wobbl_tools/pg.py

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#!/usr/bin/python3
import pygame
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from wobbl_tools import text
from typing import Union, Callable
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pygame.init()
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log = text.Log()
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buttonlist = False
buttons = []
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# colors
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black = (8, 8, 8)
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gray = (40, 40, 40)
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light_gray = (128, 128, 128)
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white = (250, 250, 250)
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default_font = pygame.font.Font(pygame.font.get_default_font(), 16)
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class Hover:
def __init__(self, function=None, ca=None, position: Union[tuple, Callable]=None, size: tuple=None):
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self.function = function
self.ca = ca
self.callable_position = None
if not position is None and not size is None:
self.x, self.y = position
self.w, self.h = size
elif callable(position):
self.x, self.y = position()
self.callable_position = position
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self.active = True
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def check(self, mouse_pos: tuple):
if self.active:
mx, my = mouse_pos
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if not self.ca is None:
if self.ca.collidepoint((mx, my)):
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if self.function is None:
return True
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else:
self.function()
return True
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else:
x = self.x
y = self.y
w = self.w
h = self.h
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if mx >= x and mx <= x + w and my >= y and my <= y + h:
if self.function is None:
return True
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else:
self.function()
return True
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return False
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class Button:
def __init__(self, function=None, ca=None, position: Union[tuple, Callable]=None, size: tuple=None, key: int=0): # ca = collide able, key: 0 = left 1 = mouse wheel pressed 2 = right
self.callable_position = None
if not position is None and not size is None:
self.x, self.y = position
self.width, self.height = size
elif callable(position):
self.x, self.y = position()
self.callable_position = position
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self.function = function
self.active = True
self.ca = ca
self.key = key
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self.hover = Hover(function, ca, position, size)
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if buttonlist:
buttons.append(self)
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def check(self, mouse_pos: tuple, pressed): # check if the button is pressed
if self.active:
if pressed[self.key]:
return self.hover.check(mouse_pos)
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return False
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class TextButton:
def __init__(self, text: str, position: Union[tuple, Callable], surface: pygame.Surface, function=None, key: int=0, text_color: tuple=white, bg_color: tuple=gray, font: pygame.font.Font=default_font, padding: tuple=(8, 8)):
self.text = text
self.text_color = text_color
self.font = font
self.text_object = self.generate_text(text)
self.size = (self.text_object.get_width() + padding[0] * 2, self.text_object.get_height() + padding[1] * 2)
self.surface = surface
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self.function = function
self.bg_color = bg_color
self.padding = padding
self.callable_position = None
if type(position) is tuple:
self.position = position
else:
self.position = position(size=self.size)
self.callable_position = position
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self.background = self.generate_background()
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self.button = Button(function, self.background, key=key)
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def generate_text(self, text):
self.text = text
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return self.font.render(text, True, self.text_color)
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def generate_background(self):
w, h = self.text_object.get_size()
w, h = w + self.padding[0] * 2, h + self.padding[1] * 2
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return pygame.Rect(self.position, (w, h))
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def update(self, new_text: str=None, new_pos: Union[tuple, Callable]=None, new_surface: pygame.Surface=None, new_func=None, new_key: int=None, new_text_color: tuple=None, new_bg_color: tuple=None, new_font: pygame.font.Font=None, new_padding: tuple=None):
if new_text is None:
new_text = self.text
if new_text_color is None:
new_text_color = self.text_color
if new_bg_color is None:
new_bg_color = self.bg_color
if new_font is None:
new_font = self.font
if new_padding is None:
new_padding = self.padding
self.text = new_text
self.text_color = new_text_color
self.bg_color = new_bg_color
self.font = new_font
self.padding = new_padding
self.text_object = self.generate_text(new_text)
self.size = (self.text_object.get_width() + self.padding[0] * 2, self.text_object.get_height() + self.padding[1] * 2)
new_callable_pos = None
if new_pos is None:
new_pos = self.position
new_callable_pos = self.callable_position
if not new_callable_pos is None:
new_pos = new_callable_pos(self.size)
elif type(new_pos) is tuple:
new_callable_pos = None
else:
new_pos = new_pos(self.size)
new_callable_pos = new_pos
if new_surface is None:
new_surface = self.surface
if new_func is None:
new_func = self.function
if new_key is None:
new_key = self.button.key
self.position = new_pos
self.callable_position = new_callable_pos
self.surface = new_surface
self.function = new_func
self.background = self.generate_background()
self.button = Button(new_func, self.background, key=new_key)
def blit(self, surface: pygame.Surface=None):
x, y = self.position
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if surface is None:
surface = self.surface
pygame.draw.rect(surface, self.bg_color, self.background)
surface.blit(self.text_object, (x + self.padding[0], y + self.padding[1]))
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def check(self, mouse_pos, pressed):
return self.button.check(mouse_pos, pressed)
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# class HoverTitle: # coming soon
# def __init__(self, position: tuple=None, size: tuple=None, page: str=None, popup: str = None, collideable=None, delay: int=20):
# self.x, self.y = position
# self.width, self.height = size
# self.page = page
# self.popup = popup
# self.collideable = collideable
# self.delay = delay
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class TextInput:
def __init__(
self,
position: Union[tuple, Callable],
surface: pygame.Surface,
width: int=None,
font: pygame.font.Font=default_font,
bg_color: tuple=(255, 255, 255),
text_color: tuple=black,
desc_text_color: tuple=light_gray,
desc_text: str="",
default_text: str="",
padding: tuple=(8, 8),
cursor_blink_interval: int=30,
border_radius: int=-1,
max_length: int=128
):
self.surface = surface
self.font = font
self.bg_color = bg_color
self.text_color = text_color
self.desc_text_color = desc_text_color
self.desc_text = desc_text
self.text = default_text
self.padding = padding
self.focused = True
self.cursor_blink_interval = cursor_blink_interval
self.ticks_til_blink = cursor_blink_interval
self.blink = False
self.border_radius = border_radius
self.max_length = max_length
self.cursor_position = len(default_text)
sx, sy = surface.get_size()
if width is None:
self.width = round(sx / 4)
else:
self.width = width
self.description_text_object = font.render(self.desc_text, True, self.desc_text_color)
self.text_object = font.render(self.text, True, self.text_color)
self.text_blink_object = font.render(self.text + "|", True, self.text_color)
self.height = self.text_object.get_height()
if type(position) is tuple:
self.position = position
else:
self.position = position(size=self.size)
self.callable_position = position
self.rect = self.generate_rect()
def generate_rect(self):
x, y = self.position
px, py = self.padding
x -= px
y -= py
return pygame.Rect((x, y), (self.width + px * 2, self.height + py * 2))
def blit(self):
pygame.draw.rect(self.surface, self.bg_color, self.rect, border_radius=self.border_radius)
if self.focused:
if self.blink:
self.surface.blit(self.text_blink_object, self.position)
else:
self.surface.blit(self.text_object, self.position)
def loop(self):
"""Call this function every tick to make the cursor blink."""
self.ticks_til_blink -= 1
if self.ticks_til_blink == -1:
self.ticks_til_blink = self.cursor_blink_interval
self.blink = not self.blink
def keypress(self, event: pygame.event, pressed_keys, special_keys):
"""
Call this function when a key is pressed to get user input like this:
for event in pygame.event.get():
if event.type == pygame.KEYDOWN:
TextInput.keypress(event, pygame.key.get_pressed(), pygame.key.get_mods())
"""
if self.max_length is None or len(self.text) <= self.max_length:
key_unicode = event.unicode
key = event.key
if key < 32 or key > 101106 or special_keys & pygame.KMOD_CTRL or special_keys & pygame.KMOD_RCTRL or key > 126 and key < 161:
if key == pygame.K_BACKSPACE:
if self.cursor_position > 0:
self.text = text.rsap(self.text, "", self.cursor_position - 1)
self.cursor_position -= 1
elif key == pygame.K_LEFT:
if self.cursor_position > 0:
self.cursor_position -= 1
elif key == pygame.K_RIGHT:
if self.cursor_position < len(self.text):
self.cursor_position += 1
else:
self.text = text.asap(self.text, key_unicode, self.cursor_position)
self.cursor_position += 1
self.regenerate_objects()
def regenerate_objects(self):
self.rect = self.generate_rect()
self.text_object = self.font.render(self.text, True, self.text_color)
self.text_blink_object = self.font.render(text.asap(self.text, "|", self.cursor_position), True, self.text_color)
t_width, t_height = self.text_blink_object.get_size()
if t_width > self.width:
self.text_blink_object = crop_surface(self.text_blink_object, (t_width - (t_width - (t_width - self.width)), 0), (t_width - (t_width - self.width), t_height))
self.text_object = crop_surface(self.text_object, (t_width - (t_width - (t_width - self.width)), 0), (t_width - (t_width - self.width), t_height))
def set_rot_point(img, pos):
w, h = img.get_size()
w, h = w * 2, h * 2
img2 = pygame.Surface((w, h), pygame.SRCALPHA)
img2.blit(img, (w / 2 - pos[0], h / 2 - pos[1]))
return img2, (w, h)
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def crop_surface(surface: pygame.Surface, position: tuple, size: tuple):
new_surface = pygame.Surface(size, flags=pygame.SRCALPHA)
x, y = position
x = -x
y = -y
new_surface.blit(surface, (x, y))
return new_surface
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def bt_from_ca(ca, function): # bt_from_ca = button from collide able
return Button(function, ca)
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def bt_from_cords(function, position: tuple, size: tuple):
return Button(function, position=position, size=size)
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def check_buttons(mouse_pos, pressed):
for button in buttons:
button.check(mouse_pos, pressed)