from pygame import draw, Surface
from pygame.locals import SRCALPHA

def frame_rect(surface, color, rect, thick = 1):
	surface.fill(color, (rect.left, rect.top, rect.width, thick))
	surface.fill(color, (rect.left, rect.bottom - thick, rect.width, thick))
	surface.fill(color, (rect.left, rect.top, thick, rect.height))
	surface.fill(color, (rect.right - thick, rect.top, thick, rect.height))

def blit_tinted(surface, image, pos, tint, src_rect = None):
	from Numeric import array, add, minimum
	from pygame.surfarray import array3d, pixels3d
	if src_rect:
		image = image.subsurface(src_rect)
	buf = Surface(image.get_size(), SRCALPHA, 32)
	buf.blit(image, (0, 0))
	src_rgb = array3d(image)
	buf_rgb = pixels3d(buf)
	buf_rgb[...] = minimum(255, add(tint, src_rgb)).astype('b')
	buf_rgb = None
	surface.blit(buf, pos)

def blit_in_rect(dst, src, frame, align = 'tl', margin = 0):
	r = src.get_rect()
	align_rect(r, frame, align, margin)
	dst.blit(src, r)

def align_rect(r, frame, align = 'tl', margin = 0):
	if 'l' in align:
		r.left = frame.left + margin
	elif 'r' in align:
		r.right = frame.right - margin
	else:
		r.centerx = frame.centerx
	if 't' in align:
		r.top = frame.top + margin
	elif 'b' in align:
		r.bottom = frame.bottom - margin
	else:
		r.centery = frame.centery

def brighten(rgb, factor):
	return [min(255, int(round(factor * c))) for c in rgb]
