import logging import math import pygame logger = logging.getLogger(__name__) class ScreenObjectsManager: def __init__(self): self.touch_objects = {} self.text_objects = {} self.selected = None self.selected_key = None def clear(self): self.touch_objects = {} self.text_objects = {} def set_object(self, key, add_object): self.text_objects[key] = add_object def get_update_rects(self, all): update_rects = [] for key in self.text_objects: object = self.text_objects[key] if all or (hasattr(object, "fit_horizontal") and not object.fit_horizontal): update_rects.append(object.rect_in_pos) for key in self.touch_objects: object = self.touch_objects[key] if all or (hasattr(object, "fit_horizontal") and not object.fit_horizontal): update_rects.append(object.rect_in_pos) return update_rects def set_horizontal_shift(self, shift): for key in self.text_objects: self.text_objects[key].set_horizontal_shift(shift) 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 delete_touch_object(self, key): try: del self.touch_objects[key] except KeyError: pass def get_touch_object(self, key): return self.touch_objects[key] 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].update() self.touch_objects[key].render(surface) 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 class BaseItem: def __init__(self, pos, size, horizontal_shift=0): self.pos = pos self.size = size self.horizontal_shift = horizontal_shift 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] def set_horizontal_shift(self, shift): self.horizontal_shift = shift def update(self): return False class ImageView(BaseItem): def __init__(self, pos, size, horizontal_shift=0): BaseItem.__init__(self, pos, size, horizontal_shift) self.image = None def set_image(self, image): self.image = image def render(self, surface): if self.image is not None: surface.blit(self.image, (self.pos[0] + self.horizontal_shift, self.pos[1])) class TextItem(BaseItem): scroll_speed = 2 def __init__(self, font, text, pos, size, center=False, background=None, scroll_no_fit=True, horizontal_shift=0): self.font = font self.text = text self.scroll_no_fit = scroll_no_fit self.color = (255, 255, 255) self.box = self.font.render(text, True, self.color) self.box = self.box.convert_alpha() self.background = background if size is not None: if size[1] == -1: height = self.font.size(text)[1] BaseItem.__init__(self, pos, (size[0], height), horizontal_shift) else: BaseItem.__init__(self, pos, size, horizontal_shift) else: BaseItem.__init__(self, pos, self.font.size(text), horizontal_shift) 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 self.step_2 = None self.scroll_white_gap = self.font.get_height() * 4 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 self.margin = 0 self.center = center if self.center: if self.fit_horizontal: self.margin = (self.size[0] - self.box.get_rect().width)/2 def update(self): if self.scroll_no_fit and not self.fit_horizontal: self.step += TextItem.scroll_speed if self.step_2 is None: if (self.box.get_rect().width - self.step + self.scroll_white_gap) < self.size[0]: self.step_2 = \ self.box.get_rect().width - \ self.step + self.scroll_white_gap else: self.step_2 -= TextItem.scroll_speed if self.step_2 < 0: self.step = 0 - self.step_2 self.step_2 = None return True else: return BaseItem.update(self) def render(self, surface): if self.background: surface.fill(self.background, rect=self.rect_in_pos) pygame.draw.rect(surface, (0, 0, 0), self.rect_in_pos, 1) pos = (self.pos[0] + self.horizontal_shift, self.pos[1]) if self.fit_horizontal: surface.blit( self.box, ((pos[0] + self.margin), self.pos[1]), area=self.rect) else: if self.scroll_no_fit: surface.blit(self.box, pos, area=pygame.Rect(self.step, 0, self.size[0], self.size[1])) if self.step_2 is not None: surface.blit(self.box, (pos[0]+self.step_2, pos[1]), area=pygame.Rect(0, 0, self.size[0] - self.step_2, self.size[1])) else: step = self.box.get_rect().width - self.size[0] surface.blit(self.box, pos, area=pygame.Rect(step, 0, self.size[0], self.size[1])) def set_text(self, text, change_size): if text != self.text: if change_size: TextItem.__init__(self, self.font, text, self.pos, None, self.center, self.background, self.scroll_no_fit, self.horizontal_shift) else: TextItem.__init__(self, self.font, text, self.pos, self.size, self.center, self.background, self.scroll_no_fit, self.horizontal_shift) def add_text(self, add_text, change_size): self.set_text(self.text+add_text, change_size) def remove_text(self, chars, change_size): self.set_text(self.text[:-chars], change_size) class TouchObject(BaseItem): def __init__(self, pos, size): BaseItem.__init__(self, pos, size) self.active = False self.selected = False self.selected_box = pygame.Surface(size, pygame.SRCALPHA) self.selected_box = self.selected_box.convert_alpha() self.selected_box.fill((0, 0, 0, 128)) self.selected_box_rectangle = pygame.Surface(size, pygame.SRCALPHA) self.selected_box_rectangle = \ self.selected_box_rectangle.convert_alpha() pygame.draw.rect(self.selected_box_rectangle, (255, 255, 255), self.selected_box_rectangle.get_rect(), size[1]/10+1) def is_pos_inside(self, pos): return self.rect_in_pos.collidepoint(pos) def set_active(self, active): self.active = active def set_selected(self, selected): self.selected = selected def render(self, surface): if self.selected: surface.blit(self.selected_box, self.pos) surface.blit(self.selected_box_rectangle, self.pos) def pre_render(self, surface): if self.selected: surface.blit(self.selected_box, self.pos) def post_render(self, surface): if self.selected: surface.blit(self.selected_box_rectangle, self.pos) class TouchAndTextItem(TouchObject, TextItem): def __init__(self, font, text, pos, size, center=False, background=None, scroll_no_fit=True): TextItem.__init__(self, font, text, pos, size, center=center, background=background, scroll_no_fit=scroll_no_fit) TouchObject.__init__(self, pos, self.size) self.active_color = (0, 150, 255) self.normal_box = self.box self.active_box = self.font.render(text, True, self.active_color) def update(self): return TextItem.update(self) def set_text(self, text, change_size): TextItem.set_text(self, text, change_size) self.normal_box = self.box self.active_box = self.font.render(text, True, self.active_color) def set_active(self, active): TouchObject.set_active(self, active) if self.active: self.box = self.active_box else: self.box = self.normal_box def render(self, surface): TouchObject.pre_render(self, surface) TextItem.render(self, surface) TouchObject.post_render(self, surface) 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, 150) self.surface = pygame.Surface(self.size, pygame.SRCALPHA)\ .convert_alpha() 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]) # Rectangle self.rectangle = pygame.Surface(size, pygame.SRCALPHA)\ .convert_alpha() pygame.draw.rect(self.rectangle, (255, 255, 255), self.rectangle.get_rect(), size[1]/20+1) def render(self, surface): surface.blit(self.surface, self.pos) surface.blit(self.rectangle, 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.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.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)\ .convert_alpha() 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)).convert() 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.current_item = current_item self.bar_pos = float(self.current_item) / float( self.max) * float( self.size[1])