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minor VGL improvements
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85
vgl/main.py
85
vgl/main.py
@@ -23,7 +23,67 @@ class Aux():
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return (round(arg[0] * base[0]), round(arg[1] * base[1]))
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if len(arg) == 4:
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return (round(arg[0] * base[0]), round(arg[1] * base[1]), round(arg[2] * base[0]), round(arg[3] * base[1]))
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def eventproc(events_dict, event):
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"""events = {
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"cursor": {
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"position": (15,12),
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"relative": (13,11),
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"poscale": (0.1,0.5),
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"relscale": (0.05,0.1),
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},
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"wheel": 1, # 远离用户为 1, 靠近为 -1, 无动作为 0
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"click": [1, 2], # 被按下的按钮
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"focus": 1, # 或 0
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"key": ["ctrl", "k"]
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}"""
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if event.type == pygame.MOUSEMOTION:
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events_dict.setdefault("cursor", {})["position"] = event.pos
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events_dict.setdefault("cursor", {})["relative"] = event.rel
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events_dict.setdefault("cursor", {})["poscale"] = (event.pos[0] / screen_width, event.pos[1] / screen_height)
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events_dict.setdefault("cursor", {})["relscale"] = (event.rel[0] / screen_width, event.rel[1] / screen_height)
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elif event.type == pygame.MOUSEWHEEL:
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if "wheel" not in events_dict:
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events_dict["wheel"] = 0
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events_dict["wheel"] += event.y # 远离用户为正,靠近为负
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elif event.type == pygame.MOUSEBUTTONDOWN:
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events_dict.setdefault("click", []).append(event.button)
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elif event.type == pygame.MOUSEBUTTONUP:
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if "click" in events_dict and event.button in events_dict["click"]:
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events_dict["click"].remove(event.button)
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elif event.type == pygame.WINDOWEVENT and hasattr(pygame, 'WINDOWEVENT_FOCUS_GAINED') and event.event == pygame.WINDOWEVENT_FOCUS_GAINED:
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events_dict["focus"] = 1
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elif event.type == pygame.WINDOWEVENT and hasattr(pygame, 'WINDOWEVENT_FOCUS_LOST') and event.event == pygame.WINDOWEVENT_FOCUS_LOST:
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events_dict["focus"] = 0
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elif event.type == pygame.KEYDOWN:
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keys = events_dict.setdefault("key", [])
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key_name = pygame.key.name(event.key).lower()
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# 简单的修饰键处理,可以根据需要扩展
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if key_name in ["left ctrl", "right ctrl"]:
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if "ctrl" not in keys:
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keys.append("ctrl")
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elif key_name in ["left shift", "right shift"]:
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if "shift" not in keys:
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keys.append("shift")
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elif key_name in ["left alt", "right alt"]:
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if "alt" not in keys:
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keys.append("alt")
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elif len(key_name) == 1: # 处理字母和数字
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keys.append(key_name)
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elif event.type == pygame.KEYUP:
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if "key" in events_dict:
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key_name = pygame.key.name(event.key).lower()
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if key_name in ["left ctrl", "right ctrl"] and "ctrl" in events_dict["key"]:
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events_dict["key"].remove("ctrl")
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elif key_name in ["left shift", "right shift"] and "shift" in events_dict["key"]:
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events_dict["key"].remove("shift")
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elif key_name in ["left alt", "right alt"] and "alt" in events_dict["key"]:
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events_dict["key"].remove("alt")
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elif len(key_name) == 1 and key_name in events_dict["key"]:
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events_dict["key"].remove(key_name)
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else:
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print("不重要事件")
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return 0
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return 1
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class Element(object):
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is_hide = False
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is_template = True
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@@ -81,6 +141,18 @@ class Frame(object):
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class Window(object):
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frames = dict()
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events = {
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"cursor": {
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"position": (15,12),
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"relative": (13,11),
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"poscale": (0.1,0.5),
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"relscale": (0.05,0.1),
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},
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"wheel": 1, # 远离用户为 1, 靠近为 -1, 无动作为 0
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"click": [1, 2], # 被按下的按钮
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"focus": 1, # 或 0
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"key": ["ctrl", "k"]
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}
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def __init__(self, title="Vector Graphic Layer Window", size: tuple=(1024,768)):
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self.title = title
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self.size = size
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@@ -101,8 +173,19 @@ class Window(object):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.running = 0
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if_matters = Aux.eventproc(self.events, event.type)
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if if_matters:
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pass # 消息式调用
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for i in self.frames.values():
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i.render()
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pygame.display.flip()
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pygame.time.delay(10)
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pygame.quit()
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def observer(self):
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def decorator(func):
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def wrapper(*args, **kwargs):
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print("注册观察者")
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result = func(info=self.event, *args, **kwargs) # 调用原始函数
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return result
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return wrapper
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return decorator
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