1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 | #!/usr/bin/env python """ Esperimento per il disegnamento di rombi e gestione di hovering ecc.. usando la geometria analitica. Per strutture piu' complesse (non geometriche) si possono usare cose come il controllo dell'alpha-channel sul pixel cliccato, ma penso proprio che cosi' sia piu' veloce.. ma dovrei fare qualche benchmark prima. Full + images: http://hackzine.org/sites/hackzine.org/files/rhomb_20090714-211658.tbz2 """ import pygame """ Check if a rhomb contains a given point point : the clicked point center : the center of the rhomb size : the size of the rhomb: half the diagonals THE RHOMB DIAGONALS MUST BE ALIGNED TO AXIS.. """ def rhomb_contains(point, center, size): Cx, Cy = center Px, Py = point Rw, Rh = size # Calcultate deltas Dx, Dy = Px - Cx, Py - Cy # Outside bounding box if not Dx >= -Rw and Dx <= Rw: return False if not Dy >= -Rh and Dy <= Rh: return False result = (abs(Dx) <= ((1 - abs(1.0 * Dy / Rh)) * Rw)) #print "center=%d,%d mouse=%d,%d distance=%d,%d result=%s" % (Cx,Cy,Px,Py,Dx,Dy,result) return result """ Main """ def main(): # Settings and default values.. screensize = sw, sh = 800, 600 rhombsize = Rw, Rh = 100, 50 mousepos = Mx, My = 0, 0 clicklog = [] clicklog_maxlen = 10 max_fps = 40 # Maximum framerate # Initialize pygame pygame.init() screen = pygame.display.set_mode(screensize) pygame.display.set_caption("Rhomb test") # Load resources.. clock = pygame.time.Clock() rh_n = pygame.image.load("rhomb-normal.png") rh_h = pygame.image.load("rhomb-hovered.png") tfont = pygame.font.SysFont("monospace", 14, False, False) lfont = pygame.font.SysFont("monospace", 12, False, False) # rhomb centers rcenters = [ (0, -3), (-0.5, -2.5),(0.5, -2.5), (-1, -2),(0, -2),(1, -2), (-1.5, -1.5), (-0.5, -1.5), (0.5, -1.5), (1.5, -1.5), (-2, -1), (-1, -1), (0, -1), (1, -1), (2, -1), (-2.5, -0.5), (-1.5, -0.5), (-0.5, -0.5), (0.5, -0.5), (1.5, -0.5), (2.5, -0.5), (-3, 0), (-2, 0), (-1, 0), (0, 0), (1, 0), (2, 0), (3,0), (-2.5, 0.5), (-1.5, 0.5), (-0.5, 0.5), (0.5, 0.5), (1.5, 0.5), (2.5, 0.5), (-2, 1), (-1, 1), (0, 1), (1, 1), (2, 1), (-1.5, 1.5), (-0.5, 1.5), (0.5, 1.5), (1.5, 1.5), (-1, 2),(0, 2),(1, 2), (-0.5, 2.5),(0.5, 2.5), (0, 3), ] # Game is running running = True # The Main loop while running: click = False # Is there a mousedown event in this cycle? st_lines = [] # Flush upper-left corner log # Check events for ev in pygame.event.get(): if ev.type == pygame.QUIT: running = False print "Received pygame QUIT" elif ev.type == pygame.KEYDOWN: if ev.key == pygame.K_ESCAPE or ev.key == pygame.K_q: running = False print "Received user QUIT" elif ev.type == pygame.MOUSEMOTION: mousepos = Mx, My = ev.pos elif ev.type == pygame.MOUSEBUTTONDOWN: click = True # Fill the screen screen.fill((0x00,)*3) # Add mouse position to log st_lines.append("Mouse: %d,%d" % mousepos) # Add FPS to log st_lines.append("FPS: %d (MAX: %d)" % (clock.get_fps(),max_fps)); # Draw rhombs RC = 0 # Rhomb counter for VCx, VCy in rcenters: # Calculate real centers Cx, Cy = sw / 2 + VCx * Rw, sh / 2 + VCy * Rh # Calculate distance (FOR DEBUGGING ONLY) Dx, Dy = Mx - Cx, My - Cy # Calculate range (FOR DEBUGGING ONLY) XR = (1 - abs(1.0 * Dy / Rh)) * Rw # If is hovered, add line to log and draw lighter rhomb if rhomb_contains(mousepos, (Cx, Cy), (Rw / 2 - 1, Rh / 2 - 1)): rhomb = rh_h st_lines.append("HOVER RHOMB=(%d,%d) MOUSE=(%d,%d) DIST=(%d,%d) XRANGE=%d" % ( Cx, Cy , Mx, My, Dx, Dy, XR)) # If is clicked, append event to log if click: clicklog.append("| %3d | %3d,%3d | %3d,%3d |" % (RC,Cx,Cy,Mx,My)) #clicklog = ["| %3d | %3d,%3d | %3d,%3d |" % (RC,Cx,Cy,Mx,My)] + clicklog if len(clicklog) > clicklog_maxlen: clicklog = clicklog[-clicklog_maxlen:] #clicklog = clicklog[:clicklog_maxlen] else: # Normal rhomb. No hover, no click rhomb = rh_n # Draw rect rect = rhomb.get_rect(center=(Cx, Cy)) screen.blit(rhomb, rect) # Draw label rlabel = lfont.render("%d,%d" % (Cx,Cy), True, (0, 0, 0)) rrc = rlabel.get_rect(center=(Cx,Cy)) screen.blit(rlabel,rrc) # Increment rhomb counter RC+=1 # Draw topleft console yoff = 10 for stline in st_lines: st_text = tfont.render(stline, True, (0, 0xff, 0)) st_text_r = st_text.get_rect(topleft=(10, yoff)) screen.blit(st_text, st_text_r) yoff += st_text_r.height + 1 # Draw bottomright (click) console yoff = sh-10 for stline in clicklog: st_text = tfont.render(stline, True, (0, 0xff, 0)) st_text_r = st_text.get_rect(bottomright=(sw-10, yoff)) screen.blit(st_text, st_text_r) yoff -= (st_text_r.height + 1) #"CLICK %3d : %3d,%3d : %3d,%3d" if len(clicklog) > 0: st_text = tfont.render(" RHOMB CENTER MOUSE ", True, (0,0,0), (0, 0xff, 0)) st_text_r = st_text.get_rect(bottomright=(sw-10, yoff)) screen.blit(st_text, st_text_r) # refresh display pygame.display.flip() # wait for 1/maxfps seconds.. clock.tick(max_fps) # terminated. quit pygame (not needed but good..) pygame.quit() print "Bye.." if __name__ == '__main__': main() |
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