Reputation:
I want to create a pygame window that doesn't have a frame and that moves when the user clicks on it and moves the mouse. I tried this script but when I click on the windows, '0' is printed but not '1'
Something is wrong in my script.
# coding : utf-8
import pygame
from pygame.locals import *
from random import randint
from os import environ
from math import sqrt
pygame.init()
max_fps = 250
clock = pygame.time.Clock()
window_size_x, window_size_x = 720, 360
infos = pygame.display.Info()
environ['SDL_VIDEO_WINDOW_POS'] = str(int(infos.current_w / 2)) + ',' + str(int(infos.current_h / 2)) # center the window
screen = pygame.display.set_mode((window_size_x, window_size_x), pygame.NOFRAME)
def move_window(): # move the windows when custom bar is hold
window_x, window_y = eval(environ['SDL_VIDEO_WINDOW_POS'])
mouse_x, mouse_y = pygame.mouse.get_pos()
dist_x , dist_y = mouse_x - window_x, mouse_y - window_y # calculate the distance between mouse and window origin
for event in pygame.event.get():
if event.type != MOUSEBUTTONUP: # while bar is hold
print('1')
mouse_x, mouse_y = pygame.mouse.get_pos()
environ['SDL_VIDEO_WINDOW_POS'] = str(mouse_x - dist_x) + ',' + str(mouse_x - dist_x)
screen = pygame.display.set_mode((window_size_x, window_size_x), pygame.NOFRAME) # rebuild window
def main():
run = True
while run :
screen.fill((255, 255, 255))
pygame.display.update()
clock.tick(60) # build frame with 60 frame per second limitation
for event in pygame.event.get():
if event.type == MOUSEBUTTONDOWN:
print('0')
move_window()
if __name__ == '__main__':
main()
Upvotes: 3
Views: 1780
Reputation: 17
The code's not ready, but I was getting there. I had to abandon it, but it might help someone save some time. Press f for full-screen mode. The part that is not done, supposed to be the window-mode resize part. You must have an in-depth look at toogle_resize() function for that. The resize it's taking full desktop resolution and compare it to the space between clik (MOUSEBUTTONDOWN) and (MOUSEBUTTONUP). Or at least that's how I wanted it to work. Good luck! Also the code needs to be optimized, it is raw.
import pyautogui
import pygame
import sys
from pygame.locals import *
from pyinput.mouse import Controller
Mouse controller gets the position on desktop, but I had to run it once more inside the while loop to get the updated values.
mouse = Controller()
standard = current_mouse_position = mouse.position
pygame.init()
Silkscreen = False
blueGray = (73, 111, 135)
width, height = pyautogui.size()
w = width / 4
h = height / 4
ww = width - w
hh = height - h
wi = ww - 4
hi = hh - 4
Set the background and the flags
room = pygame.image.load('img.png')
full_flags = pygame.FULLSCREEN | pygame.SCALED |
pygame.NOFRAME
normal_flags = pygame.NOFRAME | pygame.RESIZABLE |
pygame.SCALED
def toggle_fullscreen(f):
if f:
return pygame.display.set_mode((ww, hh), full_flags)
# pygame.display.set_mode(size, normal_flags) # uncomment
this to see issue being fixed as a workaround
return pygame.display.set_mode((ww, hh), normal_flags)
def toggle_resize(click):
if click:
return pygame.display.set_mode((ww + movement, hh),
normal_flags) # Expands by resize_y
# Set up the drawing window
screen = pygame.display.set_mode((ww, hh), normal_flags)
def bg():
screen.blit(room, (0, 0))
def border():
pygame.draw.rect(screen, blueGray, (0, 0, ww, hh), 2) #
width = 3
clock = pygame.time.Clock()
# Run until the user asks to quit
running = True
while running:
current_mouse_position = mouse.position
# print(current_mouse_position[0])
bg()
mw, mh = pygame.mouse.get_pos() # 0 - 1439(window size)
In the next line, I checked if the mouse is on the window border. Apply only to the left, right border. You must create code for the top, bottom border. Left, right borders, 3 pixels range each side.
if mw <= 3 or (mw > wi and mw < ww):
active = True
moveOne = 0
# print("data", moveOne)
# print(type(moveOne))
moveTwo = 0
# event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
running = False
sys.exit()
# print(mw, mh)
If the user clicks, the standard variable at the beginning of the code it gets the mouse current position. You must run the active bool and check if it is True if you want to start resizing from the border of the window. The code is very complicated and needs some optimization, but I bet you gonna get it right. Good luck!;)
if event.type == pygame.MOUSEBUTTONDOWN:
standard = current_mouse_position[0]
print(standard)
if event.type == pygame.MOUSEBUTTONUP:
moveTwo = current_mouse_position[0]
movement = standard - moveTwo
print("This is:", moveTwo)
toggle_resize(click=MOUSEBUTTONUP)
active = False
Full-screen handler from here down. Press f for full screen and back to window mode.
if event.type == pygame.KEYDOWN:
Silkscreen = not Silkscreen
if event.key == K_f:
screen = toggle_fullscreen(Silkscreen)
if event.key == K_ESCAPE:
pygame.quit()
sys.exit()
border()
# Flip the display
pygame.display.flip()
clock.tick(144) # framerate
# Done! Time to quit.
pygame.quit()'
Upvotes: 1
Reputation: 210968
Write a function, which moves the window from dependent on a previous mouse position (start_x
, start_y
) and a mouse position (new_x
, new_y
)
def move_window(start_x, start_y, new_x, new_y):
global window_size_x, window_size_y
window_x, window_y = eval(environ['SDL_VIDEO_WINDOW_POS'])
dist_x, dist_y = new_x - start_x, new_y - start_y
environ['SDL_VIDEO_WINDOW_POS'] = str(window_x + dist_x) + ',' + str(window_y + dist_y)
# Windows HACK
window_size_x += 1 if window_size_x % 2 == 0 else -1
screen = pygame.display.set_mode((window_size_x, window_size_y), pygame.NOFRAME)
In this function is a very important line:
window_size_x += 1 if window_size_x % 2 == 0 else -1
this line changes the width of the window from alternately by +1 and -1. On Windows systems there seems to be a bug, which ignores the new position parameter, if the size of the window didn't change.
This "hack" is a workaround, which slightly change the size of the window whenever the position is changed.
A different approach, with no flickering, may look as follows. Note, though, that this version is significantly slower:
def move_window(start_x, start_y, new_x, new_y):
global window_size_x, window_size_y
buffer_screen = pygame.Surface((window_size_x, window_size_y))
buffer_screen.blit(pygame.display.get_surface(), pygame.display.get_surface().get_rect())
window_x, window_y = eval(environ['SDL_VIDEO_WINDOW_POS'])
dist_x, dist_y = new_x - start_x, new_y - start_y
environ['SDL_VIDEO_WINDOW_POS'] = str(window_x + dist_x) + ',' + str(window_y + dist_y)
window_size_x += 1 if window_size_x % 2 == 0 else -1
screen = pygame.display.set_mode((window_size_x, window_size_y), pygame.NOFRAME)
screen.blit(buffer_screen, buffer_screen.get_rect())
pygame.display.flip()
Change the position on MOUSEMOTION
and MOUSEBUTTONUP
:
def main():
run = True
pressed = False
start_pos = (0,0)
while run :
# [...]
for event in pygame.event.get():
if event.type == MOUSEBUTTONDOWN:
pressed = True
start_pos = pygame.mouse.get_pos()
elif event.type == MOUSEMOTION:
if pressed:
new_pos = pygame.mouse.get_pos()
move_window(*start_pos, *new_pos)
pygame.event.clear(pygame.MOUSEBUTTONUP)
elif event.type == MOUSEBUTTONUP:
pressed = False
new_pos = pygame.mouse.get_pos()
move_window(*start_pos, *new_pos)
Full example program:
# coding : utf-8
import pygame
from pygame.locals import *
from os import environ
pygame.init()
clock = pygame.time.Clock()
window_size_x, window_size_y = 720, 360
infos = pygame.display.Info()
environ['SDL_VIDEO_WINDOW_POS'] = str(int(infos.current_w/2)) + ',' + str(int(infos.current_h/2))
screen = pygame.display.set_mode((window_size_x, window_size_x), pygame.NOFRAME)
def move_window(start_x, start_y, new_x, new_y):
global window_size_x, window_size_y
window_x, window_y = eval(environ['SDL_VIDEO_WINDOW_POS'])
dist_x, dist_y = new_x - start_x, new_y - start_y
environ['SDL_VIDEO_WINDOW_POS'] = str(window_x + dist_x) + ',' + str(window_y + dist_y)
window_size_x += 1 if window_size_x % 2 == 0 else -1
screen = pygame.display.set_mode((window_size_x, window_size_y), pygame.NOFRAME)
def main():
run = True
pressed = False
start_pos = (0,0)
while run :
screen.fill((255, 255, 255))
pygame.display.update()
clock.tick(60)
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
if event.type == MOUSEBUTTONDOWN:
pressed = True
start_pos = pygame.mouse.get_pos()
elif event.type == MOUSEMOTION:
if pressed:
new_pos = pygame.mouse.get_pos()
move_window(*start_pos, *new_pos)
pygame.event.clear(pygame.MOUSEBUTTONUP)
elif event.type == MOUSEBUTTONUP:
pressed = False
new_pos = pygame.mouse.get_pos()
move_window(*start_pos, *new_pos)
if __name__ == '__main__':
main()
This solution no longer works under Windows systems and with Pygame 2.0. The position of a window can, however, be changed with the WINAPI function MoveWindow
:
import pygame
from ctypes import windll
pygame.init()
screen = pygame.display.set_mode((400, 400), pygame.NOFRAME)
clock = pygame.time.Clock()
def moveWin(new_x, new_y):
hwnd = pygame.display.get_wm_info()['window']
w, h = pygame.display.get_surface().get_size()
windll.user32.MoveWindow(hwnd, new_x, new_y, w, h, False)
window_pos = [100, 100]
moveWin(*window_pos)
run = True
while run :
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
run = False
elif event.type == pygame.MOUSEMOTION:
if pygame.mouse.get_pressed()[0]:
window_pos[0] += event.rel[0]
window_pos[1] += event.rel[1]
moveWin(*window_pos)
screen.fill((255, 255, 255))
pygame.display.update()
clock.tick(60)
Upvotes: 3
Reputation: 372
Here is a version of @Rabbid76's answer for Pygame 2. Note that this example may break as the module _sdl2.video
, used to set the window position, is experimental.
move_window.py
import pygame
from pygame._sdl2.video import Window
start_pos = pygame.Vector2(0, 0) #Initial mouse position
pressed = False #Flag that denotes when the mouse is being continuously pressed down
def move_window(window : Window, start_mouse_pos : pygame.Vector2, new_mouse_pos : pygame.Vector2) -> None:
"""Moves the window by the offset between start_mouse_pos and new_mouse_pos"""
screen = pygame.display.get_surface()
buffer_screen = pygame.Surface((window.size[0], window.size[1]))
buffer_screen.blit(screen, screen.get_rect())
window_pos_Vec2 = pygame.Vector2(window.position)
window.position = window_pos_Vec2 + new_mouse_pos - start_mouse_pos
screen.blit(buffer_screen, buffer_screen.get_rect())
pygame.display.flip()
def check_event(window : Window, event : pygame.event, move_area : pygame.Rect = pygame.Rect(-1, -1, 1, 1)) -> None:
"""Takes a window and event and updates the window position accordingly. \n
move_area can be used to set what area of the screen can be clicked in order to move the window. \n
move_area defaults to a dummy rect which is then internally changed to the full window."""
global start_pos, pressed
if move_area == pygame.Rect(-1, -1, 1, 1):
move_area = pygame.Rect((0, 0), window.size)
mouse_pos = pygame.Vector2(pygame.mouse.get_pos())
if move_area.collidepoint(mouse_pos):
if event.type == pygame.MOUSEBUTTONDOWN:
pressed = True
start_pos = mouse_pos
elif event.type == pygame.MOUSEMOTION and pressed:
move_window(window, start_pos, mouse_pos)
elif event.type == pygame.MOUSEBUTTONUP:
pressed = False
move_window(window, start_pos, mouse_pos)
else:
pressed = False
And in your main file:
import pygame
from pygame._sdl2.video import Window
screen = pygame.display.set_mode(...)
window = Window.from_display_module()
#...
while True:
for event in pygame.event.get():
#...
move_window.check_event(window, event)
Upvotes: 0
Reputation: 142651
This code use only one for event
loop with MOUSEBUTTONDOWN
to set moving = True
, MOUSEBUTTONUP
to set moving = False
and MOUSEMOTION
which changes window's position when moving
is True
.
After move I use pygame.event.clear(pygame.MOUSEBUTTONUP)
to remove this type of events because new window was getting this even and it was stoping window.
import pygame
from os import environ
# --- constants --- (UPPER_CASE_NAMES)
WINDOW_WIDTH = 720
WINDOW_HEIGHT = 360
# --- main ---
def main():
pygame.init()
infos = pygame.display.Info()
environ['SDL_VIDEO_WINDOW_POS'] = '{},{}'.format(infos.current_w//2, infos.current_h//2) # center the window
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.NOFRAME)
moving = False
clock = pygame.time.Clock()
run = True
while run:
screen.fill((255, 255, 255))
pygame.display.update()
clock.tick(60) # build frame with 60 frame per second limitation
for event in pygame.event.get():
if event.type == pygame.MOUSEBUTTONDOWN:
if not moving:
print('MOUSEBUTTONDOWN')
moving = True
# remeber start distance
#window_x, window_y = eval(environ['SDL_VIDEO_WINDOW_POS'])
window_x, window_y = map(int, environ['SDL_VIDEO_WINDOW_POS'].split(','))
dist_x = event.pos[0] # mouse x
dist_y = event.pos[1] # mouse y
elif event.type == pygame.MOUSEBUTTONUP:
if moving:
print('MOUSEBUTTONUP')
moving = False
elif event.type == pygame.MOUSEMOTION:
if moving:
print('moving')
mouse_x, mouse_y = pygame.mouse.get_pos()
diff_x = dist_x - mouse_x
diff_y = dist_y - mouse_y
window_x -= diff_x
window_y -= diff_y
environ['SDL_VIDEO_WINDOW_POS'] = "{},{}".format(window_x, window_y)
screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT), pygame.NOFRAME) # rebuild window
pygame.event.clear(pygame.MOUSEBUTTONUP) # to remove MOUSEBUTTONUP event which stops moving window
if __name__ == '__main__':
main()
Upvotes: 2