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- import pygame
- import logging
- import math
- logger = logging.getLogger(__name__)
- class ScreenObjectsManager():
- def __init__(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 = {}
- 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):
- def __init__(self, font, text, pos, size):
- 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:
- BaseItem.__init__(self, pos, (size[0], self.font.size(text)[1]))
- 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.text += " "
- self.original_text = self.text
- self.step = 0
- 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
- def update(self):
- if not self.fit_horizontal:
- if self.text == self.original_text:
- if self.step > 90:
- self.step = 0
- new_text = self.text[1:]
- new_text = new_text + self.text[:1]
- self.text = new_text
- else:
- self.step += 1
- elif self.step > 5:
- self.step = 0
- new_text = self.text[1:]
- new_text = new_text + self.text[:1]
- self.text = new_text
- else:
- self.step += 1
- def render(self, surface):
- if self.fit_horizontal:
- pass
- else:
- self.box = self.font.render(self.text, True, self.color)
- surface.blit(self.box, self.pos, area=self.rect)
- def set_text(self, text, change_size):
- if change_size:
- TextItem.__init__(self, self.font, text, self.pos, None)
- else:
- TextItem.__init__(self, self.font, text, self.pos, self.size)
- class TouchObject(BaseItem):
- def __init__(self, pos, size):
- BaseItem.__init__(self, pos, size)
- self.active = False
- def is_pos_inside(self, pos):
- return self.rect_in_pos.collidepoint(pos)
- def set_active(self, active):
- self.active = active
- class TouchAndTextItem(TouchObject, TextItem):
- def __init__(self, font, text, pos, size):
- TextItem.__init__(self, font, text, pos, size)
- TouchObject.__init__(self, pos, self.size)
- self.active_color = (0, 150, 255)
- 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.active_box = self.font.render(text, True, self.active_color)
- def render(self, surface):
- if self.fit_horizontal:
- pass
- else:
- if self.active:
- self.active_box = self.font.render(self.text, True, self.active_color)
- else:
- self.box = self.font.render(self.text, True, self.color)
- if self.active:
- #Area h*2 to render letters like g, j, y...
- surface.blit(self.active_box, self.pos, area=self.rect)
- else:
- surface.blit(self.box, self.pos, area=self.rect)
- 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(self.max), pos, None)
- 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 update(self):
- pass
- 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.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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