Made the folder structure match more the Python package standards.
This commit is contained in:
parent
4721e5e7fa
commit
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16 changed files with 2 additions and 0 deletions
1
wobbl_tools/__init__.py
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1
wobbl_tools/__init__.py
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#!/usr/bin/python3
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135
wobbl_tools/buntcheck.py
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135
wobbl_tools/buntcheck.py
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#!/usr/bin/python3
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seven_row = [] # put the row of 7 in a list.
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for number in range(15, 256, 6):
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seven_row.append(number)
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color_names = [
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"black",
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"orange",
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"dark_green",
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"dark_yellow",
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"dark_blue",
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"purple",
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"dark_turquoise",
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"light_gray",
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"gray",
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"red",
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"green",
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"yellow",
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"blue",
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"pink",
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"turquoise",
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"white"
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]
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color_ansi = {
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"reset": "\033[0m",
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"rs": "\033[0m",
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"bold": "\033[1m",
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"italic": "\033[3m",
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"underline": "\033[4m",
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"slow_blink": "\033[5m",
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"rapid_blink": "\033[6m"
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}
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for color in range(0, 16):
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color_ansi[color_names[color]] = f"\033[38;5;{color}m"
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reset = color_ansi["reset"]
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def get_text_colors(only_default: bool=False):
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color_codes = []
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for color in range(0, 16):
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color_codes.append(f"\033[38;5;{color}m")
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if only_default:
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return color_codes
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else:
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for color in range(16, 256):
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color_codes.append(f"\033[38;5;{color}m")
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return color_codes
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def get_background_colors(only_default: bool = False):
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color_codes = []
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for color in range(0, 16):
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color_codes.append(f"\033[48;5;{color}m")
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if only_default:
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return color_codes
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else:
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for color in range(16, 256):
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color_codes.append(f"\033[48;5;{color}m")
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return color_codes
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# Font effects
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def print_font_effects():
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print("Font effects")
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print("reset: \\033[0m")
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print(color_ansi["bold"] + "Bold: \\033[1m" + reset)
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print(color_ansi["italic"] + "Italic: \\033[3m" + reset)
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print(color_ansi["underline"] + "Underline: \\033[4m" + reset)
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print(color_ansi["slow_blink"] + "Slow blink: \\033[5m" + reset)
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print(color_ansi["rapid_blink"] + "Rapid blink: \\033[6m" + reset)
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# Text colors
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def print_text_colors():
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print("Text")
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print("Linux, BSD, div. Unixe, Apple & Windows ANSII 16 Colors:")
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color_codes = ""
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for color in range(0, 16):
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color_codes += f"\033[38;5;{color}m\\033[38;5;{color}m "
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color_codes += " " * (1 - (len(str(color)) - 1))
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if color == 7:
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color_codes += f"{reset}\n"
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print(color_codes, reset)
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print("\nLinux, BSD, div. Unixe XTERM 256 Colors:")
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color_codes = ""
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for color in range(16, 256):
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color_codes += f"\033[38;5;{color}m\\033[38;5;{color}m "
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color_codes += " " * (2 - (len(str(color)) - 1))
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if color in seven_row:
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color_codes += f"{reset}\n"
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print(color_codes, reset)
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# Background
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def print_background_colors():
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print("Background")
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print("Linux, BSD, div. Unixe, Apple & Windows ANSII 16 Colors:")
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color_codes = ""
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for color in range(0, 16):
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color_codes += f"\033[48;5;{color}m\\033[48;5;{color}m "
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color_codes += " " * (1 - (len(str(color)) - 1))
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if color == 7:
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color_codes += f"{reset}\n"
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print(color_codes, reset)
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print("\nLinux, BSD, div. Unixe XTERM 256 Colors:")
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color_codes = ""
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for color in range(16, 256):
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color_codes += f"\033[48;5;{color}m\\033[48;5;{color}m "
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color_codes += " " * (2 - (len(str(color)) - 1))
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if color in seven_row:
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color_codes += f"{reset}\n"
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print(color_codes, reset)
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if __name__ == "__main__":
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print()
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print_font_effects()
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print()
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print_text_colors()
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print_background_colors()
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153
wobbl_tools/data_file.py
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153
wobbl_tools/data_file.py
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#!/usr/bin/python3
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"""
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Using this module, you can store data in files easily.
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"""
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import os
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import json
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from deprecated import deprecated
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@deprecated(reason="This function is not safe to use!!!")
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class DictFile:
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"""
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This class is not safe to use!
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Any code in the file will be executed!
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"""
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def __init__(self, path: str=None):
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self.path = path
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if path is None: # create empty settings dict if path is none else load settings from file
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self.settings = {}
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else:
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self.load_from_file(path)
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def load_from_file(self, path):
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file = open(path, "r")
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self.settings = eval(file.read())
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file.close()
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def save(self, path: str=None):
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if path is None:
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path = self.path
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file = open(path, "w")
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file.write(str(self))
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file.close()
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def __str__(self): # make the dict not be just one line
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new_settings_str = "{\n"
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for key in self.settings:
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new_settings_str += "\t" + repr(key) + ": " + repr(self.settings[key]) + ",\n"
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new_settings_str = new_settings_str[:-2] + "\n}"
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return new_settings_str
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def __repr__(self):
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return repr(self.settings)
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def __getitem__(self, key):
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return self.settings[key]
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def __setitem__(self, key, value):
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self.settings[key] = value
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def __delitem__(self, key):
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self.settings.pop(key)
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def __iter__(self):
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return self.settings
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def __len__(self):
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return len(self.settings)
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class DataclassJSONFile:
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"""
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Store a dataclass in a JSON file.
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"""
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def __init__(self, file_path, dataclass, class_instance=None):
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self.file_path = file_path
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self.dataclass = dataclass
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self.class_instance = class_instance
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if class_instance is None: # load the class instance from the file if it is None
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self.load_from_file(file_path)
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def load_from_file(self, file_path):
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file = open(file_path, "r")
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class_dict = json.load(file)
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file.close()
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self.class_instance = self.dataclass(**class_dict)
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def save_to_file(self):
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class_dict = self.class_instance.__dict__
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file = open(self.file_path, "w")
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json.dump(class_dict, file)
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file.close()
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def __repr__(self):
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return repr(self.class_instance)
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def __getitem__(self, key):
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return getattr(self.class_instance, key)
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def __setitem__(self, key, value):
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setattr(self.class_instance, key, value)
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def __delitem__(self, key):
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delattr(self.class_instance, key)
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def __iter__(self):
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return self.class_instance.__iter__()
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def __len__(self):
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return len(self.class_instance.__dict__)
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# these 2 functions do the exact same thing as the functions in the class above
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def load_dataclass_json(dataclass, file_path: str, builtin_save: bool=True):
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"""
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Loads a dataclass instance from a json file.
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:param dataclass: The dataclass from which the instance will be created.
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:param str file_path: The path to the json file from which the data gets loaded.
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:param bool builtin_save: If True, you can simply call instance.save(file_path) to store the data.
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:return: An instance of the dataclass containing the data from the json file.
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"""
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if os.path.exists(file_path):
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file = open(file_path, "r")
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class_dict = json.load(file)
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file.close()
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else:
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class_dict = {}
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instance = dataclass(**class_dict)
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if builtin_save:
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dataclass.save = save_dataclass_json
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return instance
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def save_dataclass_json(class_instance, file_path: str):
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"""
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Saves a dataclass instance to a json file.
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:param class_instance: The instance of the dataclass to be saved.
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:param str file_path: The path to the file in which the data gets written.
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"""
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class_dict = class_instance.__dict__
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class_dict = dict(filter(lambda pair: not callable(pair[1]), class_dict.items())) # filter out functions
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file = open(file_path, "w")
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json.dump(class_dict, file)
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file.close()
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108
wobbl_tools/examples/examples.py
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wobbl_tools/examples/examples.py
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#!/usr/bin/python3
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import pygame
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from pygame._sdl2 import Window
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from dataclasses import dataclass
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import gui
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@dataclass
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class Settings:
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fps: int = 60
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window_size: tuple = (1000, 600)
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class Examples:
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def __init__(self):
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pygame.init()
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self.screen = pygame.display.set_mode((1000, 600), pygame.RESIZABLE)
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pygame.display.set_caption("Game")
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self.window = Window.from_display_module()
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self.loading_surface = self.generate_loading_surface()
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self.screen.blit(self.loading_surface, (0, 0))
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pygame.display.update()
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self.settings = Settings()
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self.fps = self.settings.fps
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# colors
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self.gray = (20, 20, 20)
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# pygame objects
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self.clock = pygame.time.Clock()
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self.mouse = pygame.mouse
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self.big_font = pygame.font.Font(pygame.font.get_default_font(), 32)
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# loading finished
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self.window.size = self.settings.window_size
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self.gui = gui.GUI(self)
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self.running = True
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def generate_loading_surface(self):
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default_font = pygame.font.SysFont("ubuntu", 32, True)
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loading_text = default_font.render("Loading...", True, (240, 240, 240))
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w, h = self.screen.get_size()
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loading_surface = pygame.Surface((w, h), flags=pygame.SRCALPHA)
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loading_surface.fill((40, 40, 40))
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loading_surface.blit(loading_text,
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(w // 2 - loading_text.get_width() // 2, h // 2 - loading_text.get_height() // 2))
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return loading_surface
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def loop(self):
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self.screen.fill(self.gray)
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self.get_events()
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if not self.running:
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return
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self.gui.draw()
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if self.loading_surface.get_alpha() > 0:
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self.screen.blit(self.loading_surface, (0, 0))
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self.loading_surface.set_alpha(self.loading_surface.get_alpha() - 4)
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pygame.display.update()
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self.clock.tick(self.fps)
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def get_events(self):
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for event in pygame.event.get():
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if event.type == pygame.QUIT:
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self.exit()
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return
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elif event.type == pygame.VIDEORESIZE:
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self.window_update(event.size)
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elif event.type == pygame.MOUSEBUTTONDOWN:
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pos = self.mouse.get_pos()
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pressed = self.mouse.get_pressed()
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if self.gui.current_page in self.gui.buttons:
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for button in self.gui.buttons[self.gui.current_page]:
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button.check(pos, pressed)
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def exit(self):
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self.running = False
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print("Bye!")
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def window_update(self, size):
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self.settings.window_size = size
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self.gui.update()
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if __name__ == "__main__":
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examples = Examples()
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while examples.running:
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examples.loop()
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140
wobbl_tools/examples/gui.py
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140
wobbl_tools/examples/gui.py
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#!/usr/bin/python3
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import pygame
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from wobbl_tools.pygame_tools.utils import *
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from wobbl_tools.pygame_tools.widgets import TextButton, Button, MultilineText
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class GUI:
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def __init__(self, app):
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self.app = app
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self.buttons = {}
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self.example_menu = ExampleMenu(self)
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self.multiline_text_example = MultilineTextExample(self)
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self.current_page = "example_menu"
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self.pages = self.get_list_of_pages()
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def draw(self):
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page = getattr(self, self.current_page)
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page.draw()
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def update(self):
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for page_name in self.pages:
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page = getattr(self, page_name)
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page.update()
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def get_list_of_pages(self):
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pages = []
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for name, page in self.__dict__.items():
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if issubclass(type(page), Page):
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pages.append(name)
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return pages
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def reload(self):
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for page_name in self.pages:
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page = getattr(self, page_name)
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page.load()
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class Page:
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def __init__(self, gui):
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self.gui = gui
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self.app = gui.app
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self.surface = pygame.Surface(self.app.screen.get_size(), flags=pygame.SRCALPHA)
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self.load()
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self.update()
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def draw(self):
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self.app.screen.blit(self.surface, (0, 0))
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def update(self):
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pass
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def load(self):
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pass
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class ExampleMenu(Page):
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def load(self):
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button_texts = ["Multiline Text"]
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buttons = []
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for button_text in button_texts:
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name_lower = button_text.lower().replace(" ", "_")
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setattr(self, name_lower + "_button", len(buttons))
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buttons.append(TextButton(button_text, (0, 0), change_page, (self, name_lower + "_example")))
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start_pos = (10, 10)
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spacing = 10
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x, y = start_pos
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i = 0
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for button in buttons:
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if x + button.image.get_width() > self.app.screen.get_width():
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x = start_pos[0]
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y += button.surface.get_height() + spacing
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button.position = (x, y)
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else:
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button.position = (x, y)
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w, h = button.size
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button.rect = pygame.Rect((x, y), (w, h))
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button.button = Button(button.rect, button.function, button.args, key=button.key)
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buttons[i] = button
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x += button.image.get_width() + spacing
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i += 1
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self.gui.buttons["example_menu"] = buttons
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def update(self):
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self.surface.fill((20, 20, 20))
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for button in self.gui.buttons["example_menu"]:
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button.draw(self.surface)
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class MultilineTextExample(Page):
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def load(self):
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self.heading = self.app.big_font.render("Multiline Text", True, white)
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self.text = MultilineText(
|
||||
"If you want to create multiple lines of text in pygame, " +
|
||||
"you have to create multiple text objects and blit them one another.\n" +
|
||||
'The class "MultilineText()" does this automatically. ' +
|
||||
'You can make new lines by adding "\\n" to the string. ' +
|
||||
"It can also automatically create newlines if the line is longer than a given length.\n" +
|
||||
"You can resize this window and the text will automatically fit on the window.",
|
||||
max_width=self.app.screen.get_width()
|
||||
)
|
||||
|
||||
def update(self):
|
||||
self.surface = pygame.transform.scale(self.surface, self.app.screen.get_size())
|
||||
self.surface.fill((20, 20, 20))
|
||||
|
||||
self.load()
|
||||
|
||||
self.surface.blit(self.heading, (self.app.screen.get_width() / 2 - self.heading.get_width() / 2, 10))
|
||||
self.surface.blit(self.text.surface, (10, 50))
|
||||
|
||||
|
||||
def change_page(self, page):
|
||||
self.gui.current_page = page
|
93
wobbl_tools/infinite_matrix.py
Normal file
93
wobbl_tools/infinite_matrix.py
Normal file
|
@ -0,0 +1,93 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from scipy.sparse import csc_array, csr_array
|
||||
|
||||
|
||||
# --- How it works: (3D Matrix)---
|
||||
# Matrices can only expand in all positive directions.
|
||||
# That means, the zero point of the matrix stays at the same position while the matrix expands,
|
||||
# but the opposite corner (where no xyz direction is zero) moves away from the zero point while it expands.
|
||||
# If you draw a line through the zero point of the matrix and the opposite completely positive corner,
|
||||
# you get the direction in that the matrix will expand. (this direction will change if you change the aspect ratio of -
|
||||
# the matrix)
|
||||
# But we need a matrix that can expand in the negative directions too.
|
||||
# To create such a matrix, we use another matrix that we flip completely and put behind the zero point of a first -
|
||||
# matrix, on the same expanding direction of the first matrix.
|
||||
# Because the second matrix is flipped, our expanding direction can now go in the opposite direction,
|
||||
# but because you cant create another cube from two cubes, we don't have a complete matrix.
|
||||
# So we add six more matrices to make our infinite matrix expandable in the yz, x, y, xz, xy, z directions.
|
||||
|
||||
|
||||
class Infinite3DMatrixCSC:
|
||||
def __init__(self, size: tuple=(32, 32, 32), size_negative: tuple=(32, 32, 32)):
|
||||
self.size = size
|
||||
self.size_negative = size_negative
|
||||
self.chunk_size = (
|
||||
(size[0] + size_negative[0]) / 2,
|
||||
(size[1] + size_negative[1]) / 2,
|
||||
(size[2] + size_negative[2]) / 2
|
||||
) # get average
|
||||
|
||||
px = size[0]
|
||||
py = size[1]
|
||||
pz = size[2]
|
||||
nx = size_negative[0]
|
||||
ny = size_negative[1]
|
||||
nz = size_negative[2]
|
||||
|
||||
# if (
|
||||
# not float(self.size[0]).is_integer() and
|
||||
# not float(self.chunk_size[1]).is_integer() and
|
||||
# not float(self.chunk_size[2]).is_integer()
|
||||
# ): # if the size is possible
|
||||
# raise ValueError("Cant calculate equal chunk size.")
|
||||
|
||||
self.xyz_matrix = csc_array(size) # create the 8 matrices
|
||||
self.negative_matrix = csc_array(size_negative)
|
||||
self.yz_matrix = csc_array((nx, py, pz))
|
||||
self.x_matrix = csc_array((px, ny, nz))
|
||||
self.y_matrix = csc_array((nx, py, nz))
|
||||
self.xz_matrix = csc_array((px, ny, pz))
|
||||
self.xy_matrix = csc_array((px, py, nz))
|
||||
self.z_matrix = csc_array((nx, ny, pz)) # Nix, Nie, Pizza!
|
||||
|
||||
def __getitem__(self, item):
|
||||
self.get_item(item)
|
||||
|
||||
def resize_matrices(self):
|
||||
px = self.size[0]
|
||||
py = self.size[1]
|
||||
pz = self.size[2]
|
||||
nx = self.size_negative[0]
|
||||
ny = self.size_negative[1]
|
||||
nz = self.size_negative[2]
|
||||
|
||||
self.xyz_matrix.resize(self.size)
|
||||
|
||||
|
||||
def resize(self, new_size: tuple, new_size_negative: tuple):
|
||||
if not new_size is None:
|
||||
self.size = new_size
|
||||
|
||||
if not new_size_negative is None:
|
||||
self.size_negative = new_size_negative
|
||||
|
||||
def expand(self, add_positive: tuple, add_negative: tuple):
|
||||
if not add_positive is None:
|
||||
self.size = coord_add(self.size, add_positive)
|
||||
|
||||
if not add_negative is None:
|
||||
self.size_negative = coord_add(self.size_negative, add_negative)
|
||||
|
||||
def get_item(self, position: tuple):
|
||||
x, y = position
|
||||
|
||||
|
||||
def coord_add(coord1: tuple, coord2: tuple):
|
||||
return coord1[0] + coord2[0], coord1[1] + coord2[1], coord1[2] + coord2[2]
|
||||
|
||||
def coord_sub(coord1: tuple, coord2: tuple):
|
||||
return coord1[0] - coord2[0], coord1[1] - coord2[1], coord1[2] - coord2[2]
|
||||
|
||||
|
||||
Infinite3DMatrixCSC((5, 5))
|
89
wobbl_tools/math/spvo.py
Normal file
89
wobbl_tools/math/spvo.py
Normal file
|
@ -0,0 +1,89 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
"""
|
||||
SPVO = Sparse Voxel Octree
|
||||
|
||||
A Sparse Voxel Octree is a way of storing multidimensional data. (In this case it is 3D Data.)
|
||||
It works similarly to a Sparse Voxel Matrix, but it is a bit compressed.
|
||||
In a Sparse Voxel Octree, you have a root-node. The root node gets split up into 8 child nodes,
|
||||
which can be all split up into 8 more child nodes which can be split up too and so on.
|
||||
Thanks to this "compression", there are no zero values on places where there is just air unlike as in a normal matrix.
|
||||
"""
|
||||
|
||||
|
||||
class Node:
|
||||
def __init__(self, data=None):
|
||||
self.children = [None] * 8
|
||||
self.leaf = True
|
||||
|
||||
self.data = data
|
||||
|
||||
|
||||
class SparseVoxelOctree:
|
||||
def __init__(self):
|
||||
self.root_node = Node()
|
||||
self.origin = (0, 0, 0)
|
||||
|
||||
def _get_child_index(self, x, y, z, size):
|
||||
"""
|
||||
Get the index of a child.
|
||||
Index: The position of the node in the node parent's children list.
|
||||
"""
|
||||
|
||||
index = 0
|
||||
|
||||
if x >= size // 2: # x pos
|
||||
# there are only 2 possible x coordinate values in a 2x2 cube, so we use the 1st bit in index for x
|
||||
# xyz: the coordinates of the parent node
|
||||
index |= 1 # set 1st bit to 1
|
||||
x -= size // 2 # get parent x
|
||||
|
||||
# and the same for y and z
|
||||
|
||||
if y >= size // 2: # y pos
|
||||
index |= 2
|
||||
y -= size // 2
|
||||
|
||||
if z >= size // 2: # z pos
|
||||
index |= 4
|
||||
z -= size // 2
|
||||
|
||||
return index, x, y, z
|
||||
|
||||
def _extend_tree(self, x, y, z):
|
||||
new_root = Node()
|
||||
new_root.leaf = False
|
||||
|
||||
index, nx, ny, nz = self._get_child_index(x, y, z, 2)
|
||||
new_root.children[index] = self.root_node
|
||||
self.root_node = new_root
|
||||
|
||||
self.origin = (
|
||||
self.origin[0] - (x >= 0) * 2 + 1,
|
||||
self.origin[1] - (y >= 0) * 2 + 1,
|
||||
self.origin[2] - (z >= 0) * 2 + 1
|
||||
)
|
||||
|
||||
def _insert(self, node, x, y, z, size):
|
||||
while not size == 1:
|
||||
index, x, y, z = self._get_child_index(x, y, z, size)
|
||||
|
||||
if node.children[index] is None:
|
||||
node.children[index] = Node()
|
||||
|
||||
size //= 2
|
||||
|
||||
node.leaf = True
|
||||
|
||||
def insert(self, x, y, z):
|
||||
# move origin if necessary
|
||||
while not (0 <= x < 2 ** 30 and 0 <= y < 2 ** 30 and 0 <= z < 2 ** 30):
|
||||
self._extend_tree(x, y, z)
|
||||
|
||||
x, y, z = (
|
||||
x - self.origin[0],
|
||||
y - self.origin[1],
|
||||
z - self.origin[2]
|
||||
)
|
||||
|
||||
self._insert(self.root_node, x, y, z, 2 ** 30)
|
2
wobbl_tools/pygame_tools/__init__.py
Normal file
2
wobbl_tools/pygame_tools/__init__.py
Normal file
|
@ -0,0 +1,2 @@
|
|||
#!/usr/bin/python3
|
||||
|
50
wobbl_tools/pygame_tools/utils.py
Normal file
50
wobbl_tools/pygame_tools/utils.py
Normal file
|
@ -0,0 +1,50 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
import pygame
|
||||
from wobbl_tools import text
|
||||
from typing import Union, Callable
|
||||
|
||||
|
||||
pygame.init()
|
||||
|
||||
log = text.Log()
|
||||
|
||||
buttonlist = False
|
||||
buttons = []
|
||||
|
||||
# colors
|
||||
black = (8, 8, 8)
|
||||
gray = (40, 40, 40)
|
||||
light_gray = (128, 128, 128)
|
||||
white = (250, 250, 250)
|
||||
|
||||
default_font = pygame.font.Font(pygame.font.get_default_font(), 16)
|
||||
|
||||
|
||||
def set_rot_point(img, pos):
|
||||
"""
|
||||
Blits the image on an empty surface to change the center of rotation.
|
||||
"""
|
||||
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)
|
||||
|
||||
|
||||
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
|
||||
|
||||
|
||||
def check_buttons(mouse_pos, pressed):
|
||||
for button in buttons:
|
||||
button.check(mouse_pos, pressed)
|
7
wobbl_tools/pygame_tools/widgets/__init__.py
Normal file
7
wobbl_tools/pygame_tools/widgets/__init__.py
Normal file
|
@ -0,0 +1,7 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from wobbl_tools.pygame_tools.widgets.hover import Hover
|
||||
from wobbl_tools.pygame_tools.widgets.button import Button
|
||||
from wobbl_tools.pygame_tools.widgets.text_button import TextButton
|
||||
from wobbl_tools.pygame_tools.widgets.text_input import TextInput
|
||||
from wobbl_tools.pygame_tools.widgets.multiline_text import MultilineText
|
29
wobbl_tools/pygame_tools/widgets/button.py
Normal file
29
wobbl_tools/pygame_tools/widgets/button.py
Normal file
|
@ -0,0 +1,29 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from wobbl_tools.pygame_tools.utils import *
|
||||
from wobbl_tools.pygame_tools.widgets import Hover
|
||||
|
||||
|
||||
class Button:
|
||||
"""
|
||||
Creates a button from a pygame.Rect.
|
||||
"""
|
||||
def __init__(self, rect: pygame.Rect, function=None, args: tuple=None, key: int=0): # key: 0 = left 1 = mouse wheel pressed 2 = right
|
||||
self.rect = rect
|
||||
self.function = function
|
||||
self.args = args
|
||||
self.key = key
|
||||
|
||||
self.active = True
|
||||
|
||||
self.hover = Hover(rect, function, args)
|
||||
|
||||
if buttonlist:
|
||||
buttons.append(self)
|
||||
|
||||
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)
|
||||
|
||||
return False
|
37
wobbl_tools/pygame_tools/widgets/hover.py
Normal file
37
wobbl_tools/pygame_tools/widgets/hover.py
Normal file
|
@ -0,0 +1,37 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from wobbl_tools.pygame_tools.utils import *
|
||||
|
||||
|
||||
class Hover:
|
||||
"""
|
||||
Used to execute a function when the mouse hovers over a rectangle.
|
||||
"""
|
||||
def __init__(self, rect: pygame.Rect, function=None, args: tuple=None):
|
||||
"""
|
||||
:param rect: A pygame.Rect, if the mouse hovers over this rectangle, the function gets executed.
|
||||
:param function: The function that gets executed when the mouse hovers over the rect.
|
||||
:param tuple args: A tuple that contains the arguments that will get passed to the function.
|
||||
"""
|
||||
|
||||
self.rect = rect
|
||||
self.function = function
|
||||
self.args = args
|
||||
|
||||
self.active = True
|
||||
|
||||
def check(self, mouse_pos: tuple):
|
||||
if self.active:
|
||||
mx, my = mouse_pos
|
||||
|
||||
if self.rect.collidepoint((mx, my)):
|
||||
if not self.function is None:
|
||||
if self.args is None:
|
||||
self.function()
|
||||
|
||||
else:
|
||||
self.function(*self.args)
|
||||
|
||||
return True
|
||||
|
||||
return False
|
105
wobbl_tools/pygame_tools/widgets/multiline_text.py
Normal file
105
wobbl_tools/pygame_tools/widgets/multiline_text.py
Normal file
|
@ -0,0 +1,105 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from wobbl_tools.pygame_tools.utils import *
|
||||
|
||||
|
||||
class MultilineText:
|
||||
"""
|
||||
Creates a surface with text on it.
|
||||
You can use "\\n" to create a newline.
|
||||
When the max_width parameter is set, newlines generate automatically.
|
||||
If you know the width of the widest character in your font, you can set the char_width parameter,
|
||||
it will make the text creation a bit faster.
|
||||
Use "surface.blit(multiline_text.surface, pos)" to draw it on a surface.
|
||||
"""
|
||||
def __init__(self, text: str, font: pygame.font.Font=default_font, color: tuple=white, max_width: int=None):
|
||||
self.text = text
|
||||
self.font = font
|
||||
self.color = color
|
||||
self.max_width = max_width
|
||||
|
||||
self.surface = self.generate_surface()
|
||||
|
||||
def generate_surface(self):
|
||||
lines = []
|
||||
line = ""
|
||||
|
||||
length = 1
|
||||
|
||||
if self.max_width is None:
|
||||
for char in self.text:
|
||||
if char == "\n":
|
||||
lines.append(line)
|
||||
length = 1
|
||||
line = ""
|
||||
|
||||
else:
|
||||
line += char
|
||||
|
||||
length += 1
|
||||
|
||||
else:
|
||||
for char in self.text:
|
||||
if char == "\n":
|
||||
lines.append(line)
|
||||
|
||||
length = 1
|
||||
line = ""
|
||||
|
||||
elif self.font.size(line)[0] >= self.max_width - 8:
|
||||
if " " in line:
|
||||
# remove last word
|
||||
|
||||
words = line.split(" ")
|
||||
|
||||
last_word = words[len(words) - 1]
|
||||
words.pop(len(words) - 1)
|
||||
|
||||
line = ""
|
||||
|
||||
for word in words: # convert the list back to a string
|
||||
line += word + " "
|
||||
|
||||
line = line[:len(line) - 1] # remove last space character
|
||||
|
||||
lines.append(line)
|
||||
|
||||
line = last_word + char
|
||||
|
||||
else:
|
||||
lines.append(line)
|
||||
|
||||
length = 1
|
||||
line = char
|
||||
|
||||
else:
|
||||
line += char
|
||||
|
||||
length += 1
|
||||
|
||||
lines.append(line)
|
||||
|
||||
texts = []
|
||||
|
||||
for line in lines:
|
||||
texts.append(self.font.render(line, True, self.color))
|
||||
|
||||
if self.max_width is None:
|
||||
w = max(texts, key=lambda t: t.get_width()).get_width()
|
||||
|
||||
else:
|
||||
w = self.max_width
|
||||
|
||||
h = texts[0].get_height()
|
||||
sh = h * len(lines)
|
||||
|
||||
surface = pygame.Surface((w, sh), flags=pygame.SRCALPHA)
|
||||
|
||||
x, y = 0, 0
|
||||
|
||||
for text in texts:
|
||||
surface.blit(text, (x, y))
|
||||
|
||||
y += h
|
||||
|
||||
return surface
|
64
wobbl_tools/pygame_tools/widgets/text_button.py
Normal file
64
wobbl_tools/pygame_tools/widgets/text_button.py
Normal file
|
@ -0,0 +1,64 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from wobbl_tools.pygame_tools.utils import *
|
||||
from wobbl_tools.pygame_tools.widgets import Button
|
||||
|
||||
|
||||
class TextButton(pygame.sprite.Sprite):
|
||||
"""
|
||||
Creates a button from just some string and a position.
|
||||
"""
|
||||
def __init__(
|
||||
self,
|
||||
text: str,
|
||||
position: tuple,
|
||||
function=None,
|
||||
args: tuple=None,
|
||||
key: int=0,
|
||||
text_color: tuple=white,
|
||||
bg_color: tuple=gray,
|
||||
font: pygame.font.Font=default_font,
|
||||
padding: tuple=(8, 8),
|
||||
border_radius: int=0,
|
||||
line_thickness: int = 0
|
||||
):
|
||||
pygame.sprite.Sprite.__init__(self)
|
||||
|
||||
self.text = text
|
||||
self.position = position
|
||||
self.text_color = text_color
|
||||
self.font = font
|
||||
self.function = function
|
||||
self.args = args
|
||||
self.key = key
|
||||
self.bg_color = bg_color
|
||||
self.padding = padding
|
||||
self.border_radius = border_radius
|
||||
self.line_thickness = line_thickness
|
||||
|
||||
self.image, self.size = self.generate_surface()
|
||||
self.rect = self.make_rect()
|
||||
|
||||
self.button = Button(self.rect, self.function, args, self.key)
|
||||
|
||||
def generate_surface(self):
|
||||
text_object = self.font.render(self.text, True, self.text_color)
|
||||
|
||||
w, h = text_object.get_size()
|
||||
w, h = w + self.padding[0] * 2, h + self.padding[1] * 2
|
||||
|
||||
surface = pygame.Surface((w, h), pygame.SRCALPHA)
|
||||
|
||||
pygame.draw.rect(surface, self.bg_color, pygame.Rect((0, 0), (w, h)), self.line_thickness, self.border_radius)
|
||||
surface.blit(text_object, (self.padding[0], self.padding[1]))
|
||||
|
||||
return surface, (w, h)
|
||||
|
||||
def make_rect(self):
|
||||
return pygame.Rect(self.position, self.size)
|
||||
|
||||
def draw(self, surface: pygame.Surface):
|
||||
surface.blit(self.image, self.position)
|
||||
|
||||
def check(self, mouse_pos, pressed):
|
||||
return self.button.check(mouse_pos, pressed)
|
140
wobbl_tools/pygame_tools/widgets/text_input.py
Normal file
140
wobbl_tools/pygame_tools/widgets/text_input.py
Normal file
|
@ -0,0 +1,140 @@
|
|||
#!/usr/bin/python3
|
||||
|
||||
from wobbl_tools.pygame_tools.utils import *
|
||||
|
||||
|
||||
class TextInput:
|
||||
"""
|
||||
Creates an input object at a given position.
|
||||
"""
|
||||
|
||||
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))
|
Loading…
Add table
Add a link
Reference in a new issue