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