""" FIXME this example is broken with Raylib 4.0 Requirements: - raylib - pytweening - pyglm - screeninfo Windows-Only Requirements: - win32gui - win32con - pywintypes Mac: - pyobjus - Cython """ import sys, time import glm # type: ignore import pytweening as tween # type: ignore import screeninfo # type: ignore from raylib import rl, ffi from raylib.colors import * Vec2 = lambda p: glm.vec2(p.x, p.y) CTM = lambda: round(time.perf_counter() * 1000) monitors = screeninfo.get_monitors() drag = False offset = Vec2(rl.GetMousePosition()) width = height = 160 window_vel = glm.vec2() window_pos = glm.vec2(monitors[0].width - width, monitors[0].height - height) rl.SetConfigFlags( rl.FLAG_WINDOW_TRANSPARENT | rl.FLAG_WINDOW_UNDECORATED | rl.FLAG_VSYNC_HINT | rl.FLAG_MSAA_4X_HINT ) rl.InitWindow(width, height, b'') rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) #rl.SetTargetFPS(500) target = rl.LoadRenderTexture(width, height) # Top-Level Window Support Only On Windows if sys.platform == 'win32': import win32gui, win32con, pywintypes # Set window to always top without moving it win32gui.SetWindowPos( pywintypes.HANDLE(ffi.cast('int', rl.GetWindowHandle())), win32con.HWND_TOPMOST, 0, 0, 0, 0, win32con.SWP_NOSIZE | win32con.SWP_NOMOVE ) #tint = glm.vec4(255, 255, 255, 255) When mouse over, brighten everything fade trans = 155 elapsed = CTM() # Generate an 'L' pattern with pixels awd = rl.LoadTextureFromImage(rl.LoadImageEx( [ WHITE, WHITE, WHITE, [0] * 4 ], 2, 2 )) # start1 = [0, 0] ; end1 = [16, 16] # start2 = [0, 160] ; end2 = [16, 144] # start3 = [160, 160]; end3 = [144, 144] # start4 = [160, 0] ; end4 = [144, 16] start1 = [0, 0] ; end1 = [8, 8] start2 = [0, 160] ; end2 = [8, 152] start3 = [160, 160]; end3 = [152, 152] start4 = [160, 0] ; end4 = [152, 8] while not rl.WindowShouldClose(): frame_start_time = CTM() elapsed += 2 * rl.GetFrameTime() if elapsed > 1.0: elapsed = 0 start1, end1 = end1, start1 start2, end2 = end2, start2 start3, end3 = end3, start3 start4, end4 = end4, start4 mouse_pos = Vec2(rl.GetMousePosition()) if rl.IsKeyReleased(rl.KEY_ENTER): window_pos = glm.vec2() window_vel = glm.vec2() if rl.CheckCollisionPointRec(list(mouse_pos), [0, 0, width, height]): if rl.IsMouseButtonPressed(rl.MOUSE_LEFT_BUTTON): drag = True offset = mouse_pos trans = 255 else: trans = 255 #mouse_pos += window_vel window_vel *= glm.vec2(0.9, 0.9) if glm.length(window_vel): window_pos += window_vel #rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) # Find which monitor the square is *currently within* wposx = window_pos.x + width // 2 wposy = window_pos.y + height // 2 found = False for monitor in reversed(monitors): if wposx > monitor.x and wposx < monitor.x + monitor.width: if wposy > monitor.y and wposy < monitor.y + monitor.height: found = True break # If it is out of bounds, find the closest one if not found: sorted_monitors = list( sorted( monitors, key=lambda m: (m.x + m.width // 2) - window_pos.x + (m.y + m.height // 2) - window_pos.y ) ) monitor = sorted_monitors[0] # Constrain window to bounds window_pos.x = max(monitor.x, window_pos.x) window_pos.x = min(monitor.x + monitor.width - width, window_pos.x) window_pos.y = max(monitor.y, window_pos.y) window_pos.y = min(monitor.y + monitor.height - height, window_pos.y) # Set here to "snap" and don't to enable "floating" back into position if not drag: rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) if drag: window_pos += mouse_pos - offset drag = not rl.IsMouseButtonReleased(rl.MOUSE_LEFT_BUTTON) rl.SetWindowPosition(int(window_pos.x), int(window_pos.y)) if not drag: window_vel = (mouse_pos - offset) * glm.vec2(1, 0.6) * 0.8 if any(glm.isnan(window_vel)): window_vel = glm.vec2() rl.BeginDrawing() rl.ClearBackground([0] * 4) rl.BeginTextureMode(target) rl.ClearBackground([0] * 4) rl.DrawRectangle(0, 0, width, height, [0] * 4) rl.DrawTextureEx( awd, tween.getPointOnLine(*start1, *end1, tween.easeInOutQuad(elapsed)), 0, 32, [255, 200, 0, trans] # Yellow ) rl.DrawTextureEx( awd, tween.getPointOnLine(*start2, *end2, tween.easeInOutQuad(elapsed)), -90, 32, [255, 0, 55, trans] # Red ) rl.DrawTextureEx( awd, tween.getPointOnLine(*start3, *end3, tween.easeInOutQuad(elapsed)), -180, 32, [100, 200, 55, trans] # Green ) rl.DrawTextureEx( awd, tween.getPointOnLine(*start4, *end4, tween.easeInOutQuad(elapsed)), 90, 32, [55, 155, 255, trans] # Blue ) rl.EndTextureMode() rl.DrawTexturePro( target.texture, [0, 0, width, -height], [0, 0, width, height], [0, 0], 0, WHITE ) for i in range(1000): rl.DrawTextureEx(awd, [-32, -32], 0, 32, WHITE) #rl.DrawFPS(0, 0) rl.EndDrawing() # Sleep any leftover millis time_taken = CTM() - frame_start_time if time_taken < 1000 / 60: time.sleep((1000 / 60 - time_taken) / 1000)