wobbl_tools/pg.py

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#!/usr/bin/python3
import pygame
from 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
gray = (40, 40, 40)
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 position is Callable:
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 position is Callable:
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: int=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 * 2, self.text_object.get_height() + padding * 2)
self.surface = surface
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self.function = function
self.bg_color = bg_color
self.padding = padding
self.callable_position = None
if 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 * 2, h + self.padding * 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: int=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 * 2, self.text_object.get_height() + self.padding * 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 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.button = Button(new_func, new_bg_color, key=new_key)
self.background = self.generate_background()
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)
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surface.blit(self.text_object, (x + self.padding, y + self.padding))
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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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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)