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@@ -1,5 +1,6 @@
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import logging
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import math
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+
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import pygame
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from .input_manager import InputManager
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@@ -66,135 +67,6 @@ class ScreenObjectsManager():
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self.selected = None
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self.selected_key = None
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- def change_selected(self, direction, pos):
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- best_key = None
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- if pos is None:
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- pos = self.selected.pos
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- if direction == InputManager.right:
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- bests = self.find_nearest_objects(
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- self.find_in_quadrant(False, True, pos), True, pos)
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- best_key = self.find_best_object(bests, False, True, pos)
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- elif direction == InputManager.left:
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- bests = self.find_nearest_objects(
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- self.find_in_quadrant(False, False, pos), True, pos)
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- best_key = self.find_best_object(bests, False, False, pos)
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- elif direction == InputManager.down:
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- bests = self.find_nearest_objects(
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- self.find_in_quadrant(True, True, pos), False, pos)
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- best_key = self.find_best_object(bests, True, True, pos)
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- elif direction == InputManager.up:
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- bests = self.find_nearest_objects(
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- self.find_in_quadrant(True, False, pos), False, pos)
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- best_key = self.find_best_object(bests, True, False, pos)
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- if best_key is None:
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- return False
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- else:
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- self.set_selected(best_key)
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- return True
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-
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- # Find touch objects on specified quadrant
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- # The quadrant is the normal math one with x and y
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- # x is positive on the bottom as pygame x
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- # The quadrant origin (0,0) is the selected pos
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- def find_in_quadrant(self, vertical, positive, pos):
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- objects = {}
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- if vertical:
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- if positive:
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- for key in self.touch_objects:
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- current = self.touch_objects[key]
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- if current.pos[1] > pos[1]:
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- objects[key] = current
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- else:
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- for key in self.touch_objects:
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- current = self.touch_objects[key]
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- if current.pos[1] < pos[1]:
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- objects[key] = current
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- else:
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- if positive:
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- for key in self.touch_objects:
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- current = self.touch_objects[key]
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- if current.pos[0] > pos[0]:
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- objects[key] = current
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- else:
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- for key in self.touch_objects:
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- current = self.touch_objects[key]
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- if current.pos[0] < pos[0]:
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- objects[key] = current
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- return objects
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-
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- # Find the objects that are nearest
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- def find_nearest_objects(self, objects, vertical, pos):
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- best_pos = None
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- min_value = None
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- best_objects = {}
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- if vertical:
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- for key in objects:
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- if min_value is None:
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- best_pos = objects[key].pos[1]
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- min_value = abs(objects[key].pos[1] - pos[1])
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- elif abs(objects[key].pos[1] - pos[1]) < min_value:
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- min_value = abs(objects[key].pos[1] - pos[1])
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- best_pos = objects[key].pos[1]
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- for key in objects:
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- if objects[key].pos[1] == best_pos:
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- best_objects[key] = objects[key]
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- return best_objects
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- else:
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- for key in objects:
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- if min_value is None:
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- best_pos = objects[key].pos[0]
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- min_value = abs(objects[key].pos[0] - pos[0])
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- elif abs(objects[key].pos[0] - pos[0]) < min_value:
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- min_value = abs(objects[key].pos[0] - pos[0])
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- best_pos = objects[key].pos[0]
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- for key in objects:
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- if objects[key].pos[0] == best_pos:
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- best_objects[key] = objects[key]
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- return best_objects
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-
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- def find_best_object(self, objects, vertical, positive, pos):
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- best_key = None
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- best_pos = None
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- if vertical:
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- if positive:
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- for key in objects:
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- if best_pos is None:
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- best_pos = objects[key].pos[1]
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- best_key = key
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- elif objects[key].pos[1] >= pos[1] and \
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- objects[key].pos[1] < best_pos:
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- best_pos = objects[key].pos[1]
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- best_key = key
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- else:
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- for key in objects:
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- if best_pos is None:
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- best_pos = objects[key].pos[1]
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- best_key = key
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- elif objects[key].pos[1] <= pos[1] and \
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- objects[key].pos[1] > best_pos:
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- best_pos = objects[key].pos[1]
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- best_key = key
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- else:
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- if positive:
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- for key in objects:
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- if best_pos is None:
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- best_pos = objects[key].pos[0]
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- best_key = key
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- elif objects[key].pos[0] >= pos[0] and \
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- objects[key].pos[0] < best_pos:
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- best_pos = objects[key].pos[0]
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- best_key = key
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- else:
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- for key in objects:
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- if best_pos is None:
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- best_pos = objects[key].pos[0]
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- best_key = key
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- elif objects[key].pos[0] <= pos[0] and \
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- objects[key].pos[0] > best_pos:
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- best_pos = objects[key].pos[0]
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- best_key = key
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- return best_key
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-
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class BaseItem():
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def __init__(self, pos, size):
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@@ -250,7 +122,7 @@ class TextItem(BaseItem):
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self.center = center
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if self.center:
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if self.fit_horizontal:
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- self.margin = (self.size[0]-
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+ self.margin = (self.size[0] -
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self.box.get_rect().width)/2
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def update(self):
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@@ -259,8 +131,9 @@ class TextItem(BaseItem):
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if self.step_2 is None:
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if (self.box.get_rect().width - self.step +
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self.scroll_white_gap) < self.size[0]:
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- self.step_2 = self.box.get_rect().width \
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- - self.step + self.scroll_white_gap
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+ self.step_2 = \
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+ self.box.get_rect().width - \
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+ self.step + self.scroll_white_gap
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else:
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self.step_2 -= TextItem.scroll_speed
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if self.step_2 < 0:
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@@ -272,7 +145,8 @@ class TextItem(BaseItem):
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def render(self, surface):
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if self.fit_horizontal:
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- surface.blit(self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
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+ surface.blit(
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+ self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
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else:
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surface.blit(self.box, self.pos,
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area=pygame.Rect(self.step, 0, self.size[0],
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@@ -280,7 +154,9 @@ class TextItem(BaseItem):
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if self.step_2 is not None:
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surface.blit(self.box, (self.pos[0]+self.step_2,
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self.pos[1]),
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- area=pygame.Rect(0, 0, self.size[0] - self.step_2,
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+ area=pygame.Rect(0, 0,
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+ self.size[0] -
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+ self.step_2,
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self.size[1]))
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def set_text(self, text, change_size):
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