screen_objects.py 9.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291
  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. def set_object(self, key, add_object):
  12. self.text_objects[key] = add_object
  13. def get_object(self, key):
  14. return self.text_objects[key]
  15. def set_touch_object(self, key, add_object):
  16. self.touch_objects[key] = add_object
  17. def get_touch_object(self, key):
  18. return self.touch_objects[key]
  19. def render(self, surface):
  20. for key in self.text_objects:
  21. self.text_objects[key].update()
  22. self.text_objects[key].render(surface)
  23. for key in self.touch_objects:
  24. self.touch_objects[key].update()
  25. self.touch_objects[key].render(surface)
  26. def get_touch_objects_in_pos(self, pos):
  27. touched_objects = []
  28. for key in self.touch_objects:
  29. if self.touch_objects[key].is_pos_inside(pos):
  30. touched_objects.append(key)
  31. return touched_objects
  32. def clear_touch(self, not_remove):
  33. if not_remove is not None:
  34. new_touch = {}
  35. for key in not_remove:
  36. new_touch[key] = self.get_touch_object(key)
  37. self.touch_objects = new_touch
  38. else:
  39. self.touch_objects = {}
  40. def set_selected(self, key):
  41. if self.selected is not None:
  42. self.selected.set_selected(False)
  43. if key is not None:
  44. self.selected = self.touch_objects[key]
  45. self.selected.set_selected(True)
  46. def change_selected(self, pos, direction):
  47. if direction == InputManager.up:
  48. pass
  49. elif direction == InputManager.down:
  50. best = None
  51. for key in self.touch_objects:
  52. if self.touch_objects[key].pos[1] > pos[1]:
  53. if best is None:
  54. best = self.touch_objects[key].pos[1]
  55. elif best > self.touch_objects[key].pos[1]:
  56. best = self.touch_objects[key].pos[1]
  57. self.set_selected(self.find_best(pos, True, best))
  58. def find_best(self, pos, horizontal, best):
  59. if horizontal:
  60. keys = []
  61. for key in self.touch_objects:
  62. if self.touch_objects[key].pos[1] == best:
  63. keys.append(key)
  64. logger.error(keys)
  65. return keys[0]
  66. class BaseItem():
  67. def __init__(self, pos, size):
  68. self.pos = pos
  69. self.size = size
  70. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  71. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1], self.size[0],
  72. self.size[1])
  73. def get_right_pos(self):
  74. return self.pos[0] + self.size[0]
  75. def update(self):
  76. pass
  77. class TextItem(BaseItem):
  78. def __init__(self, font, text, pos, size):
  79. self.font = font
  80. self.text = text
  81. self.color = (255, 255, 255)
  82. self.box = self.font.render(text, True, self.color)
  83. if size is not None:
  84. if size[1] == -1:
  85. height = self.font.size(text)[1]
  86. BaseItem.__init__(self, pos, (size[0], height))
  87. else:
  88. BaseItem.__init__(self, pos, size)
  89. else:
  90. BaseItem.__init__(self, pos, self.font.size(text))
  91. if size is not None:
  92. if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
  93. self.fit_horizontal = False
  94. self.text += " "
  95. self.original_text = self.text
  96. self.step = 0
  97. else:
  98. self.fit_horizontal = True
  99. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  100. self.fit_vertical = False
  101. else:
  102. self.fit_vertical = True
  103. else:
  104. self.fit_horizontal = True
  105. self.fit_vertical = True
  106. def update(self):
  107. if not self.fit_horizontal:
  108. if self.text == self.original_text:
  109. if self.step > 90:
  110. self.step = 0
  111. new_text = self.text[1:]
  112. new_text = new_text + self.text[:1]
  113. self.text = new_text
  114. else:
  115. self.step += 1
  116. elif self.step > 5:
  117. self.step = 0
  118. new_text = self.text[1:]
  119. new_text = new_text + self.text[:1]
  120. self.text = new_text
  121. else:
  122. self.step += 1
  123. def render(self, surface):
  124. if self.fit_horizontal:
  125. pass
  126. else:
  127. self.box = self.font.render(self.text, True, self.color)
  128. surface.blit(self.box, self.pos, area=self.rect)
  129. def set_text(self, text, change_size):
  130. if change_size:
  131. TextItem.__init__(self, self.font, text, self.pos, None)
  132. else:
  133. TextItem.__init__(self, self.font, text, self.pos, self.size)
  134. class TouchObject(BaseItem):
  135. def __init__(self, pos, size):
  136. BaseItem.__init__(self, pos, size)
  137. self.active = False
  138. self.selected = False
  139. def is_pos_inside(self, pos):
  140. return self.rect_in_pos.collidepoint(pos)
  141. def set_active(self, active):
  142. self.active = active
  143. def set_selected(self, selected):
  144. self.selected = selected
  145. class TouchAndTextItem(TouchObject, TextItem):
  146. def __init__(self, font, text, pos, size):
  147. TextItem.__init__(self, font, text, pos, size)
  148. TouchObject.__init__(self, pos, self.size)
  149. self.active_color = (0, 150, 255)
  150. self.selected_color = (150, 0, 255)
  151. self.active_box = self.font.render(text, True, self.active_color)
  152. self.selected_box = self.font.render(text, True, self.selected_color)
  153. def update(self):
  154. TextItem.update(self)
  155. def set_text(self, text, change_size):
  156. TextItem.set_text(self, text, change_size)
  157. self.active_box = self.font.render(text, True, self.active_color)
  158. self.selected_box = self.font.render(text, True, self.selected_color)
  159. def render(self, surface):
  160. if self.fit_horizontal:
  161. pass
  162. else:
  163. if self.active:
  164. self.active_box = self.font.render(self.text, True,
  165. self.active_color)
  166. else:
  167. self.box = self.font.render(self.text, True, self.color)
  168. if self.selected:
  169. surface.blit(self.selected_box, self.pos, area=self.rect)
  170. elif self.active:
  171. surface.blit(self.active_box, self.pos, area=self.rect)
  172. else:
  173. surface.blit(self.box, self.pos, area=self.rect)
  174. class Progressbar(TouchObject):
  175. def __init__(self, font, text, pos, size, max_value, value_text):
  176. BaseItem.__init__(self, pos, size)
  177. self.value = 0
  178. self.max = max_value
  179. self.back_color = (0, 0, 0, 128)
  180. self.main_color = (0, 150, 255)
  181. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  182. self.surface.fill(self.back_color)
  183. self.value_text = value_text
  184. if value_text:
  185. self.text = TextItem(font, str(self.max), pos, None)
  186. self.text.set_text(str(self.value), True)
  187. else:
  188. self.text = TextItem(font, text, pos, None)
  189. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  190. 2, self.text.pos[1])
  191. def update(self):
  192. pass
  193. def render(self, surface):
  194. surface.blit(self.surface, self.pos)
  195. self.text.render(surface)
  196. def set_value(self, value):
  197. if value != self.value:
  198. self.value = value
  199. if self.value_text:
  200. self.set_text(str(self.value))
  201. self.surface.fill(self.back_color)
  202. pos_pixel = value * self.size[0] / self.max
  203. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  204. self.surface.fill(self.main_color, rect)
  205. def get_pos_value(self, pos):
  206. x = pos[0] - self.pos[0]
  207. return x * self.max / self.size[0]
  208. def set_text(self, text):
  209. self.text.set_text(text, True)
  210. class ScrollBar(TouchObject):
  211. def __init__(self, pos, size, max_value, items_on_screen):
  212. BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1]))
  213. self.pos = pos
  214. self.size = size
  215. self.max = max_value
  216. self.items_on_screen = items_on_screen
  217. self.current_item = 0
  218. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  219. self.back_bar.fill((255, 255, 255, 128))
  220. self.bar_pos = 0
  221. if self.max < 1:
  222. self.bar_size = self.size[1]
  223. else:
  224. self.bar_size = math.ceil(
  225. float(self.items_on_screen) / float(self.max) * float(
  226. self.size[1]))
  227. self.bar = pygame.Surface((self.size[0], self.bar_size))
  228. self.bar.fill((255, 255, 255))
  229. def render(self, surface):
  230. surface.blit(self.back_bar, self.pos)
  231. surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_pos))
  232. def touch(self, pos):
  233. if pos[1] < self.pos[1] + self.bar_pos:
  234. return -1
  235. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  236. return 1
  237. else:
  238. return 0
  239. def set_item(self, current_item):
  240. self.current_item = current_item
  241. self.bar_pos = float(self.current_item) / float(self.max) * float(
  242. self.size[1])