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raylib-python-cffi/examples/extra/extra_transparent_undecorated_window.py
2024-02-21 12:21:32 +00:00

206 lines
4.8 KiB
Python

"""
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
import pytweening as tween
import screeninfo
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)