|
| 1 | +""" |
| 2 | +Requirements: |
| 3 | +- raylib |
| 4 | +- pytweening |
| 5 | +- glm |
| 6 | +
|
| 7 | +Windows-Only Requirements: |
| 8 | +- win32gui |
| 9 | +- win32con |
| 10 | +- pywintypes |
| 11 | +""" |
| 12 | + |
| 13 | +import sys, time |
| 14 | +import glm |
| 15 | +import pytweening as tween |
| 16 | +import screeninfo |
| 17 | +from raylib.dynamic import raylib as rl, ffi |
| 18 | +from raylib.colors import * |
| 19 | + |
| 20 | + |
| 21 | +Vec2 = lambda p: glm.vec2(p.x, p.y) |
| 22 | +CTM = lambda: round(time.perf_counter() * 1000) |
| 23 | + |
| 24 | +monitors = screeninfo.get_monitors() |
| 25 | +drag = False |
| 26 | +offset = Vec2(rl.GetMousePosition()) |
| 27 | +width = height = 160 |
| 28 | +window_vel = glm.vec2() |
| 29 | +window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height) |
| 30 | + |
| 31 | +rl.SetConfigFlags( |
| 32 | + rl.FLAG_WINDOW_TRANSPARENT |
| 33 | + | rl.FLAG_WINDOW_UNDECORATED |
| 34 | + | rl.FLAG_VSYNC_HINT |
| 35 | + | rl.FLAG_MSAA_4X_HINT |
| 36 | +) |
| 37 | +rl.InitWindow(width, height, b'') |
| 38 | +rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) |
| 39 | +#rl.SetTargetFPS(500) |
| 40 | +target = rl.LoadRenderTexture(width, height) |
| 41 | + |
| 42 | +# Top-Level Window Support Only On Windows |
| 43 | +if sys.platform == 'win32': |
| 44 | + import win32gui, win32con, pywintypes |
| 45 | + |
| 46 | + # Set window to always top without moving it |
| 47 | + win32gui.SetWindowPos( |
| 48 | + pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())), |
| 49 | + win32con.HWND_TOPMOST, |
| 50 | + 0, 0, 0, 0, |
| 51 | + win32con.SWP_NOSIZE | win32con.SWP_NOMOVE |
| 52 | + ) |
| 53 | + |
| 54 | + |
| 55 | +#tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade |
| 56 | +trans = 155 |
| 57 | +elapsed = CTM() |
| 58 | +# Generate an 'L' pattern with pixels |
| 59 | +awd = rl.LoadTextureFromImage(rl.LoadImageEx( |
| 60 | + [ |
| 61 | + WHITE, WHITE, |
| 62 | + WHITE, [0] * 4 |
| 63 | + ], |
| 64 | + 2, 2 |
| 65 | +)) |
| 66 | +# start1 = [0, 0] ; end1 = [16, 16] |
| 67 | +# start2 = [0, 160] ; end2 = [16, 144] |
| 68 | +# start3 = [160, 160]; end3 = [144, 144] |
| 69 | +# start4 = [160, 0] ; end4 = [144, 16] |
| 70 | + |
| 71 | +start1 = [0, 0] ; end1 = [8, 8] |
| 72 | +start2 = [0, 160] ; end2 = [8, 152] |
| 73 | +start3 = [160, 160]; end3 = [152, 152] |
| 74 | +start4 = [160, 0] ; end4 = [152, 8] |
| 75 | + |
| 76 | +while not rl.WindowShouldClose(): |
| 77 | + frame_start_time = CTM() |
| 78 | + |
| 79 | + elapsed += 2 * rl.GetFrameTime() |
| 80 | + if elapsed > 1.0: |
| 81 | + elapsed = 0 |
| 82 | + start1, end1 = end1, start1 |
| 83 | + start2, end2 = end2, start2 |
| 84 | + start3, end3 = end3, start3 |
| 85 | + start4, end4 = end4, start4 |
| 86 | + |
| 87 | + mouse_pos = Vec2(rl.GetMousePosition()) |
| 88 | + |
| 89 | + if rl.IsKeyReleased(rl.KEY_ENTER): |
| 90 | + window_pos = glm.vec2() |
| 91 | + window_vel = glm.vec2() |
| 92 | + |
| 93 | + if rl.CheckCollisionPointRec(list(mouse_pos), [0, 0, width, height]): |
| 94 | + if rl.IsMouseButtonPressed(rl.MOUSE_LEFT_BUTTON): |
| 95 | + drag = True |
| 96 | + offset = mouse_pos |
| 97 | + |
| 98 | + trans = 255 |
| 99 | + else: |
| 100 | + trans = 255 |
| 101 | + |
| 102 | + #mouse_pos += window_vel |
| 103 | + window_vel *= glm.vec2(0.9, 0.9) |
| 104 | + |
| 105 | + if glm.length(window_vel): |
| 106 | + window_pos += window_vel |
| 107 | + #rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) |
| 108 | + |
| 109 | + |
| 110 | + # Find which monitor the square is *currently within* |
| 111 | + wposx = window_pos.x + width // 2 |
| 112 | + wposy = window_pos.y + height // 2 |
| 113 | + found = False |
| 114 | + for monitor in reversed(monitors): |
| 115 | + if wposx > monitor.x and wposx < monitor.x + monitor.width: |
| 116 | + if wposy > monitor.y and wposy < monitor.y + monitor.height: |
| 117 | + found = True |
| 118 | + break |
| 119 | + |
| 120 | + # If it is out of bounds, find the closest one |
| 121 | + if not found: |
| 122 | + sorted_monitors = list( |
| 123 | + sorted( |
| 124 | + monitors, |
| 125 | + key=lambda m: (m.x + m.width // 2) - window_pos.x + (m.y + m.height // 2) - window_pos.y |
| 126 | + ) |
| 127 | + ) |
| 128 | + monitor = sorted_monitors[0] |
| 129 | + |
| 130 | + # Constrain window to bounds |
| 131 | + window_pos.x = max(monitor.x, window_pos.x) |
| 132 | + window_pos.x = min(monitor.x + monitor.width - width, window_pos.x) |
| 133 | + window_pos.y = max(monitor.y, window_pos.y) |
| 134 | + window_pos.y = min(monitor.y + monitor.height - height, window_pos.y) |
| 135 | + # Set here to "snap" and don't to enable "floating" back into position |
| 136 | + if not drag: |
| 137 | + rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) |
| 138 | + |
| 139 | + |
| 140 | + if drag: |
| 141 | + window_pos += mouse_pos - offset |
| 142 | + drag = not rl.IsMouseButtonReleased(rl.MOUSE_LEFT_BUTTON) |
| 143 | + rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) |
| 144 | + |
| 145 | + if not drag: |
| 146 | + window_vel = (mouse_pos - offset) * glm.vec2(1, 0.6) * 0.8 |
| 147 | + if any(glm.isnan(window_vel)): |
| 148 | + window_vel = glm.vec2() |
| 149 | + |
| 150 | + rl.BeginDrawing() |
| 151 | + rl.ClearBackground([0] * 4) |
| 152 | + |
| 153 | + rl.BeginTextureMode(target) |
| 154 | + rl.ClearBackground([0] * 4) |
| 155 | + rl.DrawRectangle(0, 0, width, height, [0] * 4) |
| 156 | + |
| 157 | + rl.DrawTextureEx( |
| 158 | + awd, tween.getPointOnLine(*start1, *end1, tween.easeInOutQuad(elapsed)), 0, 32, |
| 159 | + [255, 200, 0, trans] # Yellow |
| 160 | + ) |
| 161 | + |
| 162 | + rl.DrawTextureEx( |
| 163 | + awd, tween.getPointOnLine(*start2, *end2, tween.easeInOutQuad(elapsed)), -90, 32, |
| 164 | + [255, 0, 55, trans] # Red |
| 165 | + ) |
| 166 | + |
| 167 | + rl.DrawTextureEx( |
| 168 | + awd, tween.getPointOnLine(*start3, *end3, tween.easeInOutQuad(elapsed)), -180, 32, |
| 169 | + [100, 200, 55, trans] # Green |
| 170 | + ) |
| 171 | + |
| 172 | + rl.DrawTextureEx( |
| 173 | + awd, tween.getPointOnLine(*start4, *end4, tween.easeInOutQuad(elapsed)), 90, 32, |
| 174 | + [55, 155, 255, trans] # Blue |
| 175 | + ) |
| 176 | + |
| 177 | + rl.EndTextureMode() |
| 178 | + |
| 179 | + rl.DrawTexturePro( |
| 180 | + target.texture, |
| 181 | + [0, 0, width, -height], |
| 182 | + [0, 0, width, height], |
| 183 | + [0, 0], |
| 184 | + 0, |
| 185 | + WHITE |
| 186 | + ) |
| 187 | + |
| 188 | + for i in range(1000): |
| 189 | + rl.DrawTextureEx(awd, [-32, -32], 0, 32, WHITE) |
| 190 | + |
| 191 | + #rl.DrawFPS(0, 0) |
| 192 | + |
| 193 | + rl.EndDrawing() |
| 194 | + |
| 195 | + # Sleep any leftover millis |
| 196 | + time_taken = CTM() - frame_start_time |
| 197 | + if time_taken < 1000 / 60: |
| 198 | + time.sleep((1000 / 60 - time_taken) / 1000) |
| 199 | + |
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