# Vector Graphics Library # vgllib.py import pygame import uuid import time import threading import copy class Aux(): def gettime(): return round(time.time(), 1) def getprogress(task): return (Aux.gettime() - task["start"] / task["duration"]) def tuple_scale(tup, 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): is_hide = False is_template = True attached = None attached_frame = None attached_window = None tasks = dict() def __init__(self, name="Element"): self.name = name def attach(self, frame_object, clone_name=""): if clone_name == "": clone_name = str(uuid.uuid4()) clone = copy.deepcopy(self) clone.is_template = False 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): if not self.is_template: pass def add_task(self, group, start_time, duration, **kwargs): if group not in self.tasks(): self.tasks[group] = list() self.tasks[group].append({"start": start_time, "duration":duration, "para":kwargs}) def render(): print("未配置渲染器") pass def update(): pass class Frame(object): surface = None elements = dict() is_hide = False is_template = True attached_window = None poscale: tuple = (0, 0) # 左上角, 对于每个实例的位置矢量 def __init__(self, name="Frame"): self.name = name def attach(self, window_object, poscale, clone_name=""): if clone_name == "": clone_name = str(uuid.uuid4()) clone = copy.deepcopy(self) clone.surface = pygame.Surface(window_object.size) clone.poscale = poscale clone.is_template = False clone.attached_window = window_object window_object.frames[clone_name] = clone return window_object.frames[clone_name] def render(self): for i in self.elements.values(): i.render() self.attached_window.screen.blit(self.surface, self.poscale) class Window(object): frames = dict() def __init__(self, title="Vector Graphic Layer Window", size: tuple=(1024,768)): self.title = title self.size = size self.running = 1 pygame.init() self.screen = pygame.display.set_mode(size) pygame.display.set_caption(title) def set_title(self, title): self.title = title pygame.display.set_caption(title) def start(self): self.thr = threading.Thread(target=self.main_loop, name="main_loop") self.thr.start() def kill(self): self.running = 0 def main_loop(self): while self.running: for event in pygame.event.get(): if event.type == pygame.QUIT: self.running = 0 for i in self.frames.values(): i.render() pygame.display.flip() pygame.time.delay(10) pygame.quit()