screen_objects.py 14 KB

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  1. import logging
  2. import math
  3. import pygame
  4. from .input_manager import InputManager
  5. logger = logging.getLogger(__name__)
  6. class ScreenObjectsManager():
  7. def __init__(self):
  8. self.touch_objects = {}
  9. self.text_objects = {}
  10. self.selected = None
  11. self.selected_key = None
  12. def set_object(self, key, add_object):
  13. self.text_objects[key] = add_object
  14. def get_object(self, key):
  15. return self.text_objects[key]
  16. def set_touch_object(self, key, add_object):
  17. self.touch_objects[key] = add_object
  18. def get_touch_object(self, key):
  19. return self.touch_objects[key]
  20. def render(self, surface):
  21. for key in self.text_objects:
  22. self.text_objects[key].update()
  23. self.text_objects[key].render(surface)
  24. for key in self.touch_objects:
  25. self.touch_objects[key].update()
  26. self.touch_objects[key].render(surface)
  27. def get_touch_objects_in_pos(self, pos):
  28. touched_objects = []
  29. for key in self.touch_objects:
  30. if self.touch_objects[key].is_pos_inside(pos):
  31. touched_objects.append(key)
  32. return touched_objects
  33. def clear_touch(self, not_remove):
  34. if not_remove is not None:
  35. new_touch = {}
  36. for key in not_remove:
  37. new_touch[key] = self.get_touch_object(key)
  38. self.touch_objects = new_touch
  39. else:
  40. self.touch_objects = {}
  41. def set_selected(self, key):
  42. if self.selected is not None:
  43. self.selected.set_selected(False)
  44. if key is not None:
  45. self.selected = self.touch_objects[key]
  46. self.selected.set_selected(True)
  47. self.selected_key = key
  48. else:
  49. self.selected = None
  50. self.selected_key = None
  51. def change_selected(self, direction, pos):
  52. if pos is None:
  53. pos = self.selected.pos
  54. if direction == InputManager.right:
  55. bests = self.find_nearest_objects(self.find_in_quadrant(False, True, pos), True, pos)
  56. best_key = self.find_best_object(bests, False, True, pos)
  57. elif direction == InputManager.left:
  58. bests = self.find_nearest_objects(self.find_in_quadrant(False, False, pos), True, pos)
  59. best_key = self.find_best_object(bests, False, False, pos)
  60. elif direction == InputManager.down:
  61. bests = self.find_nearest_objects(self.find_in_quadrant(True, True, pos), False, pos)
  62. best_key = self.find_best_object(bests, True, True, pos)
  63. elif direction == InputManager.up:
  64. bests = self.find_nearest_objects(self.find_in_quadrant(True, False, pos), False, pos)
  65. best_key = self.find_best_object(bests, True, False, pos)
  66. if best_key is None:
  67. return False
  68. else:
  69. self.set_selected(best_key)
  70. return True
  71. # Find touch objects on specified quadrant
  72. # The quadrant is the normal math one with x and y
  73. # x is positive on the bottom as pygame x
  74. # The quadrant origin (0,0) is the selected pos
  75. def find_in_quadrant(self, vertical, positive, pos):
  76. objects = {}
  77. if vertical:
  78. if positive:
  79. for key in self.touch_objects:
  80. current = self.touch_objects[key]
  81. if current.pos[1] > pos[1]:
  82. objects[key] = current
  83. else:
  84. for key in self.touch_objects:
  85. current = self.touch_objects[key]
  86. if current.pos[1] < pos[1]:
  87. objects[key] = current
  88. else:
  89. if positive:
  90. for key in self.touch_objects:
  91. current = self.touch_objects[key]
  92. if current.pos[0] > pos[0]:
  93. objects[key] = current
  94. else:
  95. for key in self.touch_objects:
  96. current = self.touch_objects[key]
  97. if current.pos[0] < pos[0]:
  98. objects[key] = current
  99. return objects
  100. # Find the objects that are nearest
  101. def find_nearest_objects(self, objects, vertical, pos):
  102. best_pos = None
  103. min_value = None
  104. best_objects = {}
  105. if vertical:
  106. for key in objects:
  107. if min_value is None:
  108. best_pos = objects[key].pos[1]
  109. min_value = abs(objects[key].pos[1] - pos[1])
  110. elif abs(objects[key].pos[1] - pos[1]) < min_value:
  111. min_value = abs(objects[key].pos[1] - pos[1])
  112. best_pos = objects[key].pos[1]
  113. for key in objects:
  114. if objects[key].pos[1] == best_pos:
  115. best_objects[key] = objects[key]
  116. return best_objects
  117. else:
  118. for key in objects:
  119. if min_value is None:
  120. best_pos = objects[key].pos[0]
  121. min_value = abs(objects[key].pos[0] - pos[0])
  122. elif abs(objects[key].pos[0] - pos[0]) < min_value:
  123. min_value = abs(objects[key].pos[0] - pos[0])
  124. best_pos = objects[key].pos[0]
  125. for key in objects:
  126. if objects[key].pos[0] == best_pos:
  127. best_objects[key] = objects[key]
  128. return best_objects
  129. def find_best_object(self, objects, vertical, positive, pos):
  130. best_key = None
  131. best_pos = None
  132. if vertical:
  133. if positive:
  134. for key in objects:
  135. if best_pos is None:
  136. best_pos = objects[key].pos[1]
  137. best_key = key
  138. elif objects[key].pos[1] >= pos[1] and objects[key].pos[1] < best_pos:
  139. best_pos = objects[key].pos[1]
  140. best_key = key
  141. else:
  142. for key in objects:
  143. if best_pos is None:
  144. best_pos = objects[key].pos[1]
  145. best_key = key
  146. elif objects[key].pos[1] <= pos[1] and objects[key].pos[1] > best_pos:
  147. best_pos = objects[key].pos[1]
  148. best_key = key
  149. else:
  150. if positive:
  151. for key in objects:
  152. if best_pos is None:
  153. best_pos = objects[key].pos[0]
  154. best_key = key
  155. elif objects[key].pos[0] >= pos[0] and objects[key].pos[0] < best_pos:
  156. best_pos = objects[key].pos[0]
  157. best_key = key
  158. else:
  159. for key in objects:
  160. if best_pos is None:
  161. best_pos = objects[key].pos[0]
  162. best_key = key
  163. elif objects[key].pos[0] <= pos[0] and objects[key].pos[0] > best_pos:
  164. best_pos = objects[key].pos[0]
  165. best_key = key
  166. return best_key
  167. class BaseItem():
  168. def __init__(self, pos, size):
  169. self.pos = pos
  170. self.size = size
  171. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  172. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1], self.size[0],
  173. self.size[1])
  174. def get_right_pos(self):
  175. return self.pos[0] + self.size[0]
  176. def update(self):
  177. pass
  178. class TextItem(BaseItem):
  179. def __init__(self, font, text, pos, size):
  180. self.font = font
  181. self.text = text
  182. self.color = (255, 255, 255)
  183. self.box = self.font.render(text, True, self.color)
  184. if size is not None:
  185. if size[1] == -1:
  186. height = self.font.size(text)[1]
  187. BaseItem.__init__(self, pos, (size[0], height))
  188. else:
  189. BaseItem.__init__(self, pos, size)
  190. else:
  191. BaseItem.__init__(self, pos, self.font.size(text))
  192. if size is not None:
  193. if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
  194. self.fit_horizontal = False
  195. self.step = 0
  196. else:
  197. self.fit_horizontal = True
  198. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  199. self.fit_vertical = False
  200. else:
  201. self.fit_vertical = True
  202. else:
  203. self.fit_horizontal = True
  204. self.fit_vertical = True
  205. def update(self):
  206. if not self.fit_horizontal:
  207. if self.step > self.box.get_rect().width:
  208. self.step = -self.size[0]
  209. else:
  210. self.step = self.step + 4
  211. def render(self, surface):
  212. if self.fit_horizontal:
  213. surface.blit(self.box, self.pos, area=self.rect)
  214. else:
  215. surface.blit(self.box, self.pos, area=pygame.Rect(self.step, 0, self.size[0], self.size[1]))
  216. def set_text(self, text, change_size):
  217. if change_size:
  218. TextItem.__init__(self, self.font, text, self.pos, None)
  219. else:
  220. TextItem.__init__(self, self.font, text, self.pos, self.size)
  221. class TouchObject(BaseItem):
  222. def __init__(self, pos, size):
  223. BaseItem.__init__(self, pos, size)
  224. self.active = False
  225. self.selected = False
  226. def is_pos_inside(self, pos):
  227. return self.rect_in_pos.collidepoint(pos)
  228. def set_active(self, active):
  229. self.active = active
  230. def set_selected(self, selected):
  231. self.selected = selected
  232. class TouchAndTextItem(TouchObject, TextItem):
  233. def __init__(self, font, text, pos, size):
  234. TextItem.__init__(self, font, text, pos, size)
  235. TouchObject.__init__(self, pos, self.size)
  236. self.active_color = (0, 150, 255)
  237. self.selected_color = (150, 0, 255)
  238. self.active_box = self.font.render(text, True, self.active_color)
  239. self.selected_box = self.font.render(text, True, self.selected_color)
  240. def update(self):
  241. TextItem.update(self)
  242. def set_text(self, text, change_size):
  243. TextItem.set_text(self, text, change_size)
  244. self.active_box = self.font.render(text, True, self.active_color)
  245. self.selected_box = self.font.render(text, True, self.selected_color)
  246. def render(self, surface):
  247. if not self.fit_horizontal:
  248. self.rect = pygame.Rect(self.step, 0, self.size[0], self.size[1])
  249. if self.selected:
  250. surface.blit(self.selected_box, self.pos, area=self.rect)
  251. elif self.active:
  252. surface.blit(self.active_box, self.pos, area=self.rect)
  253. else:
  254. surface.blit(self.box, self.pos, area=self.rect)
  255. class Progressbar(TouchObject):
  256. def __init__(self, font, text, pos, size, max_value, value_text):
  257. BaseItem.__init__(self, pos, size)
  258. self.value = 0
  259. self.max = max_value
  260. self.back_color = (0, 0, 0, 128)
  261. self.main_color = (0, 150, 255)
  262. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  263. self.surface.fill(self.back_color)
  264. self.value_text = value_text
  265. if value_text:
  266. self.text = TextItem(font, str(max_value), pos, None)
  267. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  268. 2, self.text.pos[1])
  269. self.text.set_text(str(self.value), True)
  270. else:
  271. self.text = TextItem(font, text, pos, None)
  272. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  273. 2, self.text.pos[1])
  274. def update(self):
  275. pass
  276. def render(self, surface):
  277. surface.blit(self.surface, self.pos)
  278. self.text.render(surface)
  279. def set_value(self, value):
  280. if value != self.value:
  281. self.value = value
  282. if self.value_text:
  283. self.set_text(str(self.value))
  284. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  285. 2, self.text.pos[1])
  286. self.surface.fill(self.back_color)
  287. pos_pixel = value * self.size[0] / self.max
  288. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  289. self.surface.fill(self.main_color, rect)
  290. def get_pos_value(self, pos):
  291. x = pos[0] - self.pos[0]
  292. return x * self.max / self.size[0]
  293. def set_text(self, text):
  294. self.text.set_text(text, True)
  295. class ScrollBar(TouchObject):
  296. def __init__(self, pos, size, max_value, items_on_screen):
  297. BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1]))
  298. self.pos = pos
  299. self.size = size
  300. self.max = max_value
  301. self.items_on_screen = items_on_screen
  302. self.current_item = 0
  303. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  304. self.back_bar.fill((255, 255, 255, 128))
  305. self.bar_pos = 0
  306. if self.max < 1:
  307. self.bar_size = self.size[1]
  308. else:
  309. self.bar_size = math.ceil(
  310. float(self.items_on_screen) / float(self.max) * float(
  311. self.size[1]))
  312. self.bar = pygame.Surface((self.size[0], self.bar_size))
  313. self.bar.fill((255, 255, 255))
  314. def render(self, surface):
  315. surface.blit(self.back_bar, self.pos)
  316. surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_pos))
  317. def touch(self, pos):
  318. if pos[1] < self.pos[1] + self.bar_pos:
  319. return -1
  320. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  321. return 1
  322. else:
  323. return 0
  324. def set_item(self, current_item):
  325. self.current_item = current_item
  326. self.bar_pos = float(self.current_item) / float(self.max) * float(
  327. self.size[1])