wobbl_tools/pg.py

456 lines
13 KiB
Python

#!/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, 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:
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:
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:
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):
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)