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minor improvements
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@@ -2,6 +2,8 @@
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# vgllib.py
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import pygame
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import uuid
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import time
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import threading
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class Graph:
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@staticmethod
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@@ -48,12 +50,26 @@ class Graph:
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class Frame(object):
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components = dict()
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components_stat = dict()
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thread = None
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motion_queue = None
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def __init__(self, name: str, size: tuple):
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self.name = name
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self.size = size
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self.surface = pygame.Surface(size, flags=pygame.HWSURFACE)
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self.is_hide = False
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print("初始化子模块")
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self.thread = threading.Thread(target=self.render)
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def move(self, subname, direction, duration, effect="linear"): # our powerful move!
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# 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
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# duration: "动画"时间, 为0则即时
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# effect: "动画"效果, linear为线性移动, 或许会在未来增加贝塞尔曲线
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# TODO: 增加 bezier 曲线
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pass
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def render(self):
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while 1:
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self.draw_all()
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def show(self, window, position: tuple):
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if not self.is_hide:
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@@ -68,28 +84,48 @@ class Frame(object):
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def register(self, subname="", attr=None):
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if subname == "":
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subname = uuid.uuid4()
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# use percent of frame size instead of pixels :)
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attr['pos'] = list(attr['pos'])
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attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[0])
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attr['pos'][1] = round(attr['pos'][1] / 100 * self.size[1])
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attr['size'] = list(attr['size'])
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attr['size'][0] = round(attr['size'][0] / 100 * self.size[0])
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attr['size'][1] = round(attr['size'][1] / 100 * self.size[1])
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self.components[subname] = attr
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self.components_stat[subname] = 1 # by default, not hiding
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def draw(self, attr):
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attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[1])
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attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[1])
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attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[1])
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attr['pos'][0] = round(attr['pos'][0] / 100 * self.size[1])
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Graph.call(self, **attr)
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def set_component_visible(self, subname, newstat):
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self.components_stat[subname] = newstat
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def drawall(self, attr):
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def draw_all(self):
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for i in self.components.keys():
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if self.components_stat[i]:
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self.draw(self.components[i])
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def clear(self, color=(0,0,0)):
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def refresh(self, color=(0,0,0)):
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self.surface.fill(color)
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def loads(self, ):
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def clear(self):
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components = dict()
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components_stat = dict()
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def loads(self, grap_str):
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# TODO: 将会重写 以替代不安全的 eval
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self.register(subname="", attr=(eval(grap_str)))
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def load(self, file="default.vgld", mode="a"):
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# a: 增量加载 (默认)
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# w: 覆盖式加载
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# 文件扩展名: vgld (矢量图形层描述文件)
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if mode == 'w':
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self.clear()
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with open(file=file, mode="r+", encoding="UTF-8") as f:
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for i in f.readlines():
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#print(i)
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self.loads(i)
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# 示例
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@@ -97,18 +133,17 @@ if __name__ == "__main__":
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pygame.init()
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window = pygame.display.set_mode((800, 600))
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frame = Frame("Test", (800, 600))
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frame.draw({'method':'rect', 'pos':(50, 50), 'size':(200, 100), 'color':(255, 0, 0)}) # 绘制红色矩形
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# 主循环
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input()
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frame.load()
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running = True
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while running:
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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running = False
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window.fill((0, 0, 0)) # 清空窗口
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frame.show(window, (0, 0)) # 显示帧
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pygame.display.flip() # 更新显示
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window.fill((0, 0, 0))
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frame.draw_all()
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frame.show(window, (0, 0))
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pygame.display.flip()
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pygame.time.delay(10)
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pygame.quit()
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