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@@ -1,8 +1,7 @@
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import logging
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import math
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-import pygame
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-from .input_manager import InputManager
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+import pygame
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logger = logging.getLogger(__name__)
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@@ -31,7 +30,6 @@ class ScreenObjectsManager():
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def get_touch_object(self, key):
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return self.touch_objects[key]
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-
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def render(self, surface):
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for key in self.text_objects:
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self.text_objects[key].update()
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@@ -67,134 +65,6 @@ 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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- 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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@@ -208,20 +78,20 @@ class BaseItem():
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def get_right_pos(self):
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return self.pos[0] + self.size[0]
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-
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def update(self):
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pass
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class TextItem(BaseItem):
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- scroll_speed = 2
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+ scroll_speed = 5
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def __init__(self, font, text, pos, size, center=False):
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self.font = font
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self.text = text
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self.color = (255, 255, 255)
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self.box = self.font.render(text, True, self.color)
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+ self.box = self.box.convert_alpha()
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if size is not None:
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if size[1] == -1:
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height = self.font.size(text)[1]
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@@ -235,6 +105,8 @@ class TextItem(BaseItem):
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size[0]:
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self.fit_horizontal = False
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self.step = 0
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+ self.step_2 = None
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+ self.scroll_white_gap = self.font.get_height() * 4
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else:
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self.fit_horizontal = True
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if self.pos[1] + self.box.get_rect().height > pos[1] + \
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@@ -249,26 +121,43 @@ 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]-self.box.get_rect().width)/2
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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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if not self.fit_horizontal:
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- if self.step > self.box.get_rect().width:
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- self.step = -self.size[0]
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+ self.step += TextItem.scroll_speed
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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 = \
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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 = self.step + TextItem.scroll_speed
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+ self.step_2 -= TextItem.scroll_speed
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+ if self.step_2 < 0:
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+ self.step = 0 - self.step_2
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+ self.step_2 = None
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return True
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else:
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return BaseItem.update(self)
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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),
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+ 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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self.size[1]))
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-
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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,
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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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if text != self.text:
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@@ -285,6 +174,15 @@ class TouchObject(BaseItem):
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BaseItem.__init__(self, pos, size)
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self.active = False
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self.selected = False
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+ self.selected_box = pygame.Surface(size, pygame.SRCALPHA)
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+ self.selected_box = self.selected_box.convert_alpha()
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+ self.selected_box.fill((0, 0, 0, 128))
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+ self.selected_box_rectangle = pygame.Surface(size, pygame.SRCALPHA)
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+ self.selected_box_rectangle = \
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+ self.selected_box_rectangle.convert_alpha()
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+ pygame.draw.rect(self.selected_box_rectangle, (255, 255, 255),
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+ self.selected_box_rectangle.get_rect(),
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+ size[1]/10+1)
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def is_pos_inside(self, pos):
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return self.rect_in_pos.collidepoint(pos)
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@@ -295,38 +193,49 @@ class TouchObject(BaseItem):
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def set_selected(self, selected):
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self.selected = selected
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+ def render(self, surface):
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+ if self.selected:
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+ surface.blit(self.selected_box, self.pos)
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+ surface.blit(self.selected_box_rectangle, self.pos)
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+
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+ def pre_render(self, surface):
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+ if self.selected:
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+ surface.blit(self.selected_box, self.pos)
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+
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+ def post_render(self, surface):
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+ if self.selected:
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+ surface.blit(self.selected_box_rectangle, self.pos)
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+
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class TouchAndTextItem(TouchObject, TextItem):
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def __init__(self, font, text, pos, size, center=False):
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TextItem.__init__(self, font, text, pos, size, center=center)
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TouchObject.__init__(self, pos, self.size)
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self.active_color = (0, 150, 255)
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- self.selected_color = (150, 0, 255)
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+ self.normal_box = self.box
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self.active_box = self.font.render(text, True,
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self.active_color)
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- self.selected_box = self.font.render(text, True,
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- self.selected_color)
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def update(self):
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TextItem.update(self)
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def set_text(self, text, change_size):
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TextItem.set_text(self, text, change_size)
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+ self.normal_box = self.box
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self.active_box = self.font.render(text, True,
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self.active_color)
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- self.selected_box = self.font.render(text, True,
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- self.selected_color)
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- def render(self, surface):
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- if not self.fit_horizontal:
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- self.rect = pygame.Rect(self.step, 0, self.size[0],
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- self.size[1])
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- if self.selected:
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- surface.blit(self.selected_box, (self.pos[0]+self.margin, self.pos[1]), area=self.rect)
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- elif self.active:
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- surface.blit(self.active_box, (self.pos[0]+self.margin, self.pos[1]), area=self.rect)
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+ def set_active(self, active):
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+ TouchObject.set_active(self, active)
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+ if self.active:
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+ self.box = self.active_box
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else:
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- surface.blit(self.box, (self.pos[0]+self.margin, self.pos[1]), area=self.rect)
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+ self.box = self.normal_box
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+
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+ def render(self, surface):
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+ TouchObject.pre_render(self, surface)
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+ TextItem.render(self, surface)
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+ TouchObject.post_render(self, surface)
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class Progressbar(TouchObject):
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@@ -336,24 +245,33 @@ class Progressbar(TouchObject):
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self.max = max_value
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self.back_color = (0, 0, 0, 128)
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self.main_color = (0, 150, 255)
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- self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
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+ self.surface = pygame.Surface(self.size, pygame.SRCALPHA)\
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+ .convert_alpha()
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self.surface.fill(self.back_color)
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self.value_text = value_text
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if value_text:
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self.text = TextItem(font, str(max_value), pos, None)
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- self.text.pos = (
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- self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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- 2, self.text.pos[1])
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+ self.text.pos = (self.pos[0]
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+ + self.size[0] / 2 -
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+ self.text.size[0] /
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+ 2, self.text.pos[1])
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self.text.set_text(str(self.value), True)
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else:
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self.text = TextItem(font, text, pos, None)
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self.text.pos = (
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- self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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- 2, self.text.pos[1])
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+ self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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+ 2, self.text.pos[1])
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+ # Rectangle
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+ self.rectangle = pygame.Surface(size, pygame.SRCALPHA)\
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+ .convert_alpha()
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+ pygame.draw.rect(self.rectangle, (255, 255, 255),
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+ self.rectangle.get_rect(),
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+ size[1]/20+1)
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def render(self, surface):
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surface.blit(self.surface, self.pos)
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+ surface.blit(self.rectangle, self.pos)
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self.text.render(surface)
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def set_value(self, value):
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@@ -361,9 +279,10 @@ class Progressbar(TouchObject):
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self.value = value
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if self.value_text:
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self.set_text(str(self.value))
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- self.text.pos = (
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- self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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- 2, self.text.pos[1])
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+ self.text.pos = (self.pos[0]
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+ + self.size[0] / 2 -
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+ self.text.size[0]
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+ / 2, self.text.pos[1])
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self.surface.fill(self.back_color)
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pos_pixel = value * self.size[0] / self.max
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rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
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@@ -386,7 +305,8 @@ class ScrollBar(TouchObject):
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self.max = max_value
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self.items_on_screen = items_on_screen
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self.current_item = 0
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- self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
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+ self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)\
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+ .convert_alpha()
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self.back_bar.fill((255, 255, 255, 128))
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self.bar_pos = 0
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if self.max < 1:
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@@ -395,7 +315,7 @@ class ScrollBar(TouchObject):
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self.bar_size = math.ceil(
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float(self.items_on_screen) / float(self.max) * float(
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self.size[1]))
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- self.bar = pygame.Surface((self.size[0], self.bar_size))
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+ self.bar = pygame.Surface((self.size[0], self.bar_size)).convert()
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self.bar.fill((255, 255, 255))
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def render(self, surface):
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