screen_objects.py 8.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246
  1. import pygame
  2. import logging
  3. import math
  4. logger = logging.getLogger(__name__)
  5. class ScreenObjectsManager():
  6. def __init__(self):
  7. self.touch_objects = {}
  8. self.text_objects = {}
  9. def set_object(self, key, add_object):
  10. self.text_objects[key] = add_object
  11. def get_object(self, key):
  12. return self.text_objects[key]
  13. def set_touch_object(self, key, add_object):
  14. self.touch_objects[key] = add_object
  15. def get_touch_object(self, key):
  16. return self.touch_objects[key]
  17. def render(self, surface):
  18. for key in self.text_objects:
  19. self.text_objects[key].update()
  20. self.text_objects[key].render(surface)
  21. for key in self.touch_objects:
  22. self.touch_objects[key].update()
  23. self.touch_objects[key].render(surface)
  24. def get_touch_objects_in_pos(self, pos):
  25. touched_objects = []
  26. for key in self.touch_objects:
  27. if self.touch_objects[key].is_pos_inside(pos):
  28. touched_objects.append(key)
  29. return touched_objects
  30. def clear_touch(self, not_remove):
  31. if not_remove is not None:
  32. new_touch = {}
  33. for key in not_remove:
  34. new_touch[key] = self.get_touch_object(key)
  35. self.touch_objects = new_touch
  36. else:
  37. self.touch_objects = {}
  38. class BaseItem():
  39. def __init__(self, pos, size):
  40. self.pos = pos
  41. self.size = size
  42. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  43. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1], self.size[0],
  44. self.size[1])
  45. def get_right_pos(self):
  46. return self.pos[0] + self.size[0]
  47. def update(self):
  48. pass
  49. class TextItem(BaseItem):
  50. def __init__(self, font, text, pos, size):
  51. self.font = font
  52. self.text = text
  53. self.color = (255, 255, 255)
  54. self.box = self.font.render(text, True, self.color)
  55. if size is not None:
  56. if size[1] == -1:
  57. BaseItem.__init__(self, pos, (size[0], self.font.size(text)[1]))
  58. else:
  59. BaseItem.__init__(self, pos, size)
  60. else:
  61. BaseItem.__init__(self, pos, self.font.size(text))
  62. if size is not None:
  63. if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
  64. self.fit_horizontal = False
  65. self.text += " "
  66. self.original_text = self.text
  67. self.step = 0
  68. else:
  69. self.fit_horizontal = True
  70. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  71. self.fit_vertical = False
  72. else:
  73. self.fit_vertical = True
  74. else:
  75. self.fit_horizontal = True
  76. self.fit_vertical = True
  77. def update(self):
  78. if not self.fit_horizontal:
  79. if self.text == self.original_text:
  80. if self.step > 90:
  81. self.step = 0
  82. new_text = self.text[1:]
  83. new_text = new_text + self.text[:1]
  84. self.text = new_text
  85. else:
  86. self.step += 1
  87. elif self.step > 5:
  88. self.step = 0
  89. new_text = self.text[1:]
  90. new_text = new_text + self.text[:1]
  91. self.text = new_text
  92. else:
  93. self.step += 1
  94. def render(self, surface):
  95. if self.fit_horizontal:
  96. pass
  97. else:
  98. self.box = self.font.render(self.text, True, self.color)
  99. surface.blit(self.box, self.pos, area=self.rect)
  100. def set_text(self, text, change_size):
  101. if change_size:
  102. TextItem.__init__(self, self.font, text, self.pos, None)
  103. else:
  104. TextItem.__init__(self, self.font, text, self.pos, self.size)
  105. class TouchObject(BaseItem):
  106. def __init__(self, pos, size):
  107. BaseItem.__init__(self, pos, size)
  108. self.active = False
  109. def is_pos_inside(self, pos):
  110. return self.rect_in_pos.collidepoint(pos)
  111. def set_active(self, active):
  112. self.active = active
  113. class TouchAndTextItem(TouchObject, TextItem):
  114. def __init__(self, font, text, pos, size):
  115. TextItem.__init__(self, font, text, pos, size)
  116. TouchObject.__init__(self, pos, self.size)
  117. self.active_color = (0, 150, 255)
  118. self.active_box = self.font.render(text, True, self.active_color)
  119. def update(self):
  120. TextItem.update(self)
  121. def set_text(self, text, change_size):
  122. TextItem.set_text(self, text, change_size)
  123. self.active_box = self.font.render(text, True, self.active_color)
  124. def render(self, surface):
  125. if self.fit_horizontal:
  126. pass
  127. else:
  128. if self.active:
  129. self.active_box = self.font.render(self.text, True,
  130. self.active_color)
  131. else:
  132. self.box = self.font.render(self.text, True, self.color)
  133. if self.active:
  134. # Area h*2 to render letters like g, j, y...
  135. surface.blit(self.active_box, self.pos, area=self.rect)
  136. else:
  137. surface.blit(self.box, self.pos, area=self.rect)
  138. class Progressbar(TouchObject):
  139. def __init__(self, font, text, pos, size, max_value, value_text):
  140. BaseItem.__init__(self, pos, size)
  141. self.value = 0
  142. self.max = max_value
  143. self.back_color = (0, 0, 0, 128)
  144. self.main_color = (0, 150, 255)
  145. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  146. self.surface.fill(self.back_color)
  147. self.value_text = value_text
  148. if value_text:
  149. self.text = TextItem(font, str(self.max), pos, None)
  150. self.text.set_text(str(self.value), True)
  151. else:
  152. self.text = TextItem(font, text, pos, None)
  153. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] / 2,
  154. self.text.pos[1])
  155. def update(self):
  156. pass
  157. def render(self, surface):
  158. surface.blit(self.surface, self.pos)
  159. self.text.render(surface)
  160. def set_value(self, value):
  161. if value != self.value:
  162. self.value = value
  163. if self.value_text:
  164. self.set_text(str(self.value))
  165. self.surface.fill(self.back_color)
  166. pos_pixel = value * self.size[0] / self.max
  167. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  168. self.surface.fill(self.main_color, rect)
  169. def get_pos_value(self, pos):
  170. x = pos[0] - self.pos[0]
  171. return x * self.max / self.size[0]
  172. def set_text(self, text):
  173. self.text.set_text(text, True)
  174. class ScrollBar(TouchObject):
  175. def __init__(self, pos, size, max_value, items_on_screen):
  176. BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1]))
  177. self.pos = pos
  178. self.size = size
  179. self.max = max_value
  180. self.items_on_screen = items_on_screen
  181. self.current_item = 0
  182. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  183. self.back_bar.fill((255, 255, 255, 128))
  184. self.bar_pos = 0
  185. if self.max < 1:
  186. self.bar_size = self.size[1]
  187. else:
  188. self.bar_size = math.ceil(
  189. float(self.items_on_screen) / float(self.max) * float(
  190. self.size[1]))
  191. self.bar = pygame.Surface((self.size[0], self.bar_size))
  192. self.bar.fill((255, 255, 255))
  193. def render(self, surface):
  194. surface.blit(self.back_bar, self.pos)
  195. surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_pos))
  196. def touch(self, pos):
  197. if pos[1] < self.pos[1] + self.bar_pos:
  198. return -1
  199. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  200. return 1
  201. else:
  202. return 0
  203. def set_item(self, current_item):
  204. self.current_item = current_item
  205. self.bar_pos = float(self.current_item) / float(self.max) * float(
  206. self.size[1])