#!/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) 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): 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 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 class TextButton: """ 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): 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.surface, 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.surface, self.position) def check(self, mouse_pos, pressed): return self.button.check(mouse_pos, pressed) # 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 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)) class MultilineTextOld: """ Early version of multiline text. Creates a surface with text on it. You can use a "\\n" to create a newline. When the max_width parameter is set, newlines generate automatically. When you know the width of the widest character in your font, yau 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_chars: int=None, max_width: int=None, char_width: int=None): self.text = text self.font = font self.color = color self.max_chars = max_chars if char_width is None: char_width = font.render(text, True, white).get_width() // len(text) # get the width of a character by the font if max_chars is None and not max_width is None: self.max_width = max_width // char_width - 10 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" or len(line) + 1 > self.max_width: lines.append(line) length = 1 line = "" if not char == "\n": line = char else: line += char length += 1 lines.append(line) texts = [] for line in lines: texts.append(self.font.render(line, True, self.color)) w = max(texts, key=lambda t: t.get_width()).get_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 class MultilineText: """ Creates a surface with text on it. You can use a "\\n" to create a newline. When the max_width parameter is set, newlines generate automatically. When you know the width of the widest character in your font, yau 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 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)