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- import logging
- import math
- import pygame
- from .input_manager import InputManager
- logger = logging.getLogger(__name__)
- class ScreenObjectsManager():
- def __init__(self):
- self.touch_objects = {}
- self.text_objects = {}
- self.selected = None
- self.selected_key = None
- def clear(self):
- self.touch_objects = {}
- self.text_objects = {}
- def set_object(self, key, add_object):
- self.text_objects[key] = add_object
- def get_object(self, key):
- return self.text_objects[key]
- def set_touch_object(self, key, add_object):
- self.touch_objects[key] = add_object
- def get_touch_object(self, key):
- return self.touch_objects[key]
- def render(self, surface):
- for key in self.text_objects:
- self.text_objects[key].update()
- self.text_objects[key].render(surface)
- for key in self.touch_objects:
- self.touch_objects[key].update()
- self.touch_objects[key].render(surface)
- def get_touch_objects_in_pos(self, pos):
- touched_objects = []
- for key in self.touch_objects:
- if self.touch_objects[key].is_pos_inside(pos):
- touched_objects.append(key)
- return touched_objects
- def clear_touch(self, not_remove):
- if not_remove is not None:
- new_touch = {}
- for key in not_remove:
- new_touch[key] = self.get_touch_object(key)
- self.touch_objects = new_touch
- else:
- self.touch_objects = {}
- def set_selected(self, key):
- if self.selected is not None:
- self.selected.set_selected(False)
- if key is not None:
- self.selected = self.touch_objects[key]
- self.selected.set_selected(True)
- self.selected_key = key
- else:
- self.selected = None
- self.selected_key = None
- def change_selected(self, direction, pos):
- if pos is None:
- pos = self.selected.pos
- if direction == InputManager.right:
- bests = self.find_nearest_objects(
- self.find_in_quadrant(False, True, pos), True, pos)
- best_key = self.find_best_object(bests, False, True, pos)
- elif direction == InputManager.left:
- bests = self.find_nearest_objects(
- self.find_in_quadrant(False, False, pos), True, pos)
- best_key = self.find_best_object(bests, False, False, pos)
- elif direction == InputManager.down:
- bests = self.find_nearest_objects(
- self.find_in_quadrant(True, True, pos), False, pos)
- best_key = self.find_best_object(bests, True, True, pos)
- elif direction == InputManager.up:
- bests = self.find_nearest_objects(
- self.find_in_quadrant(True, False, pos), False, pos)
- best_key = self.find_best_object(bests, True, False, pos)
- if best_key is None:
- return False
- else:
- self.set_selected(best_key)
- return True
- # Find touch objects on specified quadrant
- # The quadrant is the normal math one with x and y
- # x is positive on the bottom as pygame x
- # The quadrant origin (0,0) is the selected pos
- def find_in_quadrant(self, vertical, positive, pos):
- objects = {}
- if vertical:
- if positive:
- for key in self.touch_objects:
- current = self.touch_objects[key]
- if current.pos[1] > pos[1]:
- objects[key] = current
- else:
- for key in self.touch_objects:
- current = self.touch_objects[key]
- if current.pos[1] < pos[1]:
- objects[key] = current
- else:
- if positive:
- for key in self.touch_objects:
- current = self.touch_objects[key]
- if current.pos[0] > pos[0]:
- objects[key] = current
- else:
- for key in self.touch_objects:
- current = self.touch_objects[key]
- if current.pos[0] < pos[0]:
- objects[key] = current
- return objects
- # Find the objects that are nearest
- def find_nearest_objects(self, objects, vertical, pos):
- best_pos = None
- min_value = None
- best_objects = {}
- if vertical:
- for key in objects:
- if min_value is None:
- best_pos = objects[key].pos[1]
- min_value = abs(objects[key].pos[1] - pos[1])
- elif abs(objects[key].pos[1] - pos[1]) < min_value:
- min_value = abs(objects[key].pos[1] - pos[1])
- best_pos = objects[key].pos[1]
- for key in objects:
- if objects[key].pos[1] == best_pos:
- best_objects[key] = objects[key]
- return best_objects
- else:
- for key in objects:
- if min_value is None:
- best_pos = objects[key].pos[0]
- min_value = abs(objects[key].pos[0] - pos[0])
- elif abs(objects[key].pos[0] - pos[0]) < min_value:
- min_value = abs(objects[key].pos[0] - pos[0])
- best_pos = objects[key].pos[0]
- for key in objects:
- if objects[key].pos[0] == best_pos:
- best_objects[key] = objects[key]
- return best_objects
- def find_best_object(self, objects, vertical, positive, pos):
- best_key = None
- best_pos = None
- if vertical:
- if positive:
- for key in objects:
- if best_pos is None:
- best_pos = objects[key].pos[1]
- best_key = key
- elif objects[key].pos[1] >= pos[1] and \
- objects[key].pos[1] < best_pos:
- best_pos = objects[key].pos[1]
- best_key = key
- else:
- for key in objects:
- if best_pos is None:
- best_pos = objects[key].pos[1]
- best_key = key
- elif objects[key].pos[1] <= pos[1] and \
- objects[key].pos[1] > best_pos:
- best_pos = objects[key].pos[1]
- best_key = key
- else:
- if positive:
- for key in objects:
- if best_pos is None:
- best_pos = objects[key].pos[0]
- best_key = key
- elif objects[key].pos[0] >= pos[0] and \
- objects[key].pos[0] < best_pos:
- best_pos = objects[key].pos[0]
- best_key = key
- else:
- for key in objects:
- if best_pos is None:
- best_pos = objects[key].pos[0]
- best_key = key
- elif objects[key].pos[0] <= pos[0] and \
- objects[key].pos[0] > best_pos:
- best_pos = objects[key].pos[0]
- best_key = key
- return best_key
- class BaseItem():
- def __init__(self, pos, size):
- self.pos = pos
- self.size = size
- self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
- self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1],
- self.size[0],
- self.size[1])
- def get_right_pos(self):
- return self.pos[0] + self.size[0]
- def update(self):
- pass
- class TextItem(BaseItem):
- scroll_speed = 5
- def __init__(self, font, text, pos, size, center=False):
- self.font = font
- self.text = text
- self.color = (255, 255, 255)
- self.box = self.font.render(text, True, self.color)
- if size is not None:
- if size[1] == -1:
- height = self.font.size(text)[1]
- BaseItem.__init__(self, pos, (size[0], height))
- else:
- BaseItem.__init__(self, pos, size)
- else:
- BaseItem.__init__(self, pos, self.font.size(text))
- if size is not None:
- if self.pos[0] + self.box.get_rect().width > pos[0] + \
- size[0]:
- self.fit_horizontal = False
- self.step = 0
- self.step_2 = None
- self.scroll_white_gap = self.font.get_height() * 4
- else:
- self.fit_horizontal = True
- if self.pos[1] + self.box.get_rect().height > pos[1] + \
- size[1]:
- self.fit_vertical = False
- else:
- self.fit_vertical = True
- else:
- self.fit_horizontal = True
- self.fit_vertical = True
- self.margin = 0
- self.center = center
- if self.center:
- if self.fit_horizontal:
- self.margin = (self.size[0]-self.box.get_rect().width)/2
- def update(self):
- if not self.fit_horizontal:
- self.step = self.step + TextItem.scroll_speed
- if self.step_2 is None:
- if (self.box.get_rect().width - self.step + self.scroll_white_gap) < self.size[0]:
- self.step_2 = self.box.get_rect().width - self.step + self.scroll_white_gap
- else:
- self.step_2 = self.step_2 - TextItem.scroll_speed
- if self.step_2 < 0:
- self.step = 0 - self.step_2
- self.step_2 = None
- return True
- else:
- return BaseItem.update(self)
- def render(self, surface):
- if self.fit_horizontal:
- surface.blit(self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
- else:
- surface.blit(self.box, self.pos,
- area=pygame.Rect(self.step, 0, self.size[0],
- self.size[1]))
- if self.step_2 is not None:
- surface.blit(self.box, (self.pos[0]+self.step_2, self.pos[1]),
- area=pygame.Rect(0, 0, self.size[0] - self.step_2,
- self.size[1]))
- def set_text(self, text, change_size):
- if text != self.text:
- if change_size:
- TextItem.__init__(self, self.font, text, self.pos,
- None, self.center)
- else:
- TextItem.__init__(self, self.font, text, self.pos,
- self.size, self.center)
- class TouchObject(BaseItem):
- def __init__(self, pos, size):
- BaseItem.__init__(self, pos, size)
- self.active = False
- self.selected = False
- self.selected_box = pygame.Surface(size,pygame.SRCALPHA)
- self.selected_box.fill((0,0,0,128))
- pygame.draw.rect(self.selected_box, (255,255,255), self.selected_box.get_rect(), size[1]/10+1)
- def is_pos_inside(self, pos):
- return self.rect_in_pos.collidepoint(pos)
- def set_active(self, active):
- self.active = active
- def set_selected(self, selected):
- self.selected = selected
- def render(self, surface):
- if self.selected:
- surface.blit(self.selected_box, self.pos)
- class TouchAndTextItem(TouchObject, TextItem):
- def __init__(self, font, text, pos, size, center=False):
- TextItem.__init__(self, font, text, pos, size, center=center)
- TouchObject.__init__(self, pos, self.size)
- self.active_color = (0, 150, 255)
- self.selected_color = (150, 0, 255)
- self.normal_box = self.box
- self.active_box = self.font.render(text, True,
- self.active_color)
- def update(self):
- TextItem.update(self)
- def set_text(self, text, change_size):
- TextItem.set_text(self, text, change_size)
- self.normal_box = self.box
- self.active_box = self.font.render(text, True,
- self.active_color)
- def set_active(self, active):
- TouchObject.set_active(self, active)
- if self.active:
- self.box = self.active_box
- else:
- self.box = self.normal_box
- def render(self, surface):
- TouchObject.render(self, surface)
- TextItem.render(self, surface)
- class Progressbar(TouchObject):
- def __init__(self, font, text, pos, size, max_value, value_text):
- BaseItem.__init__(self, pos, size)
- self.value = 0
- self.max = max_value
- self.back_color = (0, 0, 0, 128)
- self.main_color = (0, 150, 255)
- self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
- self.surface.fill(self.back_color)
- self.value_text = value_text
- if value_text:
- self.text = TextItem(font, str(max_value), pos, None)
- self.text.pos = (
- self.pos[0] + self.size[0] / 2 - self.text.size[0] /
- 2, self.text.pos[1])
- self.text.set_text(str(self.value), True)
- else:
- self.text = TextItem(font, text, pos, None)
- self.text.pos = (
- self.pos[0] + self.size[0] / 2 - self.text.size[0] /
- 2, self.text.pos[1])
- def render(self, surface):
- surface.blit(self.surface, self.pos)
- self.text.render(surface)
- def set_value(self, value):
- if value != self.value:
- self.value = value
- if self.value_text:
- self.set_text(str(self.value))
- self.text.pos = (
- self.pos[0] + self.size[0] / 2 - self.text.size[0] /
- 2, self.text.pos[1])
- self.surface.fill(self.back_color)
- pos_pixel = value * self.size[0] / self.max
- rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
- self.surface.fill(self.main_color, rect)
- def get_pos_value(self, pos):
- x = pos[0] - self.pos[0]
- return x * self.max / self.size[0]
- def set_text(self, text):
- self.text.set_text(text, True)
- class ScrollBar(TouchObject):
- def __init__(self, pos, size, max_value, items_on_screen):
- BaseItem.__init__(self, pos,
- (pos[0] + size[0], pos[1] + size[1]))
- self.pos = pos
- self.size = size
- self.max = max_value
- self.items_on_screen = items_on_screen
- self.current_item = 0
- self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
- self.back_bar.fill((255, 255, 255, 128))
- self.bar_pos = 0
- if self.max < 1:
- self.bar_size = self.size[1]
- else:
- self.bar_size = math.ceil(
- float(self.items_on_screen) / float(self.max) * float(
- self.size[1]))
- self.bar = pygame.Surface((self.size[0], self.bar_size))
- self.bar.fill((255, 255, 255))
- def render(self, surface):
- surface.blit(self.back_bar, self.pos)
- surface.blit(self.bar,
- (self.pos[0], self.pos[1] + self.bar_pos))
- def touch(self, pos):
- if pos[1] < self.pos[1] + self.bar_pos:
- return -1
- elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
- return 1
- else:
- return 0
- def set_item(self, current_item):
- self.current_item = current_item
- self.bar_pos = float(self.current_item) / float(
- self.max) * float(
- self.size[1])
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