AiraPulsar/vgl/main.py

277 lines
10 KiB
Python

# 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)