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. if self.text_objects[key] is not None:
  22. self.dirty_area.append(self.text_objects[key].rect_in_pos)
  23. self.text_objects[key] = add_object
  24. self.dirty_area.append(add_object.rect_in_pos)
  25. def get_object(self, key):
  26. return self.text_objects[key]
  27. def set_touch_object(self, key, add_object):
  28. self.touch_objects[key] = add_object
  29. def get_touch_object(self, key):
  30. return self.touch_objects[key]
  31. def render(self, surface):
  32. for key in self.text_objects:
  33. if self.text_objects[key].update():
  34. self.dirty_area.append(self.text_objects[key].rect_in_pos)
  35. self.text_objects[key].render(surface)
  36. for key in self.touch_objects:
  37. if self.touch_objects[key].update():
  38. self.dirty_area.append(self.touch_objects[key].rect_in_pos)
  39. self.touch_objects[key].render(surface)
  40. def get_dirty_area(self):
  41. dirty_area = self.dirty_area
  42. self.dirty_area = []
  43. return dirty_area
  44. def get_touch_objects_in_pos(self, pos):
  45. touched_objects = []
  46. for key in self.touch_objects:
  47. if self.touch_objects[key].is_pos_inside(pos):
  48. touched_objects.append(key)
  49. return touched_objects
  50. def clear_touch(self, not_remove):
  51. if not_remove is not None:
  52. new_touch = {}
  53. for key in not_remove:
  54. new_touch[key] = self.get_touch_object(key)
  55. self.touch_objects = new_touch
  56. else:
  57. self.touch_objects = {}
  58. def set_selected(self, key):
  59. if self.selected is not None:
  60. self.selected.set_selected(False)
  61. if key is not None:
  62. self.selected = self.touch_objects[key]
  63. self.selected.set_selected(True)
  64. self.selected_key = key
  65. else:
  66. self.selected = None
  67. self.selected_key = None
  68. def change_selected(self, direction, pos):
  69. if pos is None:
  70. pos = self.selected.pos
  71. if direction == InputManager.right:
  72. bests = self.find_nearest_objects(self.find_in_quadrant(False, True, pos), True, pos)
  73. best_key = self.find_best_object(bests, False, True, pos)
  74. elif direction == InputManager.left:
  75. bests = self.find_nearest_objects(self.find_in_quadrant(False, False, pos), True, pos)
  76. best_key = self.find_best_object(bests, False, False, pos)
  77. elif direction == InputManager.down:
  78. bests = self.find_nearest_objects(self.find_in_quadrant(True, True, pos), False, pos)
  79. best_key = self.find_best_object(bests, True, True, pos)
  80. elif direction == InputManager.up:
  81. bests = self.find_nearest_objects(self.find_in_quadrant(True, False, pos), False, pos)
  82. best_key = self.find_best_object(bests, True, False, pos)
  83. if best_key is None:
  84. return False
  85. else:
  86. self.set_selected(best_key)
  87. return True
  88. # Find touch objects on specified quadrant
  89. # The quadrant is the normal math one with x and y
  90. # x is positive on the bottom as pygame x
  91. # The quadrant origin (0,0) is the selected pos
  92. def find_in_quadrant(self, vertical, positive, pos):
  93. objects = {}
  94. if vertical:
  95. if positive:
  96. for key in self.touch_objects:
  97. current = self.touch_objects[key]
  98. if current.pos[1] > pos[1]:
  99. objects[key] = current
  100. else:
  101. for key in self.touch_objects:
  102. current = self.touch_objects[key]
  103. if current.pos[1] < pos[1]:
  104. objects[key] = current
  105. else:
  106. if positive:
  107. for key in self.touch_objects:
  108. current = self.touch_objects[key]
  109. if current.pos[0] > pos[0]:
  110. objects[key] = current
  111. else:
  112. for key in self.touch_objects:
  113. current = self.touch_objects[key]
  114. if current.pos[0] < pos[0]:
  115. objects[key] = current
  116. return objects
  117. # Find the objects that are nearest
  118. def find_nearest_objects(self, objects, vertical, pos):
  119. best_pos = None
  120. min_value = None
  121. best_objects = {}
  122. if vertical:
  123. for key in objects:
  124. if min_value is None:
  125. best_pos = objects[key].pos[1]
  126. min_value = abs(objects[key].pos[1] - pos[1])
  127. elif abs(objects[key].pos[1] - pos[1]) < min_value:
  128. min_value = abs(objects[key].pos[1] - pos[1])
  129. best_pos = objects[key].pos[1]
  130. for key in objects:
  131. if objects[key].pos[1] == best_pos:
  132. best_objects[key] = objects[key]
  133. return best_objects
  134. else:
  135. for key in objects:
  136. if min_value is None:
  137. best_pos = objects[key].pos[0]
  138. min_value = abs(objects[key].pos[0] - pos[0])
  139. elif abs(objects[key].pos[0] - pos[0]) < min_value:
  140. min_value = abs(objects[key].pos[0] - pos[0])
  141. best_pos = objects[key].pos[0]
  142. for key in objects:
  143. if objects[key].pos[0] == best_pos:
  144. best_objects[key] = objects[key]
  145. return best_objects
  146. def find_best_object(self, objects, vertical, positive, pos):
  147. best_key = None
  148. best_pos = None
  149. if vertical:
  150. if positive:
  151. for key in objects:
  152. if best_pos is None:
  153. best_pos = objects[key].pos[1]
  154. best_key = key
  155. elif objects[key].pos[1] >= pos[1] and objects[key].pos[1] < best_pos:
  156. best_pos = objects[key].pos[1]
  157. best_key = key
  158. else:
  159. for key in objects:
  160. if best_pos is None:
  161. best_pos = objects[key].pos[1]
  162. best_key = key
  163. elif objects[key].pos[1] <= pos[1] and objects[key].pos[1] > best_pos:
  164. best_pos = objects[key].pos[1]
  165. best_key = key
  166. else:
  167. if positive:
  168. for key in objects:
  169. if best_pos is None:
  170. best_pos = objects[key].pos[0]
  171. best_key = key
  172. elif objects[key].pos[0] >= pos[0] and objects[key].pos[0] < best_pos:
  173. best_pos = objects[key].pos[0]
  174. best_key = key
  175. else:
  176. for key in objects:
  177. if best_pos is None:
  178. best_pos = objects[key].pos[0]
  179. best_key = key
  180. elif objects[key].pos[0] <= pos[0] and objects[key].pos[0] > best_pos:
  181. best_pos = objects[key].pos[0]
  182. best_key = key
  183. return best_key
  184. class BaseItem():
  185. def __init__(self, pos, size):
  186. self.pos = pos
  187. self.size = size
  188. self.dirty = True
  189. self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
  190. self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1], self.size[0],
  191. self.size[1])
  192. def get_right_pos(self):
  193. return self.pos[0] + self.size[0]
  194. # Returns if must be redraw
  195. def update(self):
  196. if self.dirty:
  197. self.dirty = False
  198. return True
  199. else:
  200. return False
  201. class TextItem(BaseItem):
  202. def __init__(self, font, text, pos, size):
  203. self.font = font
  204. self.text = text
  205. self.color = (255, 255, 255)
  206. self.box = self.font.render(text, True, self.color)
  207. if size is not None:
  208. if size[1] == -1:
  209. height = self.font.size(text)[1]
  210. BaseItem.__init__(self, pos, (size[0], height))
  211. else:
  212. BaseItem.__init__(self, pos, size)
  213. else:
  214. BaseItem.__init__(self, pos, self.font.size(text))
  215. if size is not None:
  216. if self.pos[0] + self.box.get_rect().width > pos[0] + size[0]:
  217. self.fit_horizontal = False
  218. self.step = 0
  219. else:
  220. self.fit_horizontal = True
  221. if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
  222. self.fit_vertical = False
  223. else:
  224. self.fit_vertical = True
  225. else:
  226. self.fit_horizontal = True
  227. self.fit_vertical = True
  228. def update(self):
  229. if not self.fit_horizontal:
  230. if self.step > self.box.get_rect().width:
  231. self.step = -self.size[0]
  232. else:
  233. self.step = self.step + 4
  234. return True
  235. else:
  236. return BaseItem.update(self)
  237. def render(self, surface):
  238. if self.fit_horizontal:
  239. surface.blit(self.box, self.pos, area=self.rect)
  240. else:
  241. surface.blit(self.box, self.pos, area=pygame.Rect(self.step, 0, self.size[0], self.size[1]))
  242. def set_text(self, text, change_size):
  243. self.dirty = True
  244. if change_size:
  245. TextItem.__init__(self, self.font, text, self.pos, None)
  246. else:
  247. TextItem.__init__(self, self.font, text, self.pos, self.size)
  248. class TouchObject(BaseItem):
  249. def __init__(self, pos, size):
  250. BaseItem.__init__(self, pos, size)
  251. self.active = False
  252. self.selected = False
  253. def is_pos_inside(self, pos):
  254. return self.rect_in_pos.collidepoint(pos)
  255. def set_active(self, active):
  256. self.dirty = True
  257. self.active = active
  258. def set_selected(self, selected):
  259. self.dirty = True
  260. self.selected = selected
  261. class TouchAndTextItem(TouchObject, TextItem):
  262. def __init__(self, font, text, pos, size):
  263. TextItem.__init__(self, font, text, pos, size)
  264. TouchObject.__init__(self, pos, self.size)
  265. self.active_color = (0, 150, 255)
  266. self.selected_color = (150, 0, 255)
  267. self.active_box = self.font.render(text, True, self.active_color)
  268. self.selected_box = self.font.render(text, True, self.selected_color)
  269. def update(self):
  270. return TextItem.update(self)
  271. def set_text(self, text, change_size):
  272. self.dirty = True
  273. TextItem.set_text(self, text, change_size)
  274. self.active_box = self.font.render(text, True, self.active_color)
  275. self.selected_box = self.font.render(text, True, self.selected_color)
  276. def render(self, surface):
  277. if not self.fit_horizontal:
  278. self.rect = pygame.Rect(self.step, 0, self.size[0], self.size[1])
  279. if self.selected:
  280. surface.blit(self.selected_box, self.pos, area=self.rect)
  281. elif self.active:
  282. surface.blit(self.active_box, self.pos, area=self.rect)
  283. else:
  284. surface.blit(self.box, self.pos, area=self.rect)
  285. class Progressbar(TouchObject):
  286. def __init__(self, font, text, pos, size, max_value, value_text):
  287. BaseItem.__init__(self, pos, size)
  288. self.value = 0
  289. self.max = max_value
  290. self.back_color = (0, 0, 0, 128)
  291. self.main_color = (0, 150, 255)
  292. self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
  293. self.surface.fill(self.back_color)
  294. self.value_text = value_text
  295. if value_text:
  296. self.text = TextItem(font, str(max_value), pos, None)
  297. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  298. 2, self.text.pos[1])
  299. self.text.set_text(str(self.value), True)
  300. else:
  301. self.text = TextItem(font, text, pos, None)
  302. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  303. 2, self.text.pos[1])
  304. def render(self, surface):
  305. surface.blit(self.surface, self.pos)
  306. self.text.render(surface)
  307. def set_value(self, value):
  308. if value != self.value:
  309. self.dirty = True
  310. self.value = value
  311. if self.value_text:
  312. self.set_text(str(self.value))
  313. self.text.pos = (self.pos[0] + self.size[0] / 2 - self.text.size[0] /
  314. 2, self.text.pos[1])
  315. self.surface.fill(self.back_color)
  316. pos_pixel = value * self.size[0] / self.max
  317. rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
  318. self.surface.fill(self.main_color, rect)
  319. def get_pos_value(self, pos):
  320. x = pos[0] - self.pos[0]
  321. return x * self.max / self.size[0]
  322. def set_text(self, text):
  323. self.dirty = True
  324. self.text.set_text(text, True)
  325. class ScrollBar(TouchObject):
  326. def __init__(self, pos, size, max_value, items_on_screen):
  327. BaseItem.__init__(self, pos, (pos[0] + size[0], pos[1] + size[1]))
  328. self.pos = pos
  329. self.size = size
  330. self.max = max_value
  331. self.items_on_screen = items_on_screen
  332. self.current_item = 0
  333. self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
  334. self.back_bar.fill((255, 255, 255, 128))
  335. self.bar_pos = 0
  336. if self.max < 1:
  337. self.bar_size = self.size[1]
  338. else:
  339. self.bar_size = math.ceil(
  340. float(self.items_on_screen) / float(self.max) * float(
  341. self.size[1]))
  342. self.bar = pygame.Surface((self.size[0], self.bar_size))
  343. self.bar.fill((255, 255, 255))
  344. def render(self, surface):
  345. surface.blit(self.back_bar, self.pos)
  346. surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_pos))
  347. def touch(self, pos):
  348. if pos[1] < self.pos[1] + self.bar_pos:
  349. return -1
  350. elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
  351. return 1
  352. else:
  353. return 0
  354. def set_item(self, current_item):
  355. self.dirty = True
  356. self.current_item = current_item
  357. self.bar_pos = float(self.current_item) / float(self.max) * float(
  358. self.size[1])