import pygame import logging import math logger = logging.getLogger(__name__) class ScreenObjectsManager(): def __init__(self, base_size): self.base_size = base_size self.touch_objects = {} self.text_objects = {} def add_object(self, key, font, text, pos, pos2, color): self.text_objects[key] = TextItem(font, text, pos,pos2,color,self.base_size) def get_object(self, key): return self.text_objects[key] def add_touch_object(self, key, font, text, pos, pos2, color): self.touch_objects[key] = TouchAndTextItem(font, text, pos, pos2, color, self.base_size) return self.touch_objects[key].get_right_pos() def get_touch_object(self,key): return self.touch_objects[key] def add_progressbar(self, key, font, text, pos, pos2, max,value_text): self.touch_objects[key] = Progressbar(font, text,pos,pos2,max,self.base_size,value_text) def add_scroll_bar(self, key, pos, size, max, items_on_screen): self.touch_objects[key] = ScrollBar(pos,size,max,items_on_screen) def render(self, surface): for key in self.text_objects: self.text_objects[key].update() self.text_objects[key].render(surface) for key in self.touch_objects: self.touch_objects[key].render(surface) def get_touch_objects_in_pos(self, pos): objects = [] for key in self.touch_objects: if self.touch_objects[key].is_pos_inside(pos): objects.append(key) return objects def clear(self, mantain): if mantain is not None: object = self.get_touch_object(mantain) self.touch_objects = {} if mantain is not None: self.touch_objects[mantain] = object class BaseItem(): def __init__(self,pos,pos2): self.pos = pos self.pos2 = pos2 self.size=[0,0] self.size[0] = self.pos2[0] - self.pos[0] self.size[1] = self.pos2[1] - self.pos[1] self.rect = pygame.Rect(0,0,self.size[0],self.size[1]) self.rect_in_pos = pygame.Rect(self.pos[0],self.pos[1],self.size[0],self.size[1]) def get_right_pos(self): return self.pos2[0] class TextItem(BaseItem): def __init__(self, font, text, pos, pos2, color, text_size): if pos2 is not None: BaseItem.__init__(self,pos,pos2) self.text_size = text_size self.font = font self.text = text self.color = color self.box = self.font.render(text, True, self.color) if pos2 is not None: if self.pos[0] + self.box.get_rect().width > pos2[0]: self.fit_horizontal = False self.text = self.text + " " self.original_text = self.text self.step = 0 else: self.fit_horizontal = True if self.pos[1] + self.box.get_rect().height > pos2[1]: self.fit_vertical = False else: self.fit_vertical = True else: BaseItem.__init__(self,pos,(pos[0]+self.box.get_rect().width,pos[1]+self.box.get_rect().height)) self.fit_horizontal = True self.fit_vertical = True def update(self): if not self.fit_horizontal: if self.text == self.original_text: if self.step > 90: self.step = 0 new_text = self.text[1:] new_text = new_text + self.text[:1] self.text = new_text else: self.step = self.step + 1 elif self.step > 5: self.step = 0 new_text = self.text[1:] new_text = new_text + self.text[:1] self.text = new_text else: self.step += 1 def render(self,surface): if self.fit_horizontal: self.box else: self.box = self.font.render(self.text, True, self.color) surface.blit(self.box,self.pos,area=self.rect) def set_text(self, text, same_size): if same_size: TextItem.__init__(self, self.font, text, self.pos, None, self.color, self.text_size) else: TextItem.__init__(self, self.font, text, self.pos, self.pos2, self.color, self.text_size) class TouchObject(BaseItem): def __init__(self,pos,pos2): BaseItem.__init__(self,pos,pos2) self.active = False def is_pos_inside(self, pos): return self.rect_in_pos.collidepoint(pos) def set_active(self, active): self.active = active class TouchAndTextItem(TouchObject, TextItem): def __init__(self, font, text, pos, pos2, color,text_size): TextItem.__init__(self, font, text, pos, pos2, color,text_size) TouchObject.__init__(self,pos,self.pos2) def update(self): TextItem.update() def set_active(self, active): self.active = active if active: color = (0,150,255) else: color = (255,255,255) TextItem.__init__(self.font,self.text,self.pos,self.pos2,color,self.text_size) class Progressbar(TouchObject, TextItem): def __init__(self,font,text, pos, pos2, max,size, value_text): BaseItem.__init__(self, pos, pos2) logger.error(pos2) self.value = 0 self.max = max self.back_color = (0,0,0,128) self.main_color = (0,150,255) self.surface = pygame.Surface(self.size, pygame.SRCALPHA) self.surface.fill(self.back_color) self.value_text = value_text if value_text: self.text = TextItem(font,str(self.max),pos,None,(255,255,255),size) self.text.set_text(str(self.value),True) else: self.text = TextItem(font,text,pos,None,(255,255,255),size) self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /2,self.text.pos[1]) def update(self): pass def render(self, surface): surface.blit(self.surface, self.pos) self.text.render(surface) def set_value(self, value): if value != self.value: self.value = value if self.value_text: self.set_text(str(self.value)) self.surface.fill(self.back_color) pos_pixel = value * self.size[0] / self.max rect = pygame.Rect(0,0,pos_pixel,self.size[1]) self.surface.fill(self.main_color, rect) def get_pos_value(self, pos): x = pos[0] - self.pos[0] return x * self.max / self.size[0] def set_text(self, text): self.text.set_text(text , True) class ScrollBar(TouchObject): def __init__(self, pos, size, max, items_on_screen): BaseItem.__init__(self, pos, (pos[0]+size[0],pos[1]+size[1])) self.pos = pos self.size = size self.max = max self.items_on_screen = items_on_screen self.current_item = 0 self.back_bar = pygame.Surface(self.size) self.back_bar.fill((255,255,255)) self.bar_pos = 0 if self.max < 1: self.barsize = self.size[1] else: self.barsize = math.ceil(float(self.items_on_screen)/float(self.max) * float(self.size[1])) self.bar = pygame.Surface((self.size[0],self.barsize)) self.bar.fill((255, 255, 0)) def render(self, surface): surface.blit(self.back_bar, self.pos) surface.blit(self.bar, (self.pos[0], self.pos[1]+self.bar_pos)) def touch(self, pos): if pos[1] < self.pos[1]+self.bar_pos: return -1 elif pos[1] > self.pos[1] + self.bar_pos + self.barsize: return 1 else: return 0 def set_item(self, current_item): logger.error(current_item) self.current_item = current_item self.bar_pos = float(self.current_item)/float(self.max) * float(self.size[1])