#!/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: def __init__(self, function=None, ca=None, position: Union[tuple, Callable]=None, size: tuple=None): 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 self.active = True def check(self, mouse_pos: tuple): if self.active: mx, my = mouse_pos if not self.ca is None: if self.ca.collidepoint((mx, my)): if self.function is None: return True else: self.function() return True else: x = self.x y = self.y w = self.w h = self.h if mx >= x and mx <= x + w and my >= y and my <= y + h: if self.function is None: return True else: self.function() return True return False 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 self.function = function self.active = True self.ca = ca self.key = key self.hover = Hover(function, ca, position, size) 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: 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 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 self.background = self.generate_background() self.button = Button(function, self.background, key=key) def generate_text(self, text): self.text = text return self.font.render(text, True, self.text_color) def generate_background(self): w, h = self.text_object.get_size() w, h = w + self.padding[0] * 2, h + self.padding[1] * 2 return pygame.Rect(self.position, (w, h)) 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 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])) 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: 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) 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 bt_from_ca(ca, function): # bt_from_ca = button from collide able return Button(function, ca) def bt_from_cords(function, position: tuple, size: tuple): return Button(function, position=position, size=size) def check_buttons(mouse_pos, pressed): for button in buttons: button.check(mouse_pos, pressed)