456 lines
13 KiB
Python
456 lines
13 KiB
Python
#!/usr/bin/python3
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import pygame
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from wobbl_tools import text
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from typing import Union, Callable
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pygame.init()
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log = text.Log()
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buttonlist = False
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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:
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def __init__(self, rect: pygame.Rect, function=None, args: tuple=None):
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self.rect = rect
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self.function = function
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self.args = args
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self.active = True
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def check(self, mouse_pos: tuple):
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if self.active:
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mx, my = mouse_pos
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if self.rect.collidepoint((mx, my)):
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if not self.function is None:
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if self.args is None:
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self.function()
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else:
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self.function(*self.args)
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return True
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return False
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class Button:
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def __init__(self, rect: pygame.Rect, function=None, args: tuple=None, key: int=0): # key: 0 = left 1 = mouse wheel pressed 2 = right
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self.rect = rect
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self.function = function
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self.args = args
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self.key = key
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self.active = True
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self.hover = Hover(rect, function, args)
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if buttonlist:
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buttons.append(self)
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def check(self, mouse_pos: tuple, pressed): # check if the button is pressed
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if self.active:
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if pressed[self.key]:
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return self.hover.check(mouse_pos)
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return False
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class TextButton:
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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):
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self.text = text
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self.position = position
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self.text_color = text_color
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self.font = font
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self.function = function
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self.args = args
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self.key = key
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self.bg_color = bg_color
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self.padding = padding
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self.border_radius = border_radius
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self.line_thickness = line_thickness
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self.surface, self.size = self.generate_surface()
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self.rect = self.make_rect()
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self.button = Button(self.rect, self.function, args, self.key)
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def generate_surface(self):
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text_object = self.font.render(self.text, True, self.text_color)
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w, h = text_object.get_size()
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w, h = w + self.padding[0] * 2, h + self.padding[1] * 2
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surface = pygame.Surface((w, h), pygame.SRCALPHA)
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pygame.draw.rect(surface, self.bg_color, pygame.Rect((0, 0), (w, h)), self.line_thickness, self.border_radius)
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surface.blit(text_object, (self.padding[0], self.padding[1]))
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return surface, (w, h)
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def make_rect(self):
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return pygame.Rect(self.position, self.size)
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def draw(self, surface: pygame.Surface):
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surface.blit(self.surface, self.position)
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def check(self, mouse_pos, pressed):
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return self.button.check(mouse_pos, pressed)
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# class HoverTitle: # coming soon
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# def __init__(self, position: tuple=None, size: tuple=None, page: str=None, popup: str = None, collideable=None, delay: int=20):
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# self.x, self.y = position
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# self.width, self.height = size
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# self.page = page
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# self.popup = popup
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# self.collideable = collideable
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# self.delay = delay
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class TextInput:
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def __init__(
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self,
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position: Union[tuple, Callable],
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surface: pygame.Surface,
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width: int=None,
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font: pygame.font.Font=default_font,
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bg_color: tuple=(255, 255, 255),
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text_color: tuple=black,
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desc_text_color: tuple=light_gray,
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desc_text: str="",
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default_text: str="",
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padding: tuple=(8, 8),
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cursor_blink_interval: int=30,
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border_radius: int=-1,
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max_length: int=128
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):
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self.surface = surface
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self.font = font
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self.bg_color = bg_color
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self.text_color = text_color
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self.desc_text_color = desc_text_color
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self.desc_text = desc_text
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self.text = default_text
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self.padding = padding
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self.focused = True
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self.cursor_blink_interval = cursor_blink_interval
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self.ticks_til_blink = cursor_blink_interval
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self.blink = False
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self.border_radius = border_radius
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self.max_length = max_length
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self.cursor_position = len(default_text)
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sx, sy = surface.get_size()
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if width is None:
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self.width = round(sx / 4)
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else:
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self.width = width
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self.description_text_object = font.render(self.desc_text, True, self.desc_text_color)
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self.text_object = font.render(self.text, True, self.text_color)
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self.text_blink_object = font.render(self.text + "|", True, self.text_color)
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self.height = self.text_object.get_height()
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if type(position) is tuple:
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self.position = position
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else:
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self.position = position(size=self.size)
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self.callable_position = position
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self.rect = self.generate_rect()
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def generate_rect(self):
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x, y = self.position
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px, py = self.padding
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x -= px
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y -= py
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return pygame.Rect((x, y), (self.width + px * 2, self.height + py * 2))
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def blit(self):
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pygame.draw.rect(self.surface, self.bg_color, self.rect, border_radius=self.border_radius)
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if self.focused:
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if self.blink:
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self.surface.blit(self.text_blink_object, self.position)
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else:
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self.surface.blit(self.text_object, self.position)
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def loop(self):
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"""Call this function every tick to make the cursor blink."""
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self.ticks_til_blink -= 1
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if self.ticks_til_blink == -1:
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self.ticks_til_blink = self.cursor_blink_interval
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self.blink = not self.blink
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def keypress(self, event: pygame.event, pressed_keys, special_keys):
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"""
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Call this function when a key is pressed to get user input like this:
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for event in pygame.event.get():
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if event.type == pygame.KEYDOWN:
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TextInput.keypress(event, pygame.key.get_pressed(), pygame.key.get_mods())
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"""
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if self.max_length is None or len(self.text) <= self.max_length:
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key_unicode = event.unicode
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key = event.key
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if key < 32 or key > 101106 or special_keys & pygame.KMOD_CTRL or special_keys & pygame.KMOD_RCTRL or key > 126 and key < 161:
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if key == pygame.K_BACKSPACE:
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if self.cursor_position > 0:
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self.text = text.rsap(self.text, "", self.cursor_position - 1)
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self.cursor_position -= 1
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elif key == pygame.K_LEFT:
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if self.cursor_position > 0:
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self.cursor_position -= 1
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elif key == pygame.K_RIGHT:
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if self.cursor_position < len(self.text):
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self.cursor_position += 1
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else:
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self.text = text.asap(self.text, key_unicode, self.cursor_position)
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self.cursor_position += 1
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self.regenerate_objects()
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def regenerate_objects(self):
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self.rect = self.generate_rect()
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self.text_object = self.font.render(self.text, True, self.text_color)
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self.text_blink_object = self.font.render(text.asap(self.text, "|", self.cursor_position), True, self.text_color)
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t_width, t_height = self.text_blink_object.get_size()
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if t_width > self.width:
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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))
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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))
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class MultilineTextOld:
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"""
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Early version of multiline text.
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Creates a surface with text on it.
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You can use a "\\n" to create a newline.
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When the max_width parameter is set, newlines generate automatically.
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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.
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Use "surface.blit(multiline_text.surface, pos)" to draw it on a surface.
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"""
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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):
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self.text = text
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self.font = font
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self.color = color
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self.max_chars = max_chars
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if char_width is None:
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char_width = font.render(text, True, white).get_width() // len(text) # get the width of a character by the font
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if max_chars is None and not max_width is None:
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self.max_width = max_width // char_width - 10
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self.surface = self.generate_surface()
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def generate_surface(self):
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lines = []
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line = ""
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length = 1
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if self.max_width is None:
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for char in self.text:
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if char == "\n":
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lines.append(line)
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length = 1
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line = ""
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else:
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line += char
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length += 1
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else:
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for char in self.text:
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if char == "\n" or len(line) + 1 > self.max_width:
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lines.append(line)
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length = 1
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line = ""
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if not char == "\n":
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line = char
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else:
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line += char
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length += 1
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lines.append(line)
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texts = []
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for line in lines:
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texts.append(self.font.render(line, True, self.color))
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w = max(texts, key=lambda t: t.get_width()).get_width()
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h = texts[0].get_height()
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sh = h * len(lines)
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surface = pygame.Surface((w, sh), flags=pygame.SRCALPHA)
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x, y = 0, 0
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for text in texts:
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surface.blit(text, (x, y))
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y += h
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return surface
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class MultilineText:
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"""
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Creates a surface with text on it.
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You can use a "\\n" to create a newline.
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When the max_width parameter is set, newlines generate automatically.
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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.
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Use "surface.blit(multiline_text.surface, pos)" to draw it on a surface.
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"""
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def __init__(self, text: str, font: pygame.font.Font=default_font, color: tuple=white, max_width: int=None):
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self.text = text
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self.font = font
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self.color = color
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self.max_width = max_width
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self.surface = self.generate_surface()
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def generate_surface(self):
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lines = []
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line = ""
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length = 1
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if self.max_width is None:
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for char in self.text:
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if char == "\n":
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lines.append(line)
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length = 1
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line = ""
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else:
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line += char
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length += 1
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else:
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for char in self.text:
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if char == "\n":
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lines.append(line)
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length = 1
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line = ""
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elif self.font.size(line)[0] >= self.max_width - 8:
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if " " in line:
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# remove last word
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words = line.split(" ")
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last_word = words[len(words) - 1]
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words.pop(len(words) - 1)
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line = ""
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for word in words: # convert the list back to a string
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line += word + " "
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line = line[:len(line) - 1] # remove last space character
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lines.append(line)
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line = last_word + char
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else:
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lines.append(line)
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length = 1
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line = char
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else:
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line += char
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length += 1
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lines.append(line)
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texts = []
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for line in lines:
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texts.append(self.font.render(line, True, self.color))
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if self.max_width is None:
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w = max(texts, key=lambda t: t.get_width()).get_width()
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else:
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w = self.max_width
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h = texts[0].get_height()
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sh = h * len(lines)
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surface = pygame.Surface((w, sh), flags=pygame.SRCALPHA)
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x, y = 0, 0
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for text in texts:
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surface.blit(text, (x, y))
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y += h
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return surface
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def set_rot_point(img, pos):
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w, h = img.get_size()
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w, h = w * 2, h * 2
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img2 = pygame.Surface((w, h), pygame.SRCALPHA)
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img2.blit(img, (w / 2 - pos[0], h / 2 - pos[1]))
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return img2, (w, h)
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def crop_surface(surface: pygame.Surface, position: tuple, size: tuple):
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new_surface = pygame.Surface(size, flags=pygame.SRCALPHA)
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x, y = position
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x = -x
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y = -y
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new_surface.blit(surface, (x, y))
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return new_surface
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def check_buttons(mouse_pos, pressed):
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for button in buttons:
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button.check(mouse_pos, pressed)
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