pyFloatingBridge/UI.py

250 lines
8.5 KiB
Python

import pygame
import view
from signalslot import Signal
class GenericUI:
def __init__(self, x, y, width, height):
self.x = x
self.y = y
self.width = width
self.height = height
self.rect = pygame.rect.Rect(x, y, width, height)
self.visible = True
self.clear_colour = (0, 0, 0)
self.outline_colour = (255, 0, 0)
self.text_colour = (255, 255, 255)
self.background = pygame.Surface((self.width, self.height))
self.background.fill(self.clear_colour)
self.background.set_colorkey(self.clear_colour)
self.background = self.background.convert()
self.hold_function = None
self.release_function = None
def process_events(self, event):
if event.type == pygame.MOUSEBUTTONDOWN:
mouse_pos = pygame.mouse.get_pos()
if self.hold_function and self.rect.collidepoint(mouse_pos):
self.hold_function(mouse_pos)
if event.type == pygame.MOUSEBUTTONUP:
mouse_pos = pygame.mouse.get_pos()
if self.release_function and self.rect.collidepoint(mouse_pos):
mouse_pos = pygame.mouse.get_pos()
if event.button == 1:
print('mouse click')
self.release_function(mouse_pos)
def redraw(self):
self.background.fill(self.clear_colour)
def get_pos(self):
return self.x, self.y
class TextBox(GenericUI):
def __init__(self, x, y, width, height, text='Button', text_size=25):
super().__init__(x, y, width, height)
self.text = text
self.font = pygame.font.SysFont("None", text_size)
self.outline_thickness = 3
self.redraw()
def redraw(self):
super().redraw()
if self.visible:
outline = (0, 0, self.rect.w, self.rect.h)
pygame.draw.rect(self.background, self.outline_colour, outline, self.outline_thickness)
rendered_text = self.font.render(self.text, True, self.text_colour).convert_alpha()
rect_center = self.background.get_rect().center
text_rect = rendered_text.get_rect(center=rect_center)
self.background.blit(rendered_text, text_rect)
class Button(TextBox):
clicked = Signal()
def __init__(self, x, y, width, height, text='Button', text_size=25):
self.button_down = False
super().__init__(x, y, width, height, text=text, text_size=text_size)
self.hold_function = self.hold
self.release_function = self.release
self.redraw()
def redraw(self):
if self.button_down:
self.background.fill((255, 255, 255))
else:
super().redraw()
if self.visible:
outline = (0, 0, self.rect.w, self.rect.h)
pygame.draw.rect(self.background, self.outline_colour, outline, self.outline_thickness)
rendered_text = self.font.render(self.text, True, self.text_colour).convert_alpha()
rect_center = self.background.get_rect().center
text_rect = rendered_text.get_rect(center=rect_center)
self.background.blit(rendered_text, text_rect)
def hold(self, *args):
if not self.button_down:
self.button_down = True
self.redraw()
def release(self, *args):
if self.button_down:
self.button_down = False
self.redraw()
class ScrollList(GenericUI):
selected = Signal()
def __init__(self, x, y, width, height, texts, text_size=25):
super().__init__(x, y, width, height)
self.font = pygame.font.SysFont("None", text_size)
self.texts = texts
self.text_rects = []
self.y_offset = 0
self.selected = -1
self.outline_thickness = 3
self.selected_colour = (255, 0, 0)
current_y = self.outline_thickness
for text in texts:
rendered_text = self.font.render(text, True, self.text_colour).convert_alpha()
text_rect = rendered_text.get_rect()
text_rect.x = 0
text_rect.y = current_y
text_rect.width = self.width
self.text_rects.append(text_rect)
current_y += text_rect.height
self.max_offset = max(0, current_y-self.height-self.outline_thickness)
self.release_function = self.check_click_pos
self.redraw()
def redraw(self):
super().redraw()
if self.visible:
outline = (0, 0, self.rect.w, self.rect.h)
pygame.draw.rect(self.background, self.outline_colour, outline, self.outline_thickness)
i = 0
for text, text_rect in zip(self.texts, self.text_rects):
if i == self.selected:
pygame.draw.rect(self.background, self.selected_colour, text_rect)
rendered_text = self.font.render(text, True, self.text_colour).convert_alpha()
self.background.blit(rendered_text, text_rect)
i += 1
def process_events(self, event):
super().process_events(event)
if event.type == pygame.MOUSEBUTTONUP:
mouse_pos = pygame.mouse.get_pos()
if self.rect.collidepoint(mouse_pos):
if event.button == 4:
self.scroll_up()
if event.button == 5:
self.scroll_down()
def offset_text_rects(self, offset):
self.y_offset += offset
if -self.max_offset <= self.y_offset <= 0:
for text_rect in self.text_rects:
text_rect.y += offset
self.y_offset = max(-self.max_offset, self.y_offset)
self.y_offset = min(0, self.y_offset)
def scroll_down(self, offset=10):
"""
To scroll down, all elements should shift up
:param offset:
:return:
"""
self.offset_text_rects(-offset)
self.redraw()
def scroll_up(self, offset=10):
self.offset_text_rects(offset)
self.redraw()
def check_click_pos(self, *args):
pos = args[0]
relative_pos_x = pos[0] - self.x
relative_pos_y = pos[1] - self.y
mouse_pos = (relative_pos_x, relative_pos_y)
for i, rect in enumerate(self.text_rects):
if rect.collidepoint(mouse_pos):
self.selected = i
self.redraw()
return
class TestScreen(view.PygView):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
texts = [str(i) for i in range(20)]
self.scroll_menu = ScrollList(100, 100, 100, 200, texts=texts)
self.button = Button(300, 100, 50, 25, text_size=18)
self.textbox = TextBox(300, 250, 200, 100, text="Test")
self.elements = [self.scroll_menu, self.button, self.textbox]
self.double_clicking = False
self.left_mouse_down = False
self.double_click_event = pygame.USEREVENT + 1
def draw_function(self):
for element in self.elements:
self.screen.blit(element.background, element.get_pos())
self.screen.blit(element.background, element.get_pos())
def run(self):
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_ESCAPE:
running = False
for element in self.elements:
element.process_events(event)
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
print('mouse click')
if self.double_clicking:
pygame.time.set_timer(self.double_click_event, 0)
print('Double clicked')
self.double_clicking = False
else:
self.double_clicking = True
pygame.time.set_timer(self.double_click_event, 200)
if event.type == self.double_click_event:
pygame.time.set_timer(self.double_click_event, 0)
self.double_clicking = False
print('double click disabled')
self.draw_function()
pygame.display.flip()
self.screen.blit(self.background, (0, 0))
pygame.quit()
if __name__ == '__main__':
test_view = TestScreen(640, 400, clear_colour=(0, 0, 0))
test_view.run()