import pygame import logging logger = logging.getLogger(__name__) class TouchTextManager(): def __init__(self, size, base_size): self.size = size self.base_size = base_size self.touch_objects = {} self.text_objects = {} def add_object(self, key, text, pos, pos2, color): self.text_objects[key] = TextItem(text, pos, pos2, color, self.base_size) def get_object(self, key): return self.text_objects[key] def add_touch_object(self, key, text, pos, color): self.touch_objects['key'] = TouchAndTextItem(text, pos, color, self.base_size) def get_touch_object(self, key): return self.touch_objects['key'] def add_progressbar(self, key, pos, pos2, max): self.touch_objects['key'] = Progressbar(pos, pos2, max) 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) 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]) class TextItem(BaseItem): def __init__(self, text, pos, pos2, color, text_size): if pos2 is not None: BaseItem.__init__(self, pos, pos2) self.text_size = text_size self.font = pygame.font.SysFont("arial", text_size) 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 = 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): self.__init__(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 self.background_box = pygame.Surface(self.size) self.background_box.fill((0, 128, 255)) def render(self, surface): surface.blit(self.background_box, self.pos) class TouchAndTextItem(TouchObject, TextItem): def __init__(self, text, pos, color, text_size): TextItem.__init__(self, text, pos, None, color, text_size) TouchObject.__init__(self, pos, self.pos2) def update(self): TextItem.update() def render(self, surface): TouchObject.render(self, surface) TextItem.render(self, surface) class Progressbar(BaseItem): def __init__(self, pos, pos2, max): BaseItem.__init__(self, pos, pos2) logger.error(pos2) self.value = 0 self.max = max self.back_color = (0, 0, 0) self.main_color = (255, 255, 255) self.surface = pygame.Surface(self.size) self.surface.fill(self.back_color) def update(self): pass def render(self, surface): surface.blit(self.surface, self.pos) def set_value(self, value): self.value = 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)