major improvements

This commit is contained in:
Wang Zhiyu 2025-04-04 22:19:27 +08:00
parent 551ed9a4ce
commit bce75a1727
17 changed files with 158 additions and 208 deletions

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16
pulsar/layouts.yaml Normal file
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horizontal_indicator:
- type: line
args:
ends: [(0.4, 0.5), (0.6, 0.5)]
color: green
- type: line
name: remote
args:
ends: [(0.4, 0.5), (0.6, 0.5)]
color: green
- type: line
status: static
args:
ends: [(0.4, 0.5), (0.6, 0.5)]
color: green

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pulsar/main.py Normal file
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import vgl
import time
window = None
def horizontal_indicator():
global window
frame = vgl.Frame().attach(window, (0, 0), "Horizontal Indicator")
vgl.elements.Line(ends=[(0.4, 0.5), (0.6, 0.5)], color="green").attach(frame)
pass
def console():
print("You've entered Pulsar's command console, an embbedded Python interpreter for debugging & testing")
while True:
try:
exec(input(">>> "))
except:
print("An error caused & captured")
if __name__ == '__main__':
print("Welcome to AiraPulsar Client")
window = vgl.Window(title="Pulsar", size=(1600, 800))
window.start()
horizontal_indicator()
#console()
time.sleep(3)
window.kill()
exit()

1
pulsar/vgl Symbolic link
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/home/ajax/Documents/Index/302A/vgl

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# Vector Graphics Library
# vgllib.py
import pygame
import uuid
import time
import threading
import math
class Graph:
@staticmethod
def rect(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):
pygame.draw.rect(frame.surface, color=color, rect=(pos[0], pos[1], size[0], size[1]), width=width)
@staticmethod
def line(frame, start_pos: tuple, end_pos: tuple, color: tuple = (255, 255, 255)):
pygame.draw.aaline(frame.surface, color, start_pos, end_pos)
@staticmethod
def circle(frame, center: tuple, radius: int, color: tuple = (255, 255, 255), width: int = 0):
pygame.draw.circle(frame.surface, color, center, radius, width)
@staticmethod
def ellipse(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):
rect=(pos[0], pos[1], size[0], size[1])
pygame.draw.ellipse(frame.surface, color, rect, width)
@staticmethod
def polygon(frame, pointlist: list, color: tuple = (255, 255, 255), width: int = 0):
pygame.draw.polygon(frame.surface, color, pointlist, width)
@staticmethod
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):
rect=(pos[0], pos[1], size[0], size[1])
pygame.draw.arc(frame.surface, color, rect, start_angle, stop_angle, width)
@staticmethod
def point(frame, pos: tuple, color: tuple = (255, 255, 255)):
pygame.draw.point(frame.surface, color, pos)
@staticmethod
def lines(frame, pointlist: list, color: tuple = (255, 255, 255)):
pygame.draw.aalines(frame.surface, color, closed=False, points=pointlist)
@staticmethod
def call(frame, method, **kwargs):
if hasattr(Graph, method):
getattr(Graph, method)(frame, **kwargs)
else:
print(f"方法 {method} 不存在")
class Frame(object):
components = dict()
components_stat = dict()
render_thread = None
motion_queue = list()
def __init__(self, name: str, size: tuple):
self.name = name
self.size = size
self.surface = pygame.Surface(size, flags=pygame.HWSURFACE)
self.is_hide = False
print("初始化子模块")
self.render_thread = threading.Thread(target=self.render)
print("启动图形渲染子线程")
self.render_thread.start()
def move(self, subname, direction, length, duration = 0, effect="linear"): # our powerful move!
# 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
# length: 百分数
# duration: "动画"时间, 为0则即时
# effect: "动画"效果, linear为线性移动, 或许会在未来增加贝塞尔曲线
# TODO: 增加 bezier 曲线
if duration == 0:
self.components[subname]["pos"][0] += math.cos(math.radians(direction)) * length / 100 * self.size[0]
self.components[subname]["pos"][1] += math.sin(math.radians(direction)) * length / 100 * self.size[1]
return
self.motion_queue.append({"subname":subname, "direction":direction, "length":length, "start":round(time.time(), 1), "duration":duration, "effect":"linear"})
def render(self):
while 1:
rest = list()
while self.motion_queue:
i = self.motion_queue.pop(0) # 从队列的开头移除元素
self.move(subname=i['subname'], direction=i['direction'],
length=((time.time() - i['start']) / i['duration']) * i['length'],
duration=0)
if ((time.time() - i['start']) / i['duration']) > 0:
i['start'] = time.time()
i['duration'] -= (time.time() - i['start'])
rest.append(i)
self.draw_all()
self.motion_queue = rest
time.sleep(0.1)
def show(self, window, position: tuple):
if not self.is_hide:
window.blit(self.surface, position)
def set_visible(self, newstat=True):
self.is_hide = newstat
def set_position(self, newposition):
self.position = newposition
def register(self, subname="", attr=None):
if subname == "":
subname = uuid.uuid4()
# use percent of frame size instead of pixels :)
attr['pos'] = list(attr['pos'])
attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[0])
attr['pos'][1] = round(attr['pos'][1] / 100 * self.size[1])
attr['size'] = list(attr['size'])
attr['size'][0] = round(attr['size'][0] / 100 * self.size[0])
attr['size'][1] = round(attr['size'][1] / 100 * self.size[1])
self.components[subname] = attr
self.components_stat[subname] = 1 # by default, not hiding
def draw(self, attr):
Graph.call(self, **attr)
def set_component_visible(self, subname, newstat):
self.components_stat[subname] = newstat
def draw_all(self):
for i in self.components.keys():
if self.components_stat[i]:
self.draw(self.components[i])
def refresh(self, color=(0,0,0)):
self.surface.fill(color)
def clear(self):
components = dict()
components_stat = dict()
def loads(self, grap_str):
# TODO: 将会重写 以替代不安全的 eval
self.register(subname="", attr=(eval(grap_str)))
def load(self, file="default.vgld", mode="a"):
# a: 增量加载 (默认)
# w: 覆盖式加载
# 文件扩展名: vgld (矢量图形层描述文件)
if mode == 'w':
self.clear()
with open(file=file, mode="r+", encoding="UTF-8") as f:
for i in f.readlines():
#print(i)
self.loads(i)
# 示例
if __name__ == "__main__":
frame = None
def grap():
global frame
pygame.init()
window = pygame.display.set_mode((1200, 900))
frame = Frame("Test", (1200, 900))
#frame.load()
frame.register(subname="test", attr={'method': 'rect', 'pos': (33, 33), 'size': (50, 50), 'color': (255, 255, 255)})
#frame.move(subname='test', direction=0, length=90, duration=1, effect="linear")
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
window.fill((0, 0, 0))
frame.show(window, (0, 0))
pygame.display.flip()
pygame.time.delay(10)
pygame.quit()
def debug():
global frame
while 1:
try:
e = input(">>>")
if e == "f":
e = "frame.move(subname='test', direction=0, length=3, duration=1, effect='linear')"
if e == "g":
e = "frame.move(subname='test', direction=180, length=3, duration=1, effect='linear')"
exec(e)
except:
print("ER")
grap_thd = threading.Thread(target=grap)
debug_thd = threading.Thread(target=debug)
grap_thd.start()
debug_thd.start()

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vgl/__init__.py Normal file
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import os
os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "True"
from .main import *
from . import basic_elements as elements
version = '0.1.0'
print(f"Powered by Vector Graphic Layer, version {version}")

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from vgllib import * from vgl.main import *
import pygame import pygame
import time import time
class Line(Element): class Line(Element):
angle = None def __init__(self, ends = [(0.1, 0.1), (0.2, 0.2)], color = "#ffffff"):
self.color = color
self.ends = ends
def move(self, delta, duration): def move(self, delta, duration):
self.add_task(group = "move", start_time = Aux.gettime(), duration = duration, delta = delta) self.add_task(group = "move", start_time = Aux.gettime(), duration = duration, delta = delta)
def update(self): def update(self):
for i in self.tasks.get("move", []): for i in self.tasks.get("move", []):
self.teleport(Aux.tuple_scale(tup = i['delta'], mul = Aux.getprogress(i))) self.teleport(Aux.tuple_scale(tup = i['delta'], mul = Aux.getprogress(i)))
def render(self):
pygame.draw.aaline(self.attached_frame.surface, self.color, Aux.pixelizer(self.ends[0], self.attached_window), Aux.pixelizer(self.ends[1], self.attached_window))
class Rect(Element):
def __init__(self, nw_posc=(0.1, 0.1), se_posc=(0.2,0.2), color = "#114514", width = 0): # non-0 for "frame"
self.color = color
self.width = width
self.rect = (nw_posc[0], nw_posc[1], se_posc[0], se_posc[1])
def move(self, delta, duration):
self.add_task(group = "move", start_time = Aux.gettime(), duration = duration, delta = delta)
def update(self):
for i in self.tasks.get("move", []):
self.teleport(Aux.tuple_scale(tup = i['delta'], mul = Aux.getprogress(i)))
def render(self):
pygame.draw.rect(surface=self.attached_frame.surface, color=self.color, rect=Aux.pixelizer(self.rect, self.attached_window), width=self.width)
class Graph: class Graph:
@staticmethod @staticmethod
def rect(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0): def rect(frame, pos: tuple = (0, 0), size: tuple = (1, 1), color: tuple = (255, 255, 255), width: int = 0):

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@ -4,7 +4,6 @@ import pygame
import uuid import uuid
import time import time
import threading import threading
import math
import copy import copy
class Aux(): class Aux():
@ -14,58 +13,80 @@ class Aux():
return (Aux.gettime() - task["start"] / task["duration"]) return (Aux.gettime() - task["start"] / task["duration"])
def tuple_scale(tup, mul): def tuple_scale(tup, mul):
return (tup[0]*mul, tup[1]*mul) return (tup[0]*mul, tup[1]*mul)
def pixelizer(arg, base):
if not isinstance(base, tuple):
base = base.size
if isinstance(arg, int):
return arg * base
else:
if len(arg) == 2:
return (round(arg[0] * base[0]), round(arg[1] * base[1]))
if len(arg) == 4:
return (round(arg[0] * base[0]), round(arg[1] * base[1]), round(arg[2] * base[0]), round(arg[3] * base[1]))
class Element(object): class Element(object):
poscale: tuple = (0, 0)
is_hide = False is_hide = False
is_template = True is_template = True
attached = None attached = None
attached_frame = None
attached_window = None
tasks = dict() tasks = dict()
def __init__(self, name="Element"): def __init__(self, name="Element"):
self.name = name self.name = name
def attach(self, clone_name, frame_object, poscale): def attach(self, frame_object, clone_name=""):
if clone_name == "": if clone_name == "":
clone_name = str(uuid.uuid4()) clone_name = str(uuid.uuid4())
clone = copy.deepcopy(self) clone = copy.deepcopy(self)
clone.poscale = poscale
clone.is_template = False clone.is_template = False
frame_object.elements[clone_name] = clone frame_object.elements[clone_name] = clone
clone.attached_frame = frame_object
clone.attached_window = frame_object.attached_window
return clone
def teleport(self, delta: tuple): def teleport(self, delta: tuple):
if not self.is_template: if not self.is_template:
self.poscale[0] += delta[0] pass
self.poscale[1] += delta[1]
def add_task(self, group, start_time, duration, **kwargs): def add_task(self, group, start_time, duration, **kwargs):
if group not in self.tasks(): if group not in self.tasks():
self.tasks[group] = list() self.tasks[group] = list()
self.tasks[group].append({"start": start_time, "duration":duration, "para":kwargs}) self.tasks[group].append({"start": start_time, "duration":duration, "para":kwargs})
def render():
print("未配置渲染器")
pass
def update(): def update():
pass pass
class Frame(object): class Frame(object):
surface = None
elements = dict() elements = dict()
is_hide = False is_hide = False
is_template = True is_template = True
attached_window = None
poscale: tuple = (0, 0) # 左上角, 对于每个实例的位置矢量 poscale: tuple = (0, 0) # 左上角, 对于每个实例的位置矢量
def __init__(self, name="Frame", scale: tuple=(1, 1)): def __init__(self, name="Frame"):
self.name = name self.name = name
self.scale = scale def attach(self, window_object, poscale, clone_name=""):
def attach(self, clone_name, window_object, poscale):
if clone_name == "": if clone_name == "":
clone_name = str(uuid.uuid4()) clone_name = str(uuid.uuid4())
clone = copy.deepcopy(self) clone = copy.deepcopy(self)
clone.surface = pygame.Surface(window_object.size)
clone.poscale = poscale clone.poscale = poscale
clone.is_template = False clone.is_template = False
clone.attached_window = window_object
window_object.frames[clone_name] = clone window_object.frames[clone_name] = clone
def render(): return window_object.frames[clone_name]
pass def render(self):
for i in self.elements.values():
i.render()
self.attached_window.screen.blit(self.surface, self.poscale)
class Window(object): class Window(object):
frames = list() frames = dict()
def __init__(self, title="Vector Graphic Layer Window", size: tuple=(1024,768)): def __init__(self, title="Vector Graphic Layer Window", size: tuple=(1024,768)):
self.title = title self.title = title
self.size = size self.size = size
self.running = 1 self.running = 1
pygame.init() pygame.init()
self.window = pygame.display.set_mode(size) self.screen = pygame.display.set_mode(size)
pygame.display.set_caption(title) pygame.display.set_caption(title)
def set_title(self, title): def set_title(self, title):
self.title = title self.title = title
@ -80,10 +101,8 @@ class Window(object):
for event in pygame.event.get(): for event in pygame.event.get():
if event.type == pygame.QUIT: if event.type == pygame.QUIT:
self.running = 0 self.running = 0
self.window.fill((0, 0, 0)) for i in self.frames.values():
i.render()
pygame.display.flip() pygame.display.flip()
pygame.time.delay(10) pygame.time.delay(10)
pygame.quit() pygame.quit()
if __name__ == "__main__":
pass

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vgl/test.py Normal file
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import pygame
import sys
# 初始化 Pygame
pygame.init()
# 设置窗口大小
screen = pygame.display.set_mode((800, 600))
# 设置颜色 (RGB)
background_color = (255, 255, 255) # 白色背景
line_color = (255, 0, 0) # 红色线条
# 主循环
while True:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
sys.exit()
# 填充背景
screen.fill(background_color)
# 绘制抗锯齿线条
pygame.draw.aaline(screen, line_color, (100, 100), (700, 500))
# 更新显示
pygame.display.flip()

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vgl/vgl Symbolic link
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vgl