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.text += " "
  196. self.original_text = self.text
  197. self.step = 0
  198. else:
  199. self.fit_horizontal = True
  200. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  201. self.fit_vertical = False
  202. else:
  203. self.fit_vertical = True
  204. else:
  205. self.fit_horizontal = True
  206. self.fit_vertical = True
  207. def update(self):
  208. if not self.fit_horizontal:
  209. if self.text == self.original_text:
  210. if self.step > 90:
  211. self.step = 0
  212. new_text = self.text[1:]
  213. new_text = new_text + self.text[:1]
  214. self.text = new_text
  215. else:
  216. self.step += 1
  217. elif self.step > 5:
  218. self.step = 0
  219. new_text = self.text[1:]
  220. new_text = new_text + self.text[:1]
  221. self.text = new_text
  222. else:
  223. self.step += 1
  224. def render(self, surface):
  225. if self.fit_horizontal:
  226. pass
  227. else:
  228. self.box = self.font.render(self.text, True, self.color)
  229. surface.blit(self.box, self.pos, area=self.rect)
  230. def set_text(self, text, change_size):
  231. if change_size:
  232. TextItem.__init__(self, self.font, text, self.pos, None)
  233. else:
  234. TextItem.__init__(self, self.font, text, self.pos, self.size)
  235. class TouchObject(BaseItem):
  236. def __init__(self, pos, size):
  237. BaseItem.__init__(self, pos, size)
  238. self.active = False
  239. self.selected = False
  240. def is_pos_inside(self, pos):
  241. return self.rect_in_pos.collidepoint(pos)
  242. def set_active(self, active):
  243. self.active = active
  244. def set_selected(self, selected):
  245. self.selected = selected
  246. class TouchAndTextItem(TouchObject, TextItem):
  247. def __init__(self, font, text, pos, size):
  248. TextItem.__init__(self, font, text, pos, size)
  249. TouchObject.__init__(self, pos, self.size)
  250. self.active_color = (0, 150, 255)
  251. self.selected_color = (150, 0, 255)
  252. self.active_box = self.font.render(text, True, self.active_color)
  253. self.selected_box = self.font.render(text, True, self.selected_color)
  254. def update(self):
  255. TextItem.update(self)
  256. def set_text(self, text, change_size):
  257. TextItem.set_text(self, text, change_size)
  258. self.active_box = self.font.render(text, True, self.active_color)
  259. self.selected_box = self.font.render(text, True, self.selected_color)
  260. def render(self, surface):
  261. if self.fit_horizontal:
  262. pass
  263. else:
  264. if self.active:
  265. self.active_box = self.font.render(self.text, True,
  266. self.active_color)
  267. else:
  268. self.box = self.font.render(self.text, True, self.color)
  269. if self.selected:
  270. surface.blit(self.selected_box, self.pos, area=self.rect)
  271. elif self.active:
  272. surface.blit(self.active_box, self.pos, area=self.rect)
  273. else:
  274. surface.blit(self.box, self.pos, area=self.rect)
  275. class Progressbar(TouchObject):
  276. def __init__(self, font, text, pos, size, max_value, value_text):
  277. BaseItem.__init__(self, pos, size)
  278. self.value = 0
  279. self.max = max_value
  280. self.back_color = (0, 0, 0, 128)
  281. self.main_color = (0, 150, 255)
  282. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  283. self.surface.fill(self.back_color)
  284. self.value_text = value_text
  285. if value_text:
  286. self.text = TextItem(font, str(max_value), pos, None)
  287. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  288. 2, self.text.pos[1])
  289. self.text.set_text(str(self.value), True)
  290. else:
  291. self.text = TextItem(font, text, pos, None)
  292. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  293. 2, self.text.pos[1])
  294. def update(self):
  295. pass
  296. def render(self, surface):
  297. surface.blit(self.surface, self.pos)
  298. self.text.render(surface)
  299. def set_value(self, value):
  300. if value != self.value:
  301. self.value = value
  302. if self.value_text:
  303. self.set_text(str(self.value))
  304. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  305. 2, self.text.pos[1])
  306. self.surface.fill(self.back_color)
  307. pos_pixel = value * self.size[0] / self.max
  308. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  309. self.surface.fill(self.main_color, rect)
  310. def get_pos_value(self, pos):
  311. x = pos[0] - self.pos[0]
  312. return x * self.max / self.size[0]
  313. def set_text(self, text):
  314. self.text.set_text(text, True)
  315. class ScrollBar(TouchObject):
  316. def __init__(self, pos, size, max_value, items_on_screen):
  317. BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1]))
  318. self.pos = pos
  319. self.size = size
  320. self.max = max_value
  321. self.items_on_screen = items_on_screen
  322. self.current_item = 0
  323. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  324. self.back_bar.fill((255, 255, 255, 128))
  325. self.bar_pos = 0
  326. if self.max < 1:
  327. self.bar_size = self.size[1]
  328. else:
  329. self.bar_size = math.ceil(
  330. float(self.items_on_screen) / float(self.max) * float(
  331. self.size[1]))
  332. self.bar = pygame.Surface((self.size[0], self.bar_size))
  333. self.bar.fill((255, 255, 255))
  334. def render(self, surface):
  335. surface.blit(self.back_bar, self.pos)
  336. surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_pos))
  337. def touch(self, pos):
  338. if pos[1] < self.pos[1] + self.bar_pos:
  339. return -1
  340. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  341. return 1
  342. else:
  343. return 0
  344. def set_item(self, current_item):
  345. self.current_item = current_item
  346. self.bar_pos = float(self.current_item) / float(self.max) * float(
  347. self.size[1])