import logging import math import pygame from .input_manager import InputManager logger = logging.getLogger(__name__) class ScreenObjectsManager(): def __init__(self): self.touch_objects = {} self.text_objects = {} self.selected = None self.selected_key = None self.dirty_area = [] def clear(self): for key in self.touch_objects: self.dirty_area.append(self.touch_objects[key].rect_in_pos) for key in self.text_objects: self.dirty_area.append(self.text_objects[key].rect_in_pos) self.touch_objects = {} self.text_objects = {} def set_object(self, key, add_object): try: self.dirty_area.append(self.text_objects[key].rect_in_pos) except KeyError: pass self.text_objects[key] = add_object self.dirty_area.append(add_object.rect_in_pos) def get_object(self, key): return self.text_objects[key] def set_touch_object(self, key, add_object): self.touch_objects[key] = add_object def get_touch_object(self, key): return self.touch_objects[key] def render(self, surface): for key in self.text_objects: if self.text_objects[key].update(): self.dirty_area.append(self.text_objects[key].rect_in_pos) self.text_objects[key].render(surface) for key in self.touch_objects: if self.touch_objects[key].update(): self.dirty_area.append(self.touch_objects[key].rect_in_pos) self.touch_objects[key].render(surface) def get_dirty_area(self): dirty_area = self.dirty_area self.dirty_area = [] return dirty_area def get_touch_objects_in_pos(self, pos): touched_objects = [] for key in self.touch_objects: if self.touch_objects[key].is_pos_inside(pos): touched_objects.append(key) return touched_objects def clear_touch(self, not_remove): if not_remove is not None: new_touch = {} for key in not_remove: new_touch[key] = self.get_touch_object(key) self.touch_objects = new_touch else: self.touch_objects = {} def set_selected(self, key): if self.selected is not None: self.selected.set_selected(False) if key is not None: self.selected = self.touch_objects[key] self.selected.set_selected(True) self.selected_key = key else: self.selected = None self.selected_key = None def change_selected(self, direction, pos): if pos is None: pos = self.selected.pos if direction == InputManager.right: bests = self.find_nearest_objects(self.find_in_quadrant(False, True, pos), True, pos) best_key = self.find_best_object(bests, False, True, pos) elif direction == InputManager.left: bests = self.find_nearest_objects(self.find_in_quadrant(False, False, pos), True, pos) best_key = self.find_best_object(bests, False, False, pos) elif direction == InputManager.down: bests = self.find_nearest_objects(self.find_in_quadrant(True, True, pos), False, pos) best_key = self.find_best_object(bests, True, True, pos) elif direction == InputManager.up: bests = self.find_nearest_objects(self.find_in_quadrant(True, False, pos), False, pos) best_key = self.find_best_object(bests, True, False, pos) if best_key is None: return False else: self.set_selected(best_key) return True # Find touch objects on specified quadrant # The quadrant is the normal math one with x and y # x is positive on the bottom as pygame x # The quadrant origin (0,0) is the selected pos def find_in_quadrant(self, vertical, positive, pos): objects = {} if vertical: if positive: for key in self.touch_objects: current = self.touch_objects[key] if current.pos[1] > pos[1]: objects[key] = current else: for key in self.touch_objects: current = self.touch_objects[key] if current.pos[1] < pos[1]: objects[key] = current else: if positive: for key in self.touch_objects: current = self.touch_objects[key] if current.pos[0] > pos[0]: objects[key] = current else: for key in self.touch_objects: current = self.touch_objects[key] if current.pos[0] < pos[0]: objects[key] = current return objects # Find the objects that are nearest def find_nearest_objects(self, objects, vertical, pos): best_pos = None min_value = None best_objects = {} if vertical: for key in objects: if min_value is None: best_pos = objects[key].pos[1] min_value = abs(objects[key].pos[1] - pos[1]) elif abs(objects[key].pos[1] - pos[1]) < min_value: min_value = abs(objects[key].pos[1] - pos[1]) best_pos = objects[key].pos[1] for key in objects: if objects[key].pos[1] == best_pos: best_objects[key] = objects[key] return best_objects else: for key in objects: if min_value is None: best_pos = objects[key].pos[0] min_value = abs(objects[key].pos[0] - pos[0]) elif abs(objects[key].pos[0] - pos[0]) < min_value: min_value = abs(objects[key].pos[0] - pos[0]) best_pos = objects[key].pos[0] for key in objects: if objects[key].pos[0] == best_pos: best_objects[key] = objects[key] return best_objects def find_best_object(self, objects, vertical, positive, pos): best_key = None best_pos = None if vertical: if positive: for key in objects: if best_pos is None: best_pos = objects[key].pos[1] best_key = key elif objects[key].pos[1] >= pos[1] and objects[key].pos[1] < best_pos: best_pos = objects[key].pos[1] best_key = key else: for key in objects: if best_pos is None: best_pos = objects[key].pos[1] best_key = key elif objects[key].pos[1] <= pos[1] and objects[key].pos[1] > best_pos: best_pos = objects[key].pos[1] best_key = key else: if positive: for key in objects: if best_pos is None: best_pos = objects[key].pos[0] best_key = key elif objects[key].pos[0] >= pos[0] and objects[key].pos[0] < best_pos: best_pos = objects[key].pos[0] best_key = key else: for key in objects: if best_pos is None: best_pos = objects[key].pos[0] best_key = key elif objects[key].pos[0] <= pos[0] and objects[key].pos[0] > best_pos: best_pos = objects[key].pos[0] best_key = key return best_key class BaseItem(): def __init__(self, pos, size): self.pos = pos self.size = size self.dirty = True 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.pos[0] + self.size[0] # Returns if must be redraw def update(self): if self.dirty: self.dirty = False return True else: return False class TextItem(BaseItem): def __init__(self, font, text, pos, size): self.font = font self.text = text self.color = (255, 255, 255) self.box = self.font.render(text, True, self.color) if size is not None: if size[1] == -1: height = self.font.size(text)[1] BaseItem.__init__(self, pos, (size[0], height)) else: BaseItem.__init__(self, pos, size) else: BaseItem.__init__(self, pos, self.font.size(text)) if size is not None: if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]: self.fit_horizontal = False self.step = 0 else: self.fit_horizontal = True if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]: self.fit_vertical = False else: self.fit_vertical = True else: self.fit_horizontal = True self.fit_vertical = True def update(self): if not self.fit_horizontal: if self.step > self.box.get_rect().width: self.step = -self.size[0] else: self.step = self.step + 4 return True else: return BaseItem.update(self) def render(self, surface): if self.fit_horizontal: surface.blit(self.box, self.pos, area=self.rect) else: surface.blit(self.box, self.pos, area=pygame.Rect(self.step, 0, self.size[0], self.size[1])) def set_text(self, text, change_size): if text != self.text: self.dirty = True if change_size: TextItem.__init__(self, self.font, text, self.pos, None) else: TextItem.__init__(self, self.font, text, self.pos, self.size) return True else: return False class TouchObject(BaseItem): def __init__(self, pos, size): BaseItem.__init__(self, pos, size) self.active = False self.selected = False def is_pos_inside(self, pos): return self.rect_in_pos.collidepoint(pos) def set_active(self, active): self.dirty = True self.active = active def set_selected(self, selected): self.dirty = True self.selected = selected class TouchAndTextItem(TouchObject, TextItem): def __init__(self, font, text, pos, size): TextItem.__init__(self, font, text, pos, size) TouchObject.__init__(self, pos, self.size) self.active_color = (0, 150, 255) self.selected_color = (150, 0, 255) self.active_box = self.font.render(text, True, self.active_color) self.selected_box = self.font.render(text, True, self.selected_color) def update(self): return TextItem.update(self) def set_text(self, text, change_size): self.dirty = True TextItem.set_text(self, text, change_size) self.active_box = self.font.render(text, True, self.active_color) self.selected_box = self.font.render(text, True, self.selected_color) def render(self, surface): if not self.fit_horizontal: self.rect = pygame.Rect(self.step, 0, self.size[0], self.size[1]) if self.selected: surface.blit(self.selected_box, self.pos, area=self.rect) elif self.active: surface.blit(self.active_box, self.pos, area=self.rect) else: surface.blit(self.box, self.pos, area=self.rect) class Progressbar(TouchObject): def __init__(self, font, text, pos, size, max_value, value_text): BaseItem.__init__(self, pos, size) self.value = 0 self.max = max_value 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(max_value), pos, None) self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] / 2, self.text.pos[1]) self.text.set_text(str(self.value), True) else: self.text = TextItem(font, text, pos, None) self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] / 2, self.text.pos[1]) def render(self, surface): surface.blit(self.surface, self.pos) self.text.render(surface) def set_value(self, value): if value != self.value: self.dirty = True self.value = value if self.value_text: self.set_text(str(self.value)) self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] / 2, self.text.pos[1]) 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.dirty = self.text.set_text(text, True) class ScrollBar(TouchObject): def __init__(self, pos, size, max_value, items_on_screen): BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1])) self.pos = pos self.size = size self.max = max_value self.items_on_screen = items_on_screen self.current_item = 0 self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA) self.back_bar.fill((255, 255, 255, 128)) self.bar_pos = 0 if self.max < 1: self.bar_size = self.size[1] else: self.bar_size = math.ceil( float(self.items_on_screen) / float(self.max) * float( self.size[1])) self.bar = pygame.Surface((self.size[0], self.bar_size)) self.bar.fill((255, 255, 255)) 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.bar_size: return 1 else: return 0 def set_item(self, current_item): self.dirty = True self.current_item = current_item self.bar_pos = float(self.current_item) / float(self.max) * float( self.size[1])