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major improvements
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# VGL - 矢量图形渲染库
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from vgllib import *
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import pygame
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import time
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class Line(Element):
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angle = None
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def move(self, delta, duration):
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self.add_task(group = "move", start_time = Aux.gettime(), duration = duration, delta = delta)
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def update(self):
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for i in self.tasks.get("move", []):
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self.teleport(Aux.tuple_scale(tup = i['delta'], mul = Aux.getprogress(i)))
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class Graph:
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@staticmethod
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def rect(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):
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pygame.draw.rect(frame.surface, color=color, rect=(pos[0], pos[1], size[0], size[1]), width=width)
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@staticmethod
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def line(frame, start_pos: tuple, end_pos: tuple, color: tuple = (255, 255, 255)):
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pygame.draw.aaline(frame.surface, color, start_pos, end_pos)
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@staticmethod
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def circle(frame, center: tuple, radius: int, color: tuple = (255, 255, 255), width: int = 0):
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pygame.draw.circle(frame.surface, color, center, radius, width)
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@staticmethod
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def ellipse(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):
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rect=(pos[0], pos[1], size[0], size[1])
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pygame.draw.ellipse(frame.surface, color, rect, width)
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@staticmethod
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def polygon(frame, pointlist: list, color: tuple = (255, 255, 255), width: int = 0):
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pygame.draw.polygon(frame.surface, color, pointlist, width)
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@staticmethod
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def arc(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), start_angle: float = 0, stop_angle: float = 3.14, width: int = 1):
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rect=(pos[0], pos[1], size[0], size[1])
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pygame.draw.arc(frame.surface, color, rect, start_angle, stop_angle, width)
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@staticmethod
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def point(frame, pos: tuple, color: tuple = (255, 255, 255)):
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pygame.draw.point(frame.surface, color, pos)
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@staticmethod
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def lines(frame, pointlist: list, color: tuple = (255, 255, 255)):
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pygame.draw.aalines(frame.surface, color, closed=False, points=pointlist)
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@staticmethod
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def call(frame, method, **kwargs):
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if hasattr(Graph, method):
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getattr(Graph, method)(frame, **kwargs)
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else:
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print(f"方法 {method} 不存在")
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@@ -1,189 +0,0 @@
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# Vector Graphics Library
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# vgllib.py
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import pygame
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import uuid
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import time
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import threading
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import math
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class Graph:
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@staticmethod
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def rect(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):
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pygame.draw.rect(frame.surface, color=color, rect=(pos[0], pos[1], size[0], size[1]), width=width)
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@staticmethod
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def line(frame, start_pos: tuple, end_pos: tuple, color: tuple = (255, 255, 255)):
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pygame.draw.aaline(frame.surface, color, start_pos, end_pos)
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@staticmethod
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def circle(frame, center: tuple, radius: int, color: tuple = (255, 255, 255), width: int = 0):
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pygame.draw.circle(frame.surface, color, center, radius, width)
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@staticmethod
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def ellipse(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):
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rect=(pos[0], pos[1], size[0], size[1])
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pygame.draw.ellipse(frame.surface, color, rect, width)
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@staticmethod
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def polygon(frame, pointlist: list, color: tuple = (255, 255, 255), width: int = 0):
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pygame.draw.polygon(frame.surface, color, pointlist, width)
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@staticmethod
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def arc(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), start_angle: float = 0, stop_angle: float = 3.14, width: int = 1):
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rect=(pos[0], pos[1], size[0], size[1])
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pygame.draw.arc(frame.surface, color, rect, start_angle, stop_angle, width)
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@staticmethod
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def point(frame, pos: tuple, color: tuple = (255, 255, 255)):
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pygame.draw.point(frame.surface, color, pos)
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@staticmethod
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def lines(frame, pointlist: list, color: tuple = (255, 255, 255)):
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pygame.draw.aalines(frame.surface, color, closed=False, points=pointlist)
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@staticmethod
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def call(frame, method, **kwargs):
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if hasattr(Graph, method):
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getattr(Graph, method)(frame, **kwargs)
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else:
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print(f"方法 {method} 不存在")
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class Frame(object):
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components = dict()
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components_stat = dict()
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render_thread = None
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motion_queue = list()
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def __init__(self, name: str, size: tuple):
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self.name = name
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self.size = size
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self.surface = pygame.Surface(size, flags=pygame.HWSURFACE)
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self.is_hide = False
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print("初始化子模块")
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self.render_thread = threading.Thread(target=self.render)
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print("启动图形渲染子线程")
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self.render_thread.start()
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def move(self, subname, direction, length, duration = 0, effect="linear"): # our powerful move!
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# direction: 使用角度制, 以直角笛卡尔坐标系的x正半轴方向为0度, 逆时针为加, 接受负数
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# length: 百分数
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# duration: "动画"时间, 为0则即时
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# effect: "动画"效果, linear为线性移动, 或许会在未来增加贝塞尔曲线
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# TODO: 增加 bezier 曲线
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if duration == 0:
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self.components[subname]["pos"][0] += math.cos(math.radians(direction)) * length / 100 * self.size[0]
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self.components[subname]["pos"][1] += math.sin(math.radians(direction)) * length / 100 * self.size[1]
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return
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self.motion_queue.append({"subname":subname, "direction":direction, "length":length, "start":round(time.time(), 1), "duration":duration, "effect":"linear"})
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def render(self):
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while 1:
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rest = list()
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while self.motion_queue:
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i = self.motion_queue.pop(0) # 从队列的开头移除元素
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self.move(subname=i['subname'], direction=i['direction'],
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length=((time.time() - i['start']) / i['duration']) * i['length'],
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duration=0)
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if ((time.time() - i['start']) / i['duration']) > 0:
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i['start'] = time.time()
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i['duration'] -= (time.time() - i['start'])
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rest.append(i)
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self.draw_all()
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self.motion_queue = rest
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time.sleep(0.1)
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def show(self, window, position: tuple):
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if not self.is_hide:
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window.blit(self.surface, position)
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def set_visible(self, newstat=True):
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self.is_hide = newstat
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def set_position(self, newposition):
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self.position = newposition
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def register(self, subname="", attr=None):
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if subname == "":
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subname = uuid.uuid4()
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# use percent of frame size instead of pixels :)
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attr['pos'] = list(attr['pos'])
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attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[0])
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attr['pos'][1] = round(attr['pos'][1] / 100 * self.size[1])
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attr['size'] = list(attr['size'])
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attr['size'][0] = round(attr['size'][0] / 100 * self.size[0])
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attr['size'][1] = round(attr['size'][1] / 100 * self.size[1])
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self.components[subname] = attr
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self.components_stat[subname] = 1 # by default, not hiding
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def draw(self, attr):
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Graph.call(self, **attr)
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def set_component_visible(self, subname, newstat):
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self.components_stat[subname] = newstat
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def draw_all(self):
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for i in self.components.keys():
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if self.components_stat[i]:
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self.draw(self.components[i])
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def refresh(self, color=(0,0,0)):
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self.surface.fill(color)
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def clear(self):
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components = dict()
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components_stat = dict()
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def loads(self, grap_str):
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# TODO: 将会重写 以替代不安全的 eval
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self.register(subname="", attr=(eval(grap_str)))
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def load(self, file="default.vgld", mode="a"):
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# a: 增量加载 (默认)
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# w: 覆盖式加载
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# 文件扩展名: vgld (矢量图形层描述文件)
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if mode == 'w':
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self.clear()
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with open(file=file, mode="r+", encoding="UTF-8") as f:
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for i in f.readlines():
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#print(i)
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self.loads(i)
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# 示例
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if __name__ == "__main__":
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frame = None
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def grap():
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global frame
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pygame.init()
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window = pygame.display.set_mode((1200, 900))
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frame = Frame("Test", (1200, 900))
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#frame.load()
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frame.register(subname="test", attr={'method': 'rect', 'pos': (33, 33), 'size': (50, 50), 'color': (255, 255, 255)})
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#frame.move(subname='test', direction=0, length=90, duration=1, effect="linear")
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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window.fill((0, 0, 0))
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frame.show(window, (0, 0))
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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 debug():
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global frame
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while 1:
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try:
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e = input(">>>")
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if e == "f":
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e = "frame.move(subname='test', direction=0, length=3, duration=1, effect='linear')"
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if e == "g":
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e = "frame.move(subname='test', direction=180, length=3, duration=1, effect='linear')"
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exec(e)
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except:
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print("ER")
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grap_thd = threading.Thread(target=grap)
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debug_thd = threading.Thread(target=debug)
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grap_thd.start()
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debug_thd.start()
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# Vector Graphics Library
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# vgllib.py
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import pygame
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import uuid
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import time
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import threading
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import math
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import copy
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class Aux():
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def gettime():
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return round(time.time(), 1)
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def getprogress(task):
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return (Aux.gettime() - task["start"] / task["duration"])
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def tuple_scale(tup, mul):
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return (tup[0]*mul, tup[1]*mul)
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class Element(object):
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poscale: tuple = (0, 0)
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is_hide = False
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is_template = True
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attached = None
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tasks = dict()
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def __init__(self, name="Element"):
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self.name = name
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def attach(self, clone_name, frame_object, poscale):
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if clone_name == "":
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clone_name = str(uuid.uuid4())
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clone = copy.deepcopy(self)
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clone.poscale = poscale
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clone.is_template = False
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frame_object.elements[clone_name] = clone
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def teleport(self, delta: tuple):
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if not self.is_template:
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self.poscale[0] += delta[0]
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self.poscale[1] += delta[1]
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def add_task(self, group, start_time, duration, **kwargs):
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if group not in self.tasks():
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self.tasks[group] = list()
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self.tasks[group].append({"start": start_time, "duration":duration, "para":kwargs})
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def update():
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pass
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class Frame(object):
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elements = dict()
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is_hide = False
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is_template = True
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poscale: tuple = (0, 0) # 左上角, 对于每个实例的位置矢量
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def __init__(self, name="Frame", scale: tuple=(1, 1)):
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self.name = name
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self.scale = scale
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def attach(self, clone_name, window_object, poscale):
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if clone_name == "":
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clone_name = str(uuid.uuid4())
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clone = copy.deepcopy(self)
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clone.poscale = poscale
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clone.is_template = False
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window_object.frames[clone_name] = clone
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def render():
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pass
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class Window(object):
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frames = list()
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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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self.running = 1
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pygame.init()
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self.window = pygame.display.set_mode(size)
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pygame.display.set_caption(title)
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def set_title(self, title):
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self.title = title
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pygame.display.set_caption(title)
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def start(self):
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self.thr = threading.Thread(target=self.main_loop, name="main_loop")
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self.thr.start()
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def kill(self):
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self.running = 0
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def main_loop(self):
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while self.running:
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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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self.window.fill((0, 0, 0))
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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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if __name__ == "__main__":
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pass
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