# Vector Graphics Library # vgllib.py import pygame import uuid import time import threading import copy import queue 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])) def eventproc(events_dict, event, window_size): """events = { "cursor": { "position": (15,12), "relative": (13,11), "poscale": (0.1,0.5), "relscale": (0.05,0.1), }, "wheel": 1, # 远离用户为 1, 靠近为 -1, 无动作为 0 "click": [1, 2], # 被按下的按钮 #"focus": 1, # 或 0 "key": ["ctrl", "k"], "delta": "" }""" if event.type == pygame.MOUSEMOTION: events_dict["cursor"]["position"] = event.pos events_dict["cursor"]["relative"] = event.rel events_dict["cursor"]["poscale"] = (round(event.pos[0] / window_size[0], 3), round(event.pos[1] / window_size[1],3)) events_dict["cursor"]["relscale"] = (round(event.rel[0] / window_size[0], 3), round(event.rel[1] / window_size[1], 3)) events_dict["delta"] = "cursor" elif event.type == pygame.MOUSEWHEEL: events_dict["wheel"] = event.y # 远离用户为正,靠近为负 events_dict["delta"] = "wheel" elif event.type == pygame.MOUSEBUTTONDOWN: if event.button not in events_dict["click"]: events_dict.setdefault("click", []).append(event.button) events_dict["delta"] = "click" elif event.type == pygame.MOUSEBUTTONUP: if event.button in events_dict["click"]: events_dict["click"].remove(event.button) events_dict["delta"] = "click" elif event.type == pygame.KEYDOWN: keys = events_dict.setdefault("key", []) key_name = pygame.key.name(event.key).lower() # 简单的修饰键处理, 为兼容部分精简键盘 故合并左右功能键 if key_name in ["left ctrl", "right ctrl"]: if "ctrl" not in keys: keys.append("ctrl") elif key_name in ["left shift", "right shift"]: if "shift" not in keys: keys.append("shift") elif key_name in ["left alt", "right alt"]: if "alt" not in keys: keys.append("alt") elif len(key_name) == 1: # 处理字母和数字 keys.append(key_name) events_dict["delta"] = "key" elif event.type == pygame.KEYUP: events_dict["delta"] = "key" if "key" in events_dict: key_name = pygame.key.name(event.key).lower() if key_name in ["left ctrl", "right ctrl"] and "ctrl" in events_dict["key"]: events_dict["key"].remove("ctrl") elif key_name in ["left shift", "right shift"] and "shift" in events_dict["key"]: events_dict["key"].remove("shift") elif key_name in ["left alt", "right alt"] and "alt" in events_dict["key"]: events_dict["key"].remove("alt") elif len(key_name) == 1 and key_name in events_dict["key"]: events_dict["key"].remove(key_name) else: #print("不重要事件") return 0 return 1 class Anchor(object): """ "锚定点" 对象 """ poscale = (0, 0) fixed = 3 def __init__(self, *args): if isinstance(args[0], tuple) or isinstance(args[0], Anchor): if isinstance(args[0], Anchor): self.poscale = args[0].poscale else: self.poscale = args[0] else: self.poscale = (args[0], args[1]) def x(self): return self.poscale[0] def y(self): return self.poscale[1] def __add__(self, other): if isinstance(other, tuple): return Anchor((self.poscale[0] + other[0], self.poscale[1] + other[1])) elif isinstance(other, Anchor): return Anchor((self.poscale[0] + other.poscale[0], self.poscale[1] + other.poscale[1])) else: raise TypeError("不支持的加法操作数类型") def __mul__(self, other): "向屏幕中心倍增/倍缩" if isinstance(other, tuple): return Anchor((0.5 + other[0] * (self.poscale[0] - 0.5), 0.5 + other[1] * (self.poscale[1] - 0.5))) elif isinstance(other, (int, float)): return Anchor((0.5 + other * (self.poscale[0] - 0.5), 0.5 + other * (self.poscale[1] - 0.5))) else: raise TypeError("不支持的乘法操作数类型") def __imul__(self, other): result = self.__mul__(other) self.poscale = result.poscale return self def __truediv__(self, other): "乘以倒数" if isinstance(other, (int, float)): if other == 0: return Anchor((0.5, 0.5)) else: return self.__mul__(1 / other) elif isinstance(other, Anchor) or isinstance(other, tuple): divisor_x = other[0] if isinstance(other, tuple) else other.x() divisor_y = other[1] if isinstance(other, tuple) else other.y() # TODO: 错误代码, 应当予以修正 if divisor_x == 0 and divisor_y == 0: return Anchor((0.5, 0.5)) if divisor_x == 0 and divisor_y == 0: return Anchor((0.5, 0.5)) else: return self.__mul__((1 / divisor_x, 1 / divisor_y)) else: raise TypeError("不支持的除法操作数类型") def __itruediv__(self, other): "就地除法" result = self.__truediv__(other) self.poscale = result.poscale return self def __str__(self): if self.fixed is not None: return f"({round(self.poscale[0], self.fixed)}, {round(self.poscale[1], self.fixed)})" else: return f"({self.poscale[0]}, {self.poscale[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() events = { "cursor": { "position": (0,0), "relative": (0,0), "poscale": (0,0), "relscale": (0,0), }, "wheel": 0, # 远离用户为 1, 靠近为 -1, 无动作为 0 "click": [], # 被按下的按钮 "focus": 1, # 或 0 "key": [], "delta": [] # 变化的键值, 避免多次调用 } """{ "cursor": { "position": (15,12), "relative": (13,11), "poscale": (0.1,0.5), "relscale": (0.05,0.1), }, "wheel": 1, # 远离用户为 1, 靠近为 -1, 无动作为 0 "click": [1, 2], # 被按下的按钮 "focus": 1, # 或 0 "key": ["ctrl", "k"], "delta": ["key"] }""" observers = list() 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 if_matters = Aux.eventproc(self.events, event, self.size) if if_matters: #print(self.observers) for i in self.observers: i(self.events) #print(self.events) for i in self.frames.values(): i.render() pygame.display.flip() pygame.time.delay(10) pygame.quit() def observerize(self, func): def wrapper(): self.observers.append(func) return wrapper def remove_observer(self, func): self.observers.remove(func)