screen_objects.py 14 KB

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  1. import logging
  2. import math
  3. import pygame
  4. logger = logging.getLogger(__name__)
  5. class ScreenObjectsManager:
  6. def __init__(self):
  7. self.touch_objects = {}
  8. self.text_objects = {}
  9. self.selected = None
  10. self.selected_key = None
  11. def clear(self):
  12. self.touch_objects = {}
  13. self.text_objects = {}
  14. def set_object(self, key, add_object):
  15. self.text_objects[key] = add_object
  16. def get_update_rects(self):
  17. update_rects = []
  18. for key in self.text_objects:
  19. object = self.text_objects[key]
  20. if hasattr(object, "fit_horizontal") and not object.fit_horizontal:
  21. update_rects.append(object.rect_in_pos)
  22. for key in self.touch_objects:
  23. object = self.touch_objects[key]
  24. if hasattr(object, "fit_horizontal") and not object.fit_horizontal:
  25. update_rects.append(object.rect_in_pos)
  26. return update_rects
  27. def set_horizontal_shift(self, shift):
  28. for key in self.text_objects:
  29. self.text_objects[key].set_horizontal_shift(shift)
  30. def get_object(self, key):
  31. return self.text_objects[key]
  32. def set_touch_object(self, key, add_object):
  33. self.touch_objects[key] = add_object
  34. def delete_touch_object(self, key):
  35. try:
  36. del self.touch_objects[key]
  37. except KeyError:
  38. pass
  39. def get_touch_object(self, key):
  40. return self.touch_objects[key]
  41. def render(self, surface):
  42. for key in self.text_objects:
  43. self.text_objects[key].update()
  44. self.text_objects[key].render(surface)
  45. for key in self.touch_objects:
  46. self.touch_objects[key].update()
  47. self.touch_objects[key].render(surface)
  48. def get_touch_objects_in_pos(self, pos):
  49. touched_objects = []
  50. for key in self.touch_objects:
  51. if self.touch_objects[key].is_pos_inside(pos):
  52. touched_objects.append(key)
  53. return touched_objects
  54. def clear_touch(self, not_remove):
  55. if not_remove is not None:
  56. new_touch = {}
  57. for key in not_remove:
  58. new_touch[key] = self.get_touch_object(key)
  59. self.touch_objects = new_touch
  60. else:
  61. self.touch_objects = {}
  62. def set_selected(self, key):
  63. if self.selected is not None:
  64. self.selected.set_selected(False)
  65. if key is not None:
  66. self.selected = self.touch_objects[key]
  67. self.selected.set_selected(True)
  68. self.selected_key = key
  69. else:
  70. self.selected = None
  71. self.selected_key = None
  72. class BaseItem:
  73. def __init__(self, pos, size, horizontal_shift=0):
  74. self.pos = pos
  75. self.size = size
  76. self.horizontal_shift = horizontal_shift
  77. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  78. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1],
  79. self.size[0],
  80. self.size[1])
  81. def get_right_pos(self):
  82. return self.pos[0] + self.size[0]
  83. def set_horizontal_shift(self, shift):
  84. self.horizontal_shift = shift
  85. def update(self):
  86. return False
  87. class ImageView(BaseItem):
  88. def __init__(self, pos, size, horizontal_shift=0):
  89. BaseItem.__init__(self, pos, size, horizontal_shift)
  90. self.image = None
  91. def set_image(self, image):
  92. self.image = image
  93. def render(self, surface):
  94. if self.image is not None:
  95. surface.blit(self.image, (self.pos[0] + self.horizontal_shift, self.pos[1]))
  96. class TextItem(BaseItem):
  97. scroll_speed = 2
  98. def __init__(self, font, text, pos, size, center=False, background=None,
  99. scroll_no_fit=True, horizontal_shift=0):
  100. self.font = font
  101. self.text = text
  102. self.scroll_no_fit = scroll_no_fit
  103. self.color = (255, 255, 255)
  104. self.box = self.font.render(text, True, self.color)
  105. self.box = self.box.convert_alpha()
  106. self.background = background
  107. if size is not None:
  108. if size[1] == -1:
  109. height = self.font.size(text)[1]
  110. BaseItem.__init__(self, pos, (size[0], height), horizontal_shift)
  111. else:
  112. BaseItem.__init__(self, pos, size, horizontal_shift)
  113. else:
  114. BaseItem.__init__(self, pos, self.font.size(text), horizontal_shift)
  115. if size is not None:
  116. if self.pos[0] + self.box.get_rect().width > pos[0] + \
  117. size[0]:
  118. self.fit_horizontal = False
  119. self.step = 0
  120. self.step_2 = None
  121. self.scroll_white_gap = self.font.get_height() * 4
  122. else:
  123. self.fit_horizontal = True
  124. if self.pos[1] + self.box.get_rect().height > pos[1] + \
  125. size[1]:
  126. self.fit_vertical = False
  127. else:
  128. self.fit_vertical = True
  129. else:
  130. self.fit_horizontal = True
  131. self.fit_vertical = True
  132. self.margin = 0
  133. self.center = center
  134. if self.center:
  135. if self.fit_horizontal:
  136. self.margin = (self.size[0] -
  137. self.box.get_rect().width)/2
  138. def update(self):
  139. if self.scroll_no_fit and not self.fit_horizontal:
  140. self.step += TextItem.scroll_speed
  141. if self.step_2 is None:
  142. if (self.box.get_rect().width - self.step +
  143. self.scroll_white_gap) < self.size[0]:
  144. self.step_2 = \
  145. self.box.get_rect().width - \
  146. self.step + self.scroll_white_gap
  147. else:
  148. self.step_2 -= TextItem.scroll_speed
  149. if self.step_2 < 0:
  150. self.step = 0 - self.step_2
  151. self.step_2 = None
  152. return True
  153. else:
  154. return BaseItem.update(self)
  155. def render(self, surface):
  156. if self.background:
  157. surface.fill(self.background, rect=self.rect_in_pos)
  158. pygame.draw.rect(surface, (0, 0, 0), self.rect_in_pos, 1)
  159. pos = (self.pos[0] + self.horizontal_shift, self.pos[1])
  160. if self.fit_horizontal:
  161. surface.blit(
  162. self.box, ((pos[0] + self.margin),
  163. self.pos[1]), area=self.rect)
  164. else:
  165. if self.scroll_no_fit:
  166. surface.blit(self.box, pos,
  167. area=pygame.Rect(self.step, 0, self.size[0],
  168. self.size[1]))
  169. if self.step_2 is not None:
  170. surface.blit(self.box, (pos[0]+self.step_2,
  171. pos[1]),
  172. area=pygame.Rect(0, 0,
  173. self.size[0] -
  174. self.step_2,
  175. self.size[1]))
  176. else:
  177. step = self.box.get_rect().width - self.size[0]
  178. surface.blit(self.box, pos,
  179. area=pygame.Rect(step, 0, self.size[0],
  180. self.size[1]))
  181. def set_text(self, text, change_size):
  182. if text != self.text:
  183. if change_size:
  184. TextItem.__init__(self, self.font, text, self.pos,
  185. None, self.center, self.background,
  186. self.scroll_no_fit, self.horizontal_shift)
  187. else:
  188. TextItem.__init__(self, self.font, text, self.pos,
  189. self.size, self.center, self.background,
  190. self.scroll_no_fit, self.horizontal_shift)
  191. def add_text(self, add_text, change_size):
  192. self.set_text(self.text+add_text, change_size)
  193. def remove_text(self, chars, change_size):
  194. self.set_text(self.text[:-chars], change_size)
  195. class TouchObject(BaseItem):
  196. def __init__(self, pos, size):
  197. BaseItem.__init__(self, pos, size)
  198. self.active = False
  199. self.selected = False
  200. self.selected_box = pygame.Surface(size, pygame.SRCALPHA)
  201. self.selected_box = self.selected_box.convert_alpha()
  202. self.selected_box.fill((0, 0, 0, 128))
  203. self.selected_box_rectangle = pygame.Surface(size, pygame.SRCALPHA)
  204. self.selected_box_rectangle = \
  205. self.selected_box_rectangle.convert_alpha()
  206. pygame.draw.rect(self.selected_box_rectangle, (255, 255, 255),
  207. self.selected_box_rectangle.get_rect(),
  208. size[1]/10+1)
  209. def is_pos_inside(self, pos):
  210. return self.rect_in_pos.collidepoint(pos)
  211. def set_active(self, active):
  212. self.active = active
  213. def set_selected(self, selected):
  214. self.selected = selected
  215. def render(self, surface):
  216. if self.selected:
  217. surface.blit(self.selected_box, self.pos)
  218. surface.blit(self.selected_box_rectangle, self.pos)
  219. def pre_render(self, surface):
  220. if self.selected:
  221. surface.blit(self.selected_box, self.pos)
  222. def post_render(self, surface):
  223. if self.selected:
  224. surface.blit(self.selected_box_rectangle, self.pos)
  225. class TouchAndTextItem(TouchObject, TextItem):
  226. def __init__(self, font, text, pos, size, center=False, background=None,
  227. scroll_no_fit=True):
  228. TextItem.__init__(self, font, text, pos, size, center=center,
  229. background=background, scroll_no_fit=scroll_no_fit)
  230. TouchObject.__init__(self, pos, self.size)
  231. self.active_color = (0, 150, 255)
  232. self.normal_box = self.box
  233. self.active_box = self.font.render(text, True,
  234. self.active_color)
  235. def update(self):
  236. return TextItem.update(self)
  237. def set_text(self, text, change_size):
  238. TextItem.set_text(self, text, change_size)
  239. self.normal_box = self.box
  240. self.active_box = self.font.render(text, True,
  241. self.active_color)
  242. def set_active(self, active):
  243. TouchObject.set_active(self, active)
  244. if self.active:
  245. self.box = self.active_box
  246. else:
  247. self.box = self.normal_box
  248. def render(self, surface):
  249. TouchObject.pre_render(self, surface)
  250. TextItem.render(self, surface)
  251. TouchObject.post_render(self, surface)
  252. class Progressbar(TouchObject):
  253. def __init__(self, font, text, pos, size, max_value, value_text):
  254. BaseItem.__init__(self, pos, size)
  255. self.value = 0
  256. self.max = max_value
  257. self.back_color = (0, 0, 0, 128)
  258. self.main_color = (0, 150, 255, 150)
  259. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)\
  260. .convert_alpha()
  261. self.surface.fill(self.back_color)
  262. self.value_text = value_text
  263. if value_text:
  264. self.text = TextItem(font, str(max_value), pos, None)
  265. self.text.pos = (self.pos[0]
  266. + self.size[0] / 2 -
  267. 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 = (
  273. self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  274. 2, self.text.pos[1])
  275. # Rectangle
  276. self.rectangle = pygame.Surface(size, pygame.SRCALPHA)\
  277. .convert_alpha()
  278. pygame.draw.rect(self.rectangle, (255, 255, 255),
  279. self.rectangle.get_rect(),
  280. size[1]/20+1)
  281. def render(self, surface):
  282. surface.blit(self.surface, self.pos)
  283. surface.blit(self.rectangle, self.pos)
  284. self.text.render(surface)
  285. def set_value(self, value):
  286. if value != self.value:
  287. self.value = value
  288. if self.value_text:
  289. self.set_text(str(self.value))
  290. self.text.pos = (self.pos[0]
  291. + self.size[0] / 2 -
  292. self.text.size[0]
  293. / 2, self.text.pos[1])
  294. self.surface.fill(self.back_color)
  295. pos_pixel = value * self.size[0] / self.max
  296. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  297. self.surface.fill(self.main_color, rect)
  298. def get_pos_value(self, pos):
  299. x = pos[0] - self.pos[0]
  300. return x * self.max / self.size[0]
  301. def set_text(self, text):
  302. self.text.set_text(text, True)
  303. class ScrollBar(TouchObject):
  304. def __init__(self, pos, size, max_value, items_on_screen):
  305. BaseItem.__init__(self, pos,
  306. (pos[0] + size[0], pos[1] + size[1]))
  307. self.pos = pos
  308. self.size = size
  309. self.max = max_value
  310. self.items_on_screen = items_on_screen
  311. self.current_item = 0
  312. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)\
  313. .convert_alpha()
  314. self.back_bar.fill((255, 255, 255, 128))
  315. self.bar_pos = 0
  316. if self.max < 1:
  317. self.bar_size = self.size[1]
  318. else:
  319. self.bar_size = math.ceil(
  320. float(self.items_on_screen) / float(self.max) * float(
  321. self.size[1]))
  322. self.bar = pygame.Surface((self.size[0], self.bar_size)).convert()
  323. self.bar.fill((255, 255, 255))
  324. def render(self, surface):
  325. surface.blit(self.back_bar, self.pos)
  326. surface.blit(self.bar,
  327. (self.pos[0], self.pos[1] + self.bar_pos))
  328. def touch(self, pos):
  329. if pos[1] < self.pos[1] + self.bar_pos:
  330. return -1
  331. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  332. return 1
  333. else:
  334. return 0
  335. def set_item(self, current_item):
  336. self.current_item = current_item
  337. self.bar_pos = float(self.current_item) / float(
  338. self.max) * float(
  339. self.size[1])