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