def render1(self): if len(self.v) == 4 : glBegin(GL_QUADS) elif len(self.v) > 4 : glBegin(GL_POLYGON) else: glBegin(GL_TRIANGLES) for p in self.v: glVertex3f(p[0], p[1],0) # draw each vertex glEnd() color = (self._color.vec4[0] * 0.5, self._color.vec4[1] * 0.5, self._color.vec4[2] * 0.5, self._color.vec4[3] * 0.5) glColor4f(*color) glBegin(GL_LINE_LOOP) for p in self.v: glVertex3f(p[0], p[1],0) # draw each vertex glEnd()
时间: 2024-04-10 17:29:02 浏览: 20
这段代码是一个渲染函数,它使用OpenGL绘制图形。首先,根据顶点数量的不同,选择绘制四边形、多边形或三角形。然后,通过循环遍历每个顶点,并使用glVertex3f函数指定每个顶点的坐标。接着,使用glEnd函数结束绘制。
接下来,将颜色设置为当前颜色的一半,并使用glColor4f函数指定颜色。然后,再次使用glBegin函数开始绘制线循环(GL_LINE_LOOP),并通过循环遍历每个顶点,使用glVertex3f函数指定每个顶点的坐标。最后,使用glEnd函数结束绘制。
这段代码实现了绘制图形及其边框的功能。
相关问题
帮我把下面代码添加注释class Button: def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)): self.text = text self.color = color self.rect = pygame.Rect(left, top, width, height) self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() # self.text_rect.center = self.rect.center self.active = False self.function = None button_group.append(self) def set_text(self, new_text): self.text = new_text self.text_surface = self.font.render(self.text, True, (0, 0, 0)) self.text_rect = self.text_surface.get_rect() def draw(self, screen): if self.active: pygame.draw.rect(screen, (180, 180, 200), self.rect, 0) else: pygame.draw.rect(screen, self.color, self.rect, 0) self.text_rect.center = self.rect.center screen.blit(self.text_surface, self.text_rect) def get_click(self, event): if event.type == pygame.MOUSEBUTTONDOWN: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: self.active = True elif event.type == pygame.MOUSEBUTTONUP and self.active: if event.button == 1: mx, my = event.pos if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom: # print(f'{self.text}按钮被点击') if callable(self.function): self.function() self.active = False def click_connect(self, function): self.function = function
以下是代码的注释:
```
class Button:
def __init__(self, text='按钮', left=0, top=0, width=90, height=30, color=(200, 200, 200)):
# 初始化函数,设置按钮的文本、位置、大小和颜色
self.text = text
self.color = color
self.rect = pygame.Rect(left, top, width, height) # 按钮的矩形区域
self.font = pygame.font.Font(r"C:\Windows\Fonts\simsun.ttc", 16) # 按钮文本的字体
self.text_surface = self.font.render(self.text, True, (0, 0, 0)) # 渲染按钮文本
self.text_rect = self.text_surface.get_rect() # 获取按钮文本的矩形区域
# self.text_rect.center = self.rect.center
self.active = False # 按钮是否被点击
self.function = None # 按钮被点击时调用的函数
button_group.append(self) # 将按钮对象添加到按钮组中
def set_text(self, new_text):
# 设置按钮的文本
self.text = new_text
self.text_surface = self.font.render(self.text, True, (0, 0, 0))
self.text_rect = self.text_surface.get_rect()
def draw(self, screen):
# 绘制按钮
if self.active:
pygame.draw.rect(screen, (180, 180, 200), self.rect, 0)
else:
pygame.draw.rect(screen, self.color, self.rect, 0)
self.text_rect.center = self.rect.center
screen.blit(self.text_surface, self.text_rect)
def get_click(self, event):
# 获取鼠标点击事件
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
self.active = True
elif event.type == pygame.MOUSEBUTTONUP and self.active:
if event.button == 1:
mx, my = event.pos
if self.rect.left <= mx <= self.rect.right and self.rect.top <= my <= self.rect.bottom:
# print(f'{self.text}按钮被点击')
if callable(self.function):
self.function()
self.active = False
def click_connect(self, function):
# 将按钮与函数连接,当按钮被点击时调用函数
self.function = function
```
lass HelpText(): def __init__(self, font, width, height): lines = __doc__.split('\n') self.font = font self.dim = (680, len(lines) * 22 + 12) self.pos = (0.5 * width - 0.5 * self.dim[0], 0.5 * height - 0.5 * self.dim[1]) self.seconds_left = 0 self.surface = pygame.Surface(self.dim) self.surface.fill((0, 0, 0, 0)) for n, line in enumerate(lines): text_texture = self.font.render(line, True, (255, 255, 255)) self.surface.blit(text_texture, (22, n * 22)) self._render = False self.surface.set_alpha(220) def toggle(self): self._render = not self._render def render(self, display): if self._render: display.blit(self.surface, self.pos)
这段代码定义了一个名为HelpText的类。它有一个构造函数__init__,接受三个参数font、width和height,用于初始化HelpText对象的字体、宽度和高度。它还定义了三个成员变量:dim表示HelpText对象的尺寸,pos表示HelpText对象在屏幕上的位置,seconds_left表示HelpText对象显示的剩余时间。
在构造函数中,首先通过split函数将HelpText类的文档字符串__doc__按照行分割成列表,然后计算出HelpText对象的尺寸dim和在屏幕上的位置pos。接着创建一个pygame的Surface对象self.surface,用于渲染HelpText对象的文本内容。在渲染文本内容之前,先将self.surface填充为透明的黑色(0, 0, 0, 0),然后使用for循环逐行渲染文本内容。
HelpText类还定义了两个方法:toggle和render。toggle方法用于切换HelpText对象的显示状态,将_render成员变量取反。render方法用于在屏幕上渲染HelpText对象,如果_render为True,则将self.surface对象渲染在屏幕上的pos位置。