screen_objects.py 16 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450
  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. best_key = None
  56. if pos is None:
  57. pos = self.selected.pos
  58. if direction == InputManager.right:
  59. bests = self.find_nearest_objects(
  60. self.find_in_quadrant(False, True, pos), True, pos)
  61. best_key = self.find_best_object(bests, False, True, pos)
  62. elif direction == InputManager.left:
  63. bests = self.find_nearest_objects(
  64. self.find_in_quadrant(False, False, pos), True, pos)
  65. best_key = self.find_best_object(bests, False, False, pos)
  66. elif direction == InputManager.down:
  67. bests = self.find_nearest_objects(
  68. self.find_in_quadrant(True, True, pos), False, pos)
  69. best_key = self.find_best_object(bests, True, True, pos)
  70. elif direction == InputManager.up:
  71. bests = self.find_nearest_objects(
  72. self.find_in_quadrant(True, False, pos), False, pos)
  73. best_key = self.find_best_object(bests, True, False, pos)
  74. if best_key is None:
  75. return False
  76. else:
  77. self.set_selected(best_key)
  78. return True
  79. # Find touch objects on specified quadrant
  80. # The quadrant is the normal math one with x and y
  81. # x is positive on the bottom as pygame x
  82. # The quadrant origin (0,0) is the selected pos
  83. def find_in_quadrant(self, vertical, positive, pos):
  84. objects = {}
  85. if vertical:
  86. if positive:
  87. for key in self.touch_objects:
  88. current = self.touch_objects[key]
  89. if current.pos[1] > pos[1]:
  90. objects[key] = current
  91. else:
  92. for key in self.touch_objects:
  93. current = self.touch_objects[key]
  94. if current.pos[1] < pos[1]:
  95. objects[key] = current
  96. else:
  97. if positive:
  98. for key in self.touch_objects:
  99. current = self.touch_objects[key]
  100. if current.pos[0] > pos[0]:
  101. objects[key] = current
  102. else:
  103. for key in self.touch_objects:
  104. current = self.touch_objects[key]
  105. if current.pos[0] < pos[0]:
  106. objects[key] = current
  107. return objects
  108. # Find the objects that are nearest
  109. def find_nearest_objects(self, objects, vertical, pos):
  110. best_pos = None
  111. min_value = None
  112. best_objects = {}
  113. if vertical:
  114. for key in objects:
  115. if min_value is None:
  116. best_pos = objects[key].pos[1]
  117. min_value = abs(objects[key].pos[1] - pos[1])
  118. elif abs(objects[key].pos[1] - pos[1]) < min_value:
  119. min_value = abs(objects[key].pos[1] - pos[1])
  120. best_pos = objects[key].pos[1]
  121. for key in objects:
  122. if objects[key].pos[1] == best_pos:
  123. best_objects[key] = objects[key]
  124. return best_objects
  125. else:
  126. for key in objects:
  127. if min_value is None:
  128. best_pos = objects[key].pos[0]
  129. min_value = abs(objects[key].pos[0] - pos[0])
  130. elif abs(objects[key].pos[0] - pos[0]) < min_value:
  131. min_value = abs(objects[key].pos[0] - pos[0])
  132. best_pos = objects[key].pos[0]
  133. for key in objects:
  134. if objects[key].pos[0] == best_pos:
  135. best_objects[key] = objects[key]
  136. return best_objects
  137. def find_best_object(self, objects, vertical, positive, pos):
  138. best_key = None
  139. best_pos = None
  140. if vertical:
  141. if positive:
  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 \
  147. objects[key].pos[1] < best_pos:
  148. best_pos = objects[key].pos[1]
  149. best_key = key
  150. else:
  151. for key in objects:
  152. if best_pos is None:
  153. best_pos = objects[key].pos[1]
  154. best_key = key
  155. elif objects[key].pos[1] <= pos[1] and \
  156. objects[key].pos[1] > best_pos:
  157. best_pos = objects[key].pos[1]
  158. best_key = key
  159. else:
  160. if positive:
  161. for key in objects:
  162. if best_pos is None:
  163. best_pos = objects[key].pos[0]
  164. best_key = key
  165. elif objects[key].pos[0] >= pos[0] and \
  166. objects[key].pos[0] < best_pos:
  167. best_pos = objects[key].pos[0]
  168. best_key = key
  169. else:
  170. for key in objects:
  171. if best_pos is None:
  172. best_pos = objects[key].pos[0]
  173. best_key = key
  174. elif objects[key].pos[0] <= pos[0] and \
  175. objects[key].pos[0] > best_pos:
  176. best_pos = objects[key].pos[0]
  177. best_key = key
  178. return best_key
  179. class BaseItem():
  180. def __init__(self, pos, size):
  181. self.pos = pos
  182. self.size = size
  183. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  184. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1],
  185. self.size[0],
  186. self.size[1])
  187. def get_right_pos(self):
  188. return self.pos[0] + self.size[0]
  189. def update(self):
  190. pass
  191. class TextItem(BaseItem):
  192. scroll_speed = 5
  193. def __init__(self, font, text, pos, size, center=False):
  194. self.font = font
  195. self.text = text
  196. self.color = (255, 255, 255)
  197. self.box = self.font.render(text, True, self.color)
  198. if size is not None:
  199. if size[1] == -1:
  200. height = self.font.size(text)[1]
  201. BaseItem.__init__(self, pos, (size[0], height))
  202. else:
  203. BaseItem.__init__(self, pos, size)
  204. else:
  205. BaseItem.__init__(self, pos, self.font.size(text))
  206. if size is not None:
  207. if self.pos[0] + self.box.get_rect().width > pos[0] + \
  208. size[0]:
  209. self.fit_horizontal = False
  210. self.step = 0
  211. self.step_2 = None
  212. self.scroll_white_gap = self.font.get_height() * 4
  213. else:
  214. self.fit_horizontal = True
  215. if self.pos[1] + self.box.get_rect().height > pos[1] + \
  216. size[1]:
  217. self.fit_vertical = False
  218. else:
  219. self.fit_vertical = True
  220. else:
  221. self.fit_horizontal = True
  222. self.fit_vertical = True
  223. self.margin = 0
  224. self.center = center
  225. if self.center:
  226. if self.fit_horizontal:
  227. self.margin = (self.size[0]-
  228. self.box.get_rect().width)/2
  229. def update(self):
  230. if not self.fit_horizontal:
  231. self.step += TextItem.scroll_speed
  232. if self.step_2 is None:
  233. if (self.box.get_rect().width - self.step +
  234. self.scroll_white_gap) < self.size[0]:
  235. self.step_2 = self.box.get_rect().width \
  236. - self.step + self.scroll_white_gap
  237. else:
  238. self.step_2 -= TextItem.scroll_speed
  239. if self.step_2 < 0:
  240. self.step = 0 - self.step_2
  241. self.step_2 = None
  242. return True
  243. else:
  244. return BaseItem.update(self)
  245. def render(self, surface):
  246. if self.fit_horizontal:
  247. surface.blit(self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
  248. else:
  249. surface.blit(self.box, self.pos,
  250. area=pygame.Rect(self.step, 0, self.size[0],
  251. self.size[1]))
  252. if self.step_2 is not None:
  253. surface.blit(self.box, (self.pos[0]+self.step_2,
  254. self.pos[1]),
  255. area=pygame.Rect(0, 0, self.size[0] - self.step_2,
  256. self.size[1]))
  257. def set_text(self, text, change_size):
  258. if text != self.text:
  259. if change_size:
  260. TextItem.__init__(self, self.font, text, self.pos,
  261. None, self.center)
  262. else:
  263. TextItem.__init__(self, self.font, text, self.pos,
  264. self.size, self.center)
  265. class TouchObject(BaseItem):
  266. def __init__(self, pos, size):
  267. BaseItem.__init__(self, pos, size)
  268. self.active = False
  269. self.selected = False
  270. self.selected_box = pygame.Surface(size, pygame.SRCALPHA)
  271. self.selected_box.fill((0, 0, 0, 128))
  272. self.selected_box_rectangle = pygame.Surface(size,
  273. pygame.SRCALPHA)
  274. pygame.draw.rect(self.selected_box_rectangle, (255, 255, 255),
  275. self.selected_box_rectangle.get_rect(),
  276. size[1]/10+1)
  277. def is_pos_inside(self, pos):
  278. return self.rect_in_pos.collidepoint(pos)
  279. def set_active(self, active):
  280. self.active = active
  281. def set_selected(self, selected):
  282. self.selected = selected
  283. def render(self, surface):
  284. if self.selected:
  285. surface.blit(self.selected_box, self.pos)
  286. surface.blit(self.selected_box_rectangle, self.pos)
  287. def pre_render(self, surface):
  288. if self.selected:
  289. surface.blit(self.selected_box, self.pos)
  290. def post_render(self, surface):
  291. if self.selected:
  292. surface.blit(self.selected_box_rectangle, self.pos)
  293. class TouchAndTextItem(TouchObject, TextItem):
  294. def __init__(self, font, text, pos, size, center=False):
  295. TextItem.__init__(self, font, text, pos, size, center=center)
  296. TouchObject.__init__(self, pos, self.size)
  297. self.active_color = (0, 150, 255)
  298. self.normal_box = self.box
  299. self.active_box = self.font.render(text, True,
  300. self.active_color)
  301. def update(self):
  302. TextItem.update(self)
  303. def set_text(self, text, change_size):
  304. TextItem.set_text(self, text, change_size)
  305. self.normal_box = self.box
  306. self.active_box = self.font.render(text, True,
  307. self.active_color)
  308. def set_active(self, active):
  309. TouchObject.set_active(self, active)
  310. if self.active:
  311. self.box = self.active_box
  312. else:
  313. self.box = self.normal_box
  314. def render(self, surface):
  315. TouchObject.pre_render(self, surface)
  316. TextItem.render(self, surface)
  317. TouchObject.post_render(self, surface)
  318. class Progressbar(TouchObject):
  319. def __init__(self, font, text, pos, size, max_value, value_text):
  320. BaseItem.__init__(self, pos, size)
  321. self.value = 0
  322. self.max = max_value
  323. self.back_color = (0, 0, 0, 128)
  324. self.main_color = (0, 150, 255)
  325. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  326. self.surface.fill(self.back_color)
  327. self.value_text = value_text
  328. if value_text:
  329. self.text = TextItem(font, str(max_value), pos, None)
  330. self.text.pos = (self.pos[0]
  331. + self.size[0] / 2 -
  332. self.text.size[0] /
  333. 2, self.text.pos[1])
  334. self.text.set_text(str(self.value), True)
  335. else:
  336. self.text = TextItem(font, text, pos, None)
  337. self.text.pos = (
  338. self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  339. 2, self.text.pos[1])
  340. def render(self, surface):
  341. surface.blit(self.surface, self.pos)
  342. self.text.render(surface)
  343. def set_value(self, value):
  344. if value != self.value:
  345. self.value = value
  346. if self.value_text:
  347. self.set_text(str(self.value))
  348. self.text.pos = (self.pos[0]
  349. + self.size[0] / 2 -
  350. self.text.size[0]
  351. / 2, self.text.pos[1])
  352. self.surface.fill(self.back_color)
  353. pos_pixel = value * self.size[0] / self.max
  354. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  355. self.surface.fill(self.main_color, rect)
  356. def get_pos_value(self, pos):
  357. x = pos[0] - self.pos[0]
  358. return x * self.max / self.size[0]
  359. def set_text(self, text):
  360. self.text.set_text(text, True)
  361. class ScrollBar(TouchObject):
  362. def __init__(self, pos, size, max_value, items_on_screen):
  363. BaseItem.__init__(self, pos,
  364. (pos[0] + size[0], pos[1] + size[1]))
  365. self.pos = pos
  366. self.size = size
  367. self.max = max_value
  368. self.items_on_screen = items_on_screen
  369. self.current_item = 0
  370. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  371. self.back_bar.fill((255, 255, 255, 128))
  372. self.bar_pos = 0
  373. if self.max < 1:
  374. self.bar_size = self.size[1]
  375. else:
  376. self.bar_size = math.ceil(
  377. float(self.items_on_screen) / float(self.max) * float(
  378. self.size[1]))
  379. self.bar = pygame.Surface((self.size[0], self.bar_size))
  380. self.bar.fill((255, 255, 255))
  381. def render(self, surface):
  382. surface.blit(self.back_bar, self.pos)
  383. surface.blit(self.bar,
  384. (self.pos[0], self.pos[1] + self.bar_pos))
  385. def touch(self, pos):
  386. if pos[1] < self.pos[1] + self.bar_pos:
  387. return -1
  388. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  389. return 1
  390. else:
  391. return 0
  392. def set_item(self, current_item):
  393. self.current_item = current_item
  394. self.bar_pos = float(self.current_item) / float(
  395. self.max) * float(
  396. self.size[1])