#else
#define encapsulate_api(ptr, module) \
PyCObject_FromVoidPtr(ptr, NULL)
#endif
/*last platform compiler stuff*/
#if defined(macintosh) && defined(__MWERKS__) || defined(__SYMBIAN32__)
#define PYGAME_EXPORT __declspec(export)
#else
#define PYGAME_EXPORT
#endif
#if defined(__SYMBIAN32__) && PY_MAJOR_VERSION == 2 && PY_MINOR_VERSION == 2
// These are missing from Python 2.2
#ifndef Py_RETURN_NONE
#define Py_RETURN_NONE return Py_INCREF(Py_None), Py_None
#define Py_RETURN_TRUE return Py_INCREF(Py_True), Py_True
#define Py_RETURN_FALSE return Py_INCREF(Py_False), Py_False
#ifndef intrptr_t
#define intptr_t int
// No PySlice_GetIndicesEx on Py 2.2
#define PySlice_GetIndicesEx(a,b,c,d,e,f) PySlice_GetIndices(a,b,c,d,e)
#define PyBool_FromLong(x) Py_BuildValue("b", x)
#endif
// _symport_free and malloc are not exported in python.dll
// See http://discussion.forum.nokia.com/forum/showthread.php?t=57874
#undef PyObject_NEW
#define PyObject_NEW PyObject_New
#undef PyMem_MALLOC
#define PyMem_MALLOC PyMem_Malloc
#undef PyObject_DEL
#define PyObject_DEL PyObject_Del
#endif // intptr_t
#endif // __SYMBIAN32__ Python 2.2.2
#endif /* PYGAME_H */