screen_objects.py 14 KB

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  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. self.selected_key = None
  12. def set_object(self, key, add_object):
  13. self.text_objects[key] = add_object
  14. def get_object(self, key):
  15. return self.text_objects[key]
  16. def set_touch_object(self, key, add_object):
  17. self.touch_objects[key] = add_object
  18. def get_touch_object(self, key):
  19. return self.touch_objects[key]
  20. def render(self, surface):
  21. for key in self.text_objects:
  22. self.text_objects[key].update()
  23. self.text_objects[key].render(surface)
  24. for key in self.touch_objects:
  25. self.touch_objects[key].update()
  26. self.touch_objects[key].render(surface)
  27. def get_touch_objects_in_pos(self, pos):
  28. touched_objects = []
  29. for key in self.touch_objects:
  30. if self.touch_objects[key].is_pos_inside(pos):
  31. touched_objects.append(key)
  32. return touched_objects
  33. def clear_touch(self, not_remove):
  34. if not_remove is not None:
  35. new_touch = {}
  36. for key in not_remove:
  37. new_touch[key] = self.get_touch_object(key)
  38. self.touch_objects = new_touch
  39. else:
  40. self.touch_objects = {}
  41. def set_selected(self, key):
  42. if self.selected is not None:
  43. self.selected.set_selected(False)
  44. if key is not None:
  45. self.selected = self.touch_objects[key]
  46. self.selected.set_selected(True)
  47. self.selected_key = key
  48. else:
  49. self.selected = None
  50. self.selected.set_selected(False)
  51. self.selected_key = None
  52. def change_selected(self, direction):
  53. pos = self.selected.pos
  54. if direction == InputManager.right:
  55. bests = self.find_nearest_objects(self.find_in_quadrant(False, True), True)
  56. best_key = self.find_best_object(bests, False, True)
  57. elif direction == InputManager.left:
  58. bests = self.find_nearest_objects(self.find_in_quadrant(False, False), True)
  59. best_key = self.find_best_object(bests, False, False)
  60. elif direction == InputManager.down:
  61. bests = self.find_nearest_objects(self.find_in_quadrant(True, True), False)
  62. best_key = self.find_best_object(bests, True, True)
  63. elif direction == InputManager.up:
  64. bests = self.find_nearest_objects(self.find_in_quadrant(True, False), False)
  65. best_key = self.find_best_object(bests, True, False)
  66. if best_key is None:
  67. return False
  68. else:
  69. self.set_selected(best_key)
  70. return True
  71. # Find touch objects on specified quadrant
  72. # The quadrant is the normal math one with x and y
  73. # x is positive on the bottom as pygame x
  74. # The quadrant origin (0,0) is the selected pos
  75. def find_in_quadrant(self, vertical, positive):
  76. pos = self.selected.pos
  77. objects = {}
  78. if vertical:
  79. if positive:
  80. for key in self.touch_objects:
  81. current = self.touch_objects[key]
  82. if current.pos[1] > pos[1]:
  83. objects[key] = current
  84. else:
  85. for key in self.touch_objects:
  86. current = self.touch_objects[key]
  87. if current.pos[1] < pos[1]:
  88. objects[key] = current
  89. else:
  90. if positive:
  91. for key in self.touch_objects:
  92. current = self.touch_objects[key]
  93. if current.pos[0] > pos[0]:
  94. objects[key] = current
  95. else:
  96. for key in self.touch_objects:
  97. current = self.touch_objects[key]
  98. if current.pos[0] < pos[0]:
  99. objects[key] = current
  100. return objects
  101. # Find the objects that are nearest
  102. def find_nearest_objects(self, objects, vertical):
  103. pos = self.selected.pos
  104. best_pos = None
  105. min_value = None
  106. best_objects = {}
  107. if vertical:
  108. for key in objects:
  109. if min_value is None:
  110. best_pos = objects[key].pos[1]
  111. min_value = abs(objects[key].pos[1] - pos[1])
  112. elif abs(objects[key].pos[1] - pos[1]) < min_value:
  113. min_value = abs(objects[key].pos[1] - pos[1])
  114. best_pos = objects[key].pos[1]
  115. for key in objects:
  116. if objects[key].pos[1] == best_pos:
  117. best_objects[key] = objects[key]
  118. return best_objects
  119. else:
  120. for key in objects:
  121. if min_value is None:
  122. best_pos = objects[key].pos[0]
  123. min_value = abs(objects[key].pos[0] - pos[0])
  124. elif abs(objects[key].pos[0] - pos[0]) < min_value:
  125. min_value = abs(objects[key].pos[0] - pos[0])
  126. best_pos = objects[key].pos[0]
  127. for key in objects:
  128. if objects[key].pos[0] == best_pos:
  129. best_objects[key] = objects[key]
  130. return best_objects
  131. def find_best_object(self, objects, vertical, positive):
  132. pos = self.selected.pos
  133. best_key = None
  134. best_pos = None
  135. if vertical:
  136. if positive:
  137. for key in objects:
  138. if best_pos is None:
  139. best_pos = objects[key].pos[1]
  140. best_key = key
  141. elif objects[key].pos[1] >= pos[1] and objects[key].pos[1] < best_pos:
  142. best_pos = objects[key].pos[1]
  143. best_key = key
  144. else:
  145. for key in objects:
  146. if best_pos is None:
  147. best_pos = objects[key].pos[1]
  148. best_key = key
  149. elif objects[key].pos[1] <= pos[1] and objects[key].pos[1] > best_pos:
  150. best_pos = objects[key].pos[1]
  151. best_key = key
  152. else:
  153. if positive:
  154. for key in objects:
  155. if best_pos is None:
  156. best_pos = objects[key].pos[0]
  157. best_key = key
  158. elif objects[key].pos[0] >= pos[0] and objects[key].pos[0] < best_pos:
  159. best_pos = objects[key].pos[0]
  160. best_key = key
  161. else:
  162. for key in objects:
  163. if best_pos is None:
  164. best_pos = objects[key].pos[0]
  165. best_key = key
  166. elif objects[key].pos[0] <= pos[0] and objects[key].pos[0] > best_pos:
  167. best_pos = objects[key].pos[0]
  168. best_key = key
  169. return best_key
  170. class BaseItem():
  171. def __init__(self, pos, size):
  172. self.pos = pos
  173. self.size = size
  174. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  175. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1], self.size[0],
  176. self.size[1])
  177. def get_right_pos(self):
  178. return self.pos[0] + self.size[0]
  179. def update(self):
  180. pass
  181. class TextItem(BaseItem):
  182. def __init__(self, font, text, pos, size):
  183. self.font = font
  184. self.text = text
  185. self.color = (255, 255, 255)
  186. self.box = self.font.render(text, True, self.color)
  187. if size is not None:
  188. if size[1] == -1:
  189. height = self.font.size(text)[1]
  190. BaseItem.__init__(self, pos, (size[0], height))
  191. else:
  192. BaseItem.__init__(self, pos, size)
  193. else:
  194. BaseItem.__init__(self, pos, self.font.size(text))
  195. if size is not None:
  196. if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
  197. self.fit_horizontal = False
  198. self.text += " "
  199. self.original_text = self.text
  200. self.step = 0
  201. else:
  202. self.fit_horizontal = True
  203. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  204. self.fit_vertical = False
  205. else:
  206. self.fit_vertical = True
  207. else:
  208. self.fit_horizontal = True
  209. self.fit_vertical = True
  210. def update(self):
  211. if not self.fit_horizontal:
  212. if self.text == self.original_text:
  213. if self.step > 90:
  214. self.step = 0
  215. new_text = self.text[1:]
  216. new_text = new_text + self.text[:1]
  217. self.text = new_text
  218. else:
  219. self.step += 1
  220. elif self.step > 5:
  221. self.step = 0
  222. new_text = self.text[1:]
  223. new_text = new_text + self.text[:1]
  224. self.text = new_text
  225. else:
  226. self.step += 1
  227. def render(self, surface):
  228. if self.fit_horizontal:
  229. pass
  230. else:
  231. self.box = self.font.render(self.text, True, self.color)
  232. surface.blit(self.box, self.pos, area=self.rect)
  233. def set_text(self, text, change_size):
  234. if change_size:
  235. TextItem.__init__(self, self.font, text, self.pos, None)
  236. else:
  237. TextItem.__init__(self, self.font, text, self.pos, self.size)
  238. class TouchObject(BaseItem):
  239. def __init__(self, pos, size):
  240. BaseItem.__init__(self, pos, size)
  241. self.active = False
  242. self.selected = False
  243. def is_pos_inside(self, pos):
  244. return self.rect_in_pos.collidepoint(pos)
  245. def set_active(self, active):
  246. self.active = active
  247. def set_selected(self, selected):
  248. self.selected = selected
  249. class TouchAndTextItem(TouchObject, TextItem):
  250. def __init__(self, font, text, pos, size):
  251. TextItem.__init__(self, font, text, pos, size)
  252. TouchObject.__init__(self, pos, self.size)
  253. self.active_color = (0, 150, 255)
  254. self.selected_color = (150, 0, 255)
  255. self.active_box = self.font.render(text, True, self.active_color)
  256. self.selected_box = self.font.render(text, True, self.selected_color)
  257. def update(self):
  258. TextItem.update(self)
  259. def set_text(self, text, change_size):
  260. TextItem.set_text(self, text, change_size)
  261. self.active_box = self.font.render(text, True, self.active_color)
  262. self.selected_box = self.font.render(text, True, self.selected_color)
  263. def render(self, surface):
  264. if self.fit_horizontal:
  265. pass
  266. else:
  267. if self.active:
  268. self.active_box = self.font.render(self.text, True,
  269. self.active_color)
  270. else:
  271. self.box = self.font.render(self.text, True, self.color)
  272. if self.selected:
  273. surface.blit(self.selected_box, self.pos, area=self.rect)
  274. elif self.active:
  275. surface.blit(self.active_box, self.pos, area=self.rect)
  276. else:
  277. surface.blit(self.box, self.pos, area=self.rect)
  278. class Progressbar(TouchObject):
  279. def __init__(self, font, text, pos, size, max_value, value_text):
  280. BaseItem.__init__(self, pos, size)
  281. self.value = 0
  282. self.max = max_value
  283. self.back_color = (0, 0, 0, 128)
  284. self.main_color = (0, 150, 255)
  285. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  286. self.surface.fill(self.back_color)
  287. self.value_text = value_text
  288. if value_text:
  289. self.text = TextItem(font, str(self.max), pos, None)
  290. self.text.set_text(str(self.value), True)
  291. else:
  292. self.text = TextItem(font, text, pos, None)
  293. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  294. 2, self.text.pos[1])
  295. def update(self):
  296. pass
  297. def render(self, surface):
  298. surface.blit(self.surface, self.pos)
  299. self.text.render(surface)
  300. def set_value(self, value):
  301. if value != self.value:
  302. self.value = value
  303. if self.value_text:
  304. self.set_text(str(self.value))
  305. self.surface.fill(self.back_color)
  306. pos_pixel = value * self.size[0] / self.max
  307. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  308. self.surface.fill(self.main_color, rect)
  309. def get_pos_value(self, pos):
  310. x = pos[0] - self.pos[0]
  311. return x * self.max / self.size[0]
  312. def set_text(self, text):
  313. self.text.set_text(text, True)
  314. class ScrollBar(TouchObject):
  315. def __init__(self, pos, size, max_value, items_on_screen):
  316. BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1]))
  317. self.pos = pos
  318. self.size = size
  319. self.max = max_value
  320. self.items_on_screen = items_on_screen
  321. self.current_item = 0
  322. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  323. self.back_bar.fill((255, 255, 255, 128))
  324. self.bar_pos = 0
  325. if self.max < 1:
  326. self.bar_size = self.size[1]
  327. else:
  328. self.bar_size = math.ceil(
  329. float(self.items_on_screen) / float(self.max) * float(
  330. self.size[1]))
  331. self.bar = pygame.Surface((self.size[0], self.bar_size))
  332. self.bar.fill((255, 255, 255))
  333. def render(self, surface):
  334. surface.blit(self.back_bar, self.pos)
  335. surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_pos))
  336. def touch(self, pos):
  337. if pos[1] < self.pos[1] + self.bar_pos:
  338. return -1
  339. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  340. return 1
  341. else:
  342. return 0
  343. def set_item(self, current_item):
  344. self.current_item = current_item
  345. self.bar_pos = float(self.current_item) / float(self.max) * float(
  346. self.size[1])