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