def draw(self, screen, game_self): #draw the window of title and menu title_window = window.Window(Rect(20, 20, 180, 50)) title_window.draw(screen) menu_window = window.Window(Rect(320, 20, 300, 120)) menu_window.draw(screen) #draw the cursor on the menu item if self.menu == self.GO: pygame.draw.rect(screen, COLOR_GLAY, Rect(324, 35, 292, 30), 0) elif self.menu == self.CONTINUE: pygame.draw.rect(screen, COLOR_GLAY, Rect(324, 65, 292, 30), 0) elif self.menu == self.BACK: pygame.draw.rect(screen, COLOR_GLAY, Rect(324, 95, 292, 30), 0) #draw the font WINDOW_START_WIDTH = 300 MENU_CENTER = SCREEN_RECTANGLE.width + WINDOW_START_WIDTH screen.blit(self.tower_font, (40, 35)) #find movable character in the dungeon if self.find_alive_character == False: self.find_alive_character = True for chara in game_self.dungeon_characters: if chara.status[4] != 1 and chara.status[ 5] != 1 and chara.status[6] != 1 and chara.status[ 7] != 1 and chara.status[8] != 1: self.dungeon_alive_characters.append(chara) if len(game_self.party.member) == 0: screen.blit(self.no_go_font, ((MENU_CENTER - self.go_font.get_width()) / 2, 40)) else: screen.blit(self.go_font, ((MENU_CENTER - self.go_font.get_width()) / 2, 40)) if len(game_self.tower.dungeon_alive_characters) == 0: screen.blit( self.no_continue_font, ((MENU_CENTER - self.continue_font.get_width()) / 2, 70)) else: screen.blit( self.continue_font, ((MENU_CENTER - self.continue_font.get_width()) / 2, 70)) screen.blit(self.back_font, ((MENU_CENTER - self.back_font.get_width()) / 2, 100)) if self.character_continue != None: self.character_continue.draw( screen, game_self.tower.dungeon_alive_characters)
def __init__(self, wid): self.win = window.Window(wid) self.workspace = None self.mapped = False self.initial_map = False self.__unmap_ignore = 0 self.strut = self.strut_partial = None state.conn.core.ChangeWindowAttributes( self.win.id, xcb.xproto.CW.EventMask, [ xcb.xproto.EventMask.StructureNotify | xcb.xproto.EventMask.PropertyChange ]) events.register_callback(xcb.xproto.ConfigureRequestEvent, self.cb_ConfigureRequestEvent, self.win.id) events.register_callback(xcb.xproto.MapRequestEvent, self.cb_MapRequestEvent, self.win.id) events.register_callback(xcb.xproto.DestroyNotifyEvent, self.cb_DestroyNotifyEvent, self.win.id) events.register_callback(xcb.xproto.UnmapNotifyEvent, self.cb_UnmapNotifyEvent, self.win.id) events.register_callback(xcb.xproto.PropertyNotifyEvent, self.cb_PropertyNotifyEvent, self.win.id) events.register_callback(xcb.xproto.ClientMessageEvent, self.cb_ClientMessageEvent, self.win.id) self.win.configure(border_width=0)
def __init__(self): config = configparser.ConfigParser() config.read('./configuration.ini') #Read the configuration file app = QtWidgets.QApplication(sys.argv) icon = QtGui.QIcon('./icons/icon.png') app.setWindowIcon(icon) self.window = window.Window( config ) #Initialze the main window using the default values in the configuration self.window.showMaximized() #self.window.setFixedSize(1600,1000) self.window.show() #Connect the signals emitted by the window object self.window.DEFAULT_PROPERTIES_REQUESTED.connect(self.run_preference) self.window.RECIPROCAL_SPACE_MAPPING_REQUESTED.connect( self.run_reciprocal_space_mapping) self.window.BROADENING_REQUESTED.connect(self.run_broadening) self.window.GMM_REQUESTED.connect(self.run_gmm) self.window.MANUAL_FIT_REQUESTED.connect(self.run_manual_fit) self.window.GENERATE_REPORT_REQUESTED.connect(self.run_generate_report) self.window.STATISTICAL_FACTOR_REQUESTED.connect( self.run_statistical_factor) self.window.DIFFRACTION_PATTERN_REQUESTED.connect( self.run_simulate_RHEED) self.window.KIKUCHI_PATTERN_REQUESTED.connect(self.run_kikuchi) self.window.THREE_DIMENSIONAL_GRAPH_REQUESTED.connect( self.run_3D_graph) self.window.SCENARIO_REQUESTED.connect(self.run_scenario) self.preference = preference.Window() self.preference.DEFAULT_SETTINGS_CHANGED.connect(self.window.refresh) sys.exit(app.exec_())
def do_activate(self): self.win = wn.Window() self.wine = w.Wine(self.win) self.wine.check_work_dir() self.win.set_default_size(550, 600) self.win.set_resizable(False) self.win.connect("delete-event", Gtk.main_quit) parser = argparse.ArgumentParser( description=cn.App.application_description) parser.add_argument('--about', action='store_true', help='About ' + cn.App.application_name) args = parser.parse_args() if args.about == True: self.show_about(self.win) else: self.win.show_all() self.win.hbar.back.hide() self.win.hbar.save.hide() self.win.hbar.trash.hide() self.win.hbar.properties.hide() Gtk.main()
def main(): """main function""" log.printMSG("[MAINTHREAD][INFO] creating window") import Inventory.inventory import window # window = window.Window(width=800, height=600, caption='mcp#ython 2', resizable=True) try: # Try and create a window with multisampling (antialiasing) config = Config( sample_buffers=1, samples=4, depth_size=16, double_buffer=True, ) window = window.Window( resizable=True, config=config, width=1200, height=620, caption="mcpython " + str(G.VERSION_NAME), ) except pyglet.window.NoSuchConfigException: # Fall back to no multisampling for old hardware window = pyglet.window.Window(resizable=True, width=1200, height=620, caption="mcpython 2") # Hide the mouse cursor and prevent the mouse from leaving the window. log.printMSG("[MAINTHREAD][INFO] setting up OpenGL") window.set_exclusive_mouse(True) glfunctions.setup() log.printMSG("[MAINTHREAD][INFO] nothing to do here, starting pyglet") pyglet.app.run()
def do_activate(self): self.win = wn.Window() self.win.set_size_request(400, 400) self.win.connect("delete-event", Gtk.main_quit) self.win.show_all() Gtk.main()
def __init__(self, rectangle, floor, game_self): window.Window.__init__(self, rectangle) self.is_visible = False self.top = rectangle.top self.left = rectangle.left self.right = rectangle.right self.centerx = rectangle.centerx self.menu_font = pygame.font.Font("ipag.ttf", 20) self.encount_font = self.menu_font.render(u"何者かが現れた!", True, COLOR_WHITE) self.select_font = self.menu_font.render(u"何をしますか?", True, COLOR_WHITE) self.info_font = self.menu_font.render(u"情報を貰う", True, COLOR_WHITE) self.item_font = self.menu_font.render(u"アイテムを貰う", True, COLOR_WHITE) self.buy_font = self.menu_font.render(u"アイテムを買う", True, COLOR_WHITE) self.heal_font = self.menu_font.render(u"回復してもらう", True, COLOR_WHITE) #if alignment is neutral or evil only self.battle_font = self.menu_font.render(u"襲う", True, COLOR_WHITE) self.end_font = self.menu_font.render(u"立ち去る", True, COLOR_WHITE) self.trade_font = self.menu_font.render(u"交渉値", True, COLOR_WHITE) #calculate merchant level self.left_font = self.menu_font.render(u"残り:", True, COLOR_WHITE) self.not_enough_point_font = self.menu_font.render( u"交渉値が足りません!", True, COLOR_WHITE) self.merchant_point = 0 self.menu = self.INFO self.state = self.INIT self.first = 0 self.encount_window = window.Window(Rect(210, 120, 190, 60)) self.use_points = 0 self.message_window = None self.party_alignment = random.randint(-6, 6) self.alignment_difference = int( math.fabs(self.party_alignment - game_self.party.alignment)) self.relation = self.NEUTRAL if self.alignment_difference <= 2: self.relation = self.GOOD elif self.alignment_difference <= 4: self.relation = self.NEUTRAL elif self.alignment_difference <= 5: self.relation = self.EVIL else: self.relation = self.WORST
def __init__(self, window_config, ball_config, pad_config, bricks_config_list): """Конструктор Контроллера. Принимает объекты, которыми будет управлять контроллер: окно, мяч, ракетку, список кирпичей. Устанавливает начальное состояние игры: количество попыток игрока, нулевое начальное значение счета (разрушенных кирпичей). Сохраняет ссылки на контролируемые объекты.""" self.HP = 3 # Три попытки self.score = 0 # Начальный нулевой счёт self.window = window.Window( window_config[0], window_config[1], window_config[2], ) self.ball = ball.Ball(self.window, ball_config[0], ball_config[1], ball_config[2], ball_config[5]) self.ball.set_speed(ball_config[3], ball_config[4]) self.pad = pad.Pad(self.window, pad_config[0], pad_config[1], pad_config[2]) self.brick_list = [ brick.Brick(self.window, brick_config[0], brick_config[1], brick_config[2], brick_config[3], brick_config[4]) for brick_config in bricks_config_list ] self.max_score = len( self.brick_list) # Счёт, при котором игрок победит # Привязка нажатия и отпускания клавиш к функции управления скоростью ракетки: self.window.canvas.bind("<KeyPress>", self.pad_speed_control) self.window.canvas.bind("<KeyRelease>", self.pad_speed_control)
def run_game(): """ Glowna funkcja gry """ size = int(input("Podaj ilosc pol w zakresie 3 - 10: ")) while (size < 3 or size > 10): size = int(input("Podaj ilosc pol w zakresie 3 - 10: ")) winCombo = int( input( "Podaj ilosc znakow w rzedzie wygrywajacych w zakresie od 3 do ilosci pol: " )) while (winCombo < 3 or winCombo > size): winCombo = int( input( "Podaj ilosc znakow w rzedzie wygrywajacych w zakresie od 3 do ilosci pol: " )) pg.init() #inicjalizacja fukcji biblioteki PyGame wd = window.Window(size, winCombo) #inicjalizacja okna gry wd.winArr() #stworzenie wygrywajacych ukladow wd.draw_area() #rysowanie planszy gm = game.Game(wd, winCombo) #inicjalizacja mechaniki gry while True: events.check_events(wd, gm, size) #sprawdzanie wydarzen wd.update_area(gm) #odswiezanie planszy pg.display.update() #wyswietlanie aktualnego stanu
def run(): app = window.QtGui.QApplication(sys.argv) sshFile = './stylesheet/darkOrange.stylesheet' with open(sshFile, 'r') as fh: app.setStyleSheet(fh.read()) app.setStyleSheet(window.qdarkstyle.load_stylesheet_pyqt()) _GUI = window.Window() sys.exit(app.exec_())
def main(): voiceAssistant = assistant.Assistant() if platform.system() != "Linux": voiceAssistant.say("Error. It is only for Linux") sys.exit() master = Tk() window.Window(master, voiceAssistant) master.mainloop()
def do_activate(self): win = wn.Window() win.set_size_request(640, 480) win.set_resizable(True) win.set_position(Gtk.WindowPosition.CENTER) win.connect("delete-event", Gtk.main_quit) win.show_all() Gtk.main()
def __init_windows(self): hh, ww, cc = config.set_size(self.stdscr) win = threadwin.Threadwin(hh, cc - ww, 0, ww) data = [ menu.Music_menu(win=win, data=playlist.Playlist(name=pl, db=self.db), form=config.SONG_DISP, palette=self.palette[0], ui=self) for pl in self.db.list_pl() ] leftwin = menu.Menu(0, 0, ww, hh, data=data, palette=self.palette[1]) botwin = window.Window(0, hh, cc, song_info_bar_height) textwin = window.Window(0, hh + song_info_bar_height, cc, command_bar_height) return leftwin, botwin, textwin
def main(): """Wykonuje główną pętlę gry.""" pygame.init() pygame.display.set_caption("TIC-TAC-TOE Game!") game_window = window.Window() game_window.first_player() game_window.draw_board() game_window.run()
def __init__(self): self.window = window.Window(parent=self) self.lecture = lecture.Lecture() self.player = player.Player() self.songs = [] self.filepath = "" self.window.set_content(self.lecture) self.lecture.set_player(self.player) self.window.show()
def do_activate(self): self.win = window.Window() self.win.set_default_size(700, 400) self.win.connect("delete-event", Gtk.main_quit) self.win.show_all() self.win.stack.updates.noti_grid.hide() self.win.stack.updates.notifications_title.hide() self.win.stack.updates.notifications_label.hide() Gtk.main()
def do_activate(self): self.win = wn.Window() self.win.set_default_size(530, 600) self.win.props.width_request = 680 self.win.props.resizable = False self.win.connect("delete-event", Gtk.main_quit) self.win.show_all() Gtk.main()
def getWindows(clzName='.*', title='.*'): wList = [] ret = [] win32gui.EnumWindows(lambda hWnd, param: param.append(hWnd), wList) for whand in wList: wind = window.Window(whand) if re.fullmatch(clzName, wind.clz) and re.fullmatch( title, wind.title): ret.append(whand) return ret
def __init__(self, *args, **kwargs): wx.Panel.__init__(self, *args, **kwargs) self.imagewindow = window.Window(self, -1) clearplugin = plugins.ClearPlugin(self.imagewindow) self.imagewindow.addPlugin(clearplugin) self.numarrayplugin = plugins.NumpyPlugin(self.imagewindow) self.imagewindow.addPlugin(self.numarrayplugin) self.crosshairsplugin = plugins.CrosshairsPlugin(self.imagewindow, self.numarrayplugin) self.imagewindow.addPlugin(self.crosshairsplugin) self.magnifierplugin = plugins.MagnifierPlugin(self.imagewindow, self.numarrayplugin) self.imagewindow.addPlugin(self.magnifierplugin) self.tooltipplugin = plugins.ToolTipPlugin(self.imagewindow) self.imagewindow.addPlugin(self.tooltipplugin) self.targetsplugin = plugins.TargetsPlugin(self.imagewindow, self.numarrayplugin, wx.RED) self.imagewindow.addPlugin(self.targetsplugin) self.tools = Tools(self, -1) self.sizer = wx.GridBagSizer(0, 0) self.sizer.Add(self.tools, (0, 0), (1, 1), wx.EXPAND) self.sizer.Add(self.imagewindow, (1, 0), (1, 1), wx.EXPAND|wx.FIXED_MINSIZE) self.sizer.AddGrowableCol(0) self.sizer.AddGrowableRow(1) self.SetSizer(self.sizer) self.SetAutoLayout(True) self.tools.infobitmap.Bind(wx.EVT_LEFT_UP, self.onInfoBitmap) self.tools.displaybitmap.Bind(wx.EVT_LEFT_UP, self.onDisplayBitmap) self.tools.valuescalebitmap.Bind(wx.EVT_LEFT_UP, self.onValueScaleBitmap) self.tools.Bind(events.EVT_DISPLAY_CROSSHAIRS, self.onDisplayCrosshairs) self.tools.Bind(events.EVT_DISPLAY_MAGNIFIER, self.onDisplayMagnifier) self.tools.Bind(events.EVT_SCALE_SIZE, self.onScaleSize) self.tools.Bind(events.EVT_FIT_TO_PAGE, self.onFitToPage) self.tools.Bind(events.EVT_SCALE_VALUES, self.onScaleValues) self.imagewindow.Bind(wx.EVT_MOTION, self.onMotion) self.onDisplayCrosshairs() self.onDisplayMagnifier()
def main(): """ Run the main program """ parser = argparse.ArgumentParser( description='Run a Trans America simulation.') parser.add_argument( '--geometry', dest='geometry', metavar='WxH', default='1600x900', help='Specify width and height to display (i.e. 1024x768)') parser.add_argument( 'players', action='store', nargs='*', metavar='player', help='Specify the name of one or more AI to run as a player', default='simple') parser.add_argument('--view', action='store_true', dest='view', default=False, help='If specified, you can watch the game play out.') parser.add_argument( '--scaled', action='store_true', dest='scaled', default=False, help='If specified, scale the map to be human comfortable.') parser.add_argument( '--wait', action='store_true', dest='wait', default=False, help='Wait for the user to press the "w" key for each turn to proceed.' ) parser.add_argument( '--tournament', dest='tournament', metavar='rounds', type=int, help='Play a tournament of the given number of rounds.') args = parser.parse_args() board = Board() win = None if args.view: width, height = lookup_geometry(args) win = window.Window(width, height, args.scaled) if args.tournament: run_tournament(args, board, win) else: run_one(args, board, win)
def main(): if globals.DEBUG > 0: g_code_generator.generate_debug_patterns() else: root = Tk() w = window.Window(root) #size of the window root.geometry("1200x1000") root.title("converter") #root.configure(background='#CCCCFF') root.mainloop()
def do_activate(self): '''Here we are creating a new instante of the Windows, setting its size and connecting the delete-event signal to correctly handle the application exit.''' self.win = wn.Window() self.win.set_default_size(600, 600) self.win.connect("delete-event", Gtk.main_quit) self.win.show_all() Gtk.main()
def _parse(self, response): windows = [] for w in response.windows: tabs = [] for t in w.tabs: sessions = [] for s in t.sessions: sessions.append(session.Session(s.uniqueIdentifier)) tabs.append(tab.Tab(t.tab_id, sessions)) windows.append(window.Window(w.window_id, tabs)) self.windows = windows
def show_window_info(whand): if isinstance(whand, int): w = window.Window(whand) print("handle(dec): " + str(whand)) print("handle(hex): " + str(hex(whand))) print("title: " + w.title) print("class: " + w.clz) print("start: " + str(w.startPoint)) print("width: " + str(w.width)) print("height: " + str(w.height))
def runTests(): "just create a window with some colored panels" test = window.Window() test.p1 = window.Window.ControlPanel(test, bg="green") test.p1.pack(fill=window.BOTH, expand=True) buttonNames = ("Close", "Open", "Whatever") test.p2 = window.Window.ButtonPanel(test, buttonNames, bg="blue") test.p2.buttons[0].config(command=test.destroy) test.p2.pack(side=window.BOTTOM, fill=window.X, expand=True) window.Label(test, text="this is a label").pack() window.Entry(test).pack() test.mainloop()
def do_activate(self): self.win = wn.Window() self.win.set_default_size(1400, 800) self.win.connect("delete-event", Gtk.main_quit) parser = argparse.ArgumentParser(description = cn.App.application_description) parser.add_argument('--about', action='store_true', help='About '+cn.App.application_name) args = parser.parse_args() if args.about == True: self.show_about(self.win) else: self.win.show_all() Gtk.main()
def draw(self, screen, game_self): if self.is_visible == False: return if self.state == self.INIT: if self.first == 0: encount_se = pygame.mixer.Sound("SE/thunder.wav") encount_se.play() pygame.mixer.music.stop() self.first = 1 self.merchant_point = dungeon.calculate_merchant_level( game_self) self.encount_window.draw(screen) screen.blit(self.encount_font, (230, 140)) elif self.state == self.COMMAND: window.Window.draw(self, screen) pygame.draw.rect( screen, COLOR_GLAY, Rect(self.left + 4, self.top + 45 + 30 * self.menu, (self.right - self.left) - 8, 30), 0) if self.menu != self.END: points_font = self.menu_font.render(str(self.use_points), True, COLOR_WHITE) screen.blit(points_font, (self.right - 60, self.top + 50 + self.menu * 30)) screen.blit(self.select_font, (self.left + 20, self.top + 20)) screen.blit(self.info_font, (self.left + 20, self.top + 50)) screen.blit(self.item_font, (self.left + 20, self.top + 80)) screen.blit(self.buy_font, (self.left + 20, self.top + 110)) screen.blit(self.heal_font, (self.left + 20, self.top + 140)) screen.blit(self.battle_font, (self.left + 20, self.top + 170)) screen.blit(self.end_font, (self.left + 20, self.top + 200)) self.points_window = window.Window(Rect(310, 320, 200, 60)) self.points_window.draw(screen) screen.blit(self.left_font, (330, 340)) total_points = self.menu_font.render(str(self.merchant_point), True, COLOR_WHITE) screen.blit(total_points, (350 + self.left_font.get_width(), 340)) if self.message_window != None: self.message_window.draw(screen, game_self) pass
def draw(self, screen, game_self): #draw window for title and menu title_window = window.Window(Rect(20, 20, 135, 50)) title_window.draw(screen) screen.blit(self.temple_font, (35, 35)) menu_window = window.Window(Rect(320, 20, 300, 120)) menu_window.draw(screen) #set cursor on menu items if self.menu == self.CURE: #draws rectangle on the menu item size of rectangle has width of window rectangle - edge_length*2 #the height depends on the size of font pygame.draw.rect(screen, COLOR_GLAY, Rect(324, 35, 292, 30), 0) elif self.menu == self.DONATE: pygame.draw.rect(screen, COLOR_GLAY, Rect(324, 65, 292, 30), 0) elif self.menu == self.BACK: pygame.draw.rect(screen, COLOR_GLAY, Rect(324, 95, 292, 30), 0) #draw image font on the screen WINDOW_START_WIDTH = 300 MENU_CENTER = SCREEN_RECTANGLE.width + WINDOW_START_WIDTH screen.blit(self.cure_font, ((MENU_CENTER - self.cure_font.get_width()) / 2, 40)) screen.blit(self.donate_font, ((MENU_CENTER - self.donate_font.get_width()) / 2, 70)) screen.blit(self.back_font, ((MENU_CENTER - self.back_font.get_width()) / 2, 100)) #draw extra window if self.donate_money != None: self.donate_money.draw(screen, game_self.party.member) if self.temple_cure_window != None: self.temple_cure_window.draw(screen, game_self)
def test_default(self): win = window.Window((10, 10), image=pygame.Surface((100, 100))) win.set_default_alpha(150) self.assertEqual(win.real_image, win.image) self.assertEqual(win.real_image, win._draw_image) self.assertEqual(win.rect.size, (10, 10)) self.assertTrue(isinstance(win._state, window.PassiveWindowState)) self.assertEqual(win._hint_message, None) self.assertEqual(win._default_alpha, 150) self.assertEqual(win.image.get_alpha(), 150) self.assertFalse(win._bordered) self.assertFalse(win._constant_bordered) self.assertFalse(win._never_bordered) self.assertEqual(win._borders_size, configs.BORDERS_SIZE) self.assertEqual(win._borders_color, configs.BORDERS_COLOR)
def setup(title, skyColor=(0.5, 0.69, 1.0, 1), fog=True, fogStart=10.0, fogEnd=30.0, ticks=60, screen_w=800, screen_h=600, screen_resizable=True, mouse_cap=True): """ Basic configurations and window creation """ window.TICKS_PER_SEC = ticks win = window.Window(width=screen_w, height=screen_h, caption=title, resizable=screen_resizable) win.set_exclusive_mouse(mouse_cap) # Set the color of "clear", i.e. the sky, in rgba. glClearColor(*skyColor) # Enable culling (not rendering) of back-facing facets -- facets that aren't # visible to you. # glEnable(GL_CULL_FACE) # Set the texture minification/magnification function to GL_NEAREST (nearest # in Manhattan distance) to the specified texture coordinates. GL_NEAREST # "is generally faster than GL_LINEAR, but it can produce textured images # with sharper edges because the transition between texture elements is not # as smooth." glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glEnable(GL_BLEND) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) if fog: # Enable fog. Fog "blends a fog color with each rasterized pixel fragment's # post-texturing color." glEnable(GL_FOG) # Set the fog color. glFogfv(GL_FOG_COLOR, (GLfloat * 4)(*skyColor)) # Say we have no preference between rendering speed and quality. glHint(GL_FOG_HINT, GL_DONT_CARE) # Specify the equation used to compute the blending factor. glFogi(GL_FOG_MODE, GL_LINEAR) # How close and far away fog starts and ends. The closer the start and end, # the denser the fog in the fog range. glFogf(GL_FOG_START, fogStart) glFogf(GL_FOG_END, fogEnd) return win