# 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()