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								import sys
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								import pygame  # pylint: disable=import-error
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								import cv2  # pylint: disable=import-error
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								class Window():
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								  def __init__(self, w, h, caption="window", double=False, halve=False):
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								    self.w = w
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								    self.h = h
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								    pygame.display.init()
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								    pygame.display.set_caption(caption)
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								    self.double = double
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								    self.halve = halve
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								    if self.double:
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								      self.screen = pygame.display.set_mode((w*2, h*2))
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								    elif self.halve:
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								      self.screen = pygame.display.set_mode((w//2, h//2))
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								    else:
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								      self.screen = pygame.display.set_mode((w, h))
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								  def draw(self, out):
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								    pygame.event.pump()
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								    if self.double:
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								      out2 = cv2.resize(out, (self.w*2, self.h*2))
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								      pygame.surfarray.blit_array(self.screen, out2.swapaxes(0, 1))
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								    elif self.halve:
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								      out2 = cv2.resize(out, (self.w//2, self.h//2))
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								      pygame.surfarray.blit_array(self.screen, out2.swapaxes(0, 1))
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								    else:
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								      pygame.surfarray.blit_array(self.screen, out.swapaxes(0, 1))
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								    pygame.display.flip()
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								  def getkey(self):
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								    while 1:
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								      event = pygame.event.wait()
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								      if event.type == pygame.QUIT:
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								        pygame.quit()
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								        sys.exit()
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								      if event.type == pygame.KEYDOWN:
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								        return event.key
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								  def getclick(self):
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								    for event in pygame.event.get():
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								      if event.type == pygame.MOUSEBUTTONDOWN:
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								        mx, my = pygame.mouse.get_pos()
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								        return mx, my
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								if __name__ == "__main__":
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								  import numpy as np
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								  win = Window(200, 200, double=True)
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								  img = np.zeros((200, 200, 3), np.uint8)
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								  while 1:
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								    print("draw")
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								    img += 1
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								    win.draw(img)
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