screen_objects.py 7.4 KB

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  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], self.size[1])
  44. def get_right_pos(self):
  45. return self.pos[0] + self.size[0]
  46. def update(self):
  47. pass
  48. class TextItem(BaseItem):
  49. def __init__(self, font, text, pos, size):
  50. self.font = font
  51. self.text = text
  52. self.color = (255, 255, 255)
  53. self.box = self.font.render(text, True, self.color)
  54. if size is not None:
  55. BaseItem.__init__(self, pos, size)
  56. else:
  57. BaseItem.__init__(self, pos, self.font.size(text))
  58. if size is not None:
  59. if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
  60. self.fit_horizontal = False
  61. self.text += " "
  62. self.original_text = self.text
  63. self.step = 0
  64. else:
  65. self.fit_horizontal = True
  66. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  67. self.fit_vertical = False
  68. else:
  69. self.fit_vertical = True
  70. else:
  71. self.fit_horizontal = True
  72. self.fit_vertical = True
  73. def update(self):
  74. if not self.fit_horizontal:
  75. if self.text == self.original_text:
  76. if self.step > 90:
  77. self.step = 0
  78. new_text = self.text[1:]
  79. new_text = new_text + self.text[:1]
  80. self.text = new_text
  81. else:
  82. self.step += 1
  83. elif self.step > 5:
  84. self.step = 0
  85. new_text = self.text[1:]
  86. new_text = new_text + self.text[:1]
  87. self.text = new_text
  88. else:
  89. self.step += 1
  90. def render(self, surface):
  91. if self.fit_horizontal:
  92. pass
  93. else:
  94. self.box = self.font.render(self.text, True, self.color)
  95. surface.blit(self.box, self.pos, area=self.rect)
  96. def set_text(self, text, change_size):
  97. if change_size:
  98. TextItem.__init__(self, self.font, text, self.pos, None)
  99. else:
  100. TextItem.__init__(self, self.font, text, self.pos, self.size)
  101. class TouchObject(BaseItem):
  102. def __init__(self, pos, size):
  103. BaseItem.__init__(self, pos, size)
  104. self.active = False
  105. def is_pos_inside(self, pos):
  106. return self.rect_in_pos.collidepoint(pos)
  107. def set_active(self, active):
  108. self.active = active
  109. class TouchAndTextItem(TouchObject, TextItem):
  110. def __init__(self, font, text, pos, size):
  111. TextItem.__init__(self, font, text, pos, size)
  112. TouchObject.__init__(self, pos, self.size)
  113. self.active_color = (255, 0, 255)
  114. self.active_box = self.font.render(text, True, self.active_color)
  115. def update(self):
  116. TextItem.update(self)
  117. def render(self, surface):
  118. if self.fit_horizontal:
  119. pass
  120. else:
  121. if self.active:
  122. self.active_box = self.font.render(self.text, True, self.active_color)
  123. else:
  124. self.box = self.font.render(self.text, True, self.color)
  125. if self.active:
  126. surface.blit(self.active_box, self.pos, area=self.rect)
  127. else:
  128. surface.blit(self.box, self.pos, area=self.rect)
  129. class Progressbar(TouchObject):
  130. def __init__(self, font, text, pos, size, max_value, value_text):
  131. BaseItem.__init__(self, pos, size)
  132. self.value = 0
  133. self.max = max_value
  134. self.back_color = (0, 0, 0, 128)
  135. self.main_color = (0, 150, 255)
  136. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  137. self.surface.fill(self.back_color)
  138. self.value_text = value_text
  139. if value_text:
  140. self.text = TextItem(font, str(self.max), pos, None)
  141. self.text.set_text(str(self.value), True)
  142. else:
  143. self.text = TextItem(font, text, pos, None)
  144. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] / 2, self.text.pos[1])
  145. def update(self):
  146. pass
  147. def render(self, surface):
  148. surface.blit(self.surface, self.pos)
  149. self.text.render(surface)
  150. def set_value(self, value):
  151. if value != self.value:
  152. self.value = value
  153. if self.value_text:
  154. self.set_text(str(self.value))
  155. self.surface.fill(self.back_color)
  156. pos_pixel = value * self.size[0] / self.max
  157. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  158. self.surface.fill(self.main_color, rect)
  159. def get_pos_value(self, pos):
  160. x = pos[0] - self.pos[0]
  161. return x * self.max / self.size[0]
  162. def set_text(self, text):
  163. self.text.set_text(text, True)
  164. class ScrollBar(TouchObject):
  165. def __init__(self, pos, size, max_value, items_on_screen):
  166. BaseItem.__init__(self, pos, (pos[0]+size[0], pos[1]+size[1]))
  167. self.pos = pos
  168. self.size = size
  169. self.max = max_value
  170. self.items_on_screen = items_on_screen
  171. self.current_item = 0
  172. self.back_bar = pygame.Surface(self.size)
  173. self.back_bar.fill((255, 255, 255))
  174. self.bar_pos = 0
  175. if self.max < 1:
  176. self.bar_size = self.size[1]
  177. else:
  178. self.bar_size = math.ceil(float(self.items_on_screen)/float(self.max) * float(self.size[1]))
  179. self.bar = pygame.Surface((self.size[0], self.bar_size))
  180. self.bar.fill((255, 255, 0))
  181. def render(self, surface):
  182. surface.blit(self.back_bar, self.pos)
  183. surface.blit(self.bar, (self.pos[0], self.pos[1]+self.bar_pos))
  184. def touch(self, pos):
  185. if pos[1] < self.pos[1]+self.bar_pos:
  186. return -1
  187. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  188. return 1
  189. else:
  190. return 0
  191. def set_item(self, current_item):
  192. self.current_item = current_item
  193. self.bar_pos = float(self.current_item)/float(self.max) * float(self.size[1])