-
Notifications
You must be signed in to change notification settings - Fork 0
/
UI.py
558 lines (490 loc) · 19.9 KB
/
UI.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
import pygame
import math
windowX = 0
windowY = 0
oldWindowX = 0
oldWindowY = 0
class Button:
def __init__(self, text, textcolour, colour, width, height, absX, absY, font='Comic Sans MS'):
self.text = Text(text, textcolour, font)
self.text.scale(width, height)
try:
colour[3] == 0
except:
colour = (colour[0], colour[1], colour[2], 255)
self.colour = colour
self.renderColour = colour
self.width = width
self.height = height
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
self.absX = absX
self.absY = absY
self.draw()
def rescale(self, xScale, yScale):
self.width = self.width * xScale
self.height = self.height * yScale
self.absX = self.absX * xScale
self.absY = self.absY * yScale
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
self.text.scale(self.width, self.height)
self.draw()
def draw(self):
self.image.fill(self.renderColour)
w, h = self.text.font.size(self.text.text)
w, h = (self.width - w) // 2, (self.height - h) // 2
self.image.blit(self.text.image, (w, h))
def checkHighlight(self, mouseX, mouseY):
h = .75
if mouseX > self.absX and mouseX < self.absX + self.width and mouseY > self.absY and mouseY < self.absY + self.height:
if self.renderColour == self.colour:
self.renderColour = (self.colour[0] * h, self.colour[1] * h, self.colour[2] * h, self.colour[3])
self.draw()
else:
if not self.renderColour == self.colour:
self.renderColour = self.colour
self.draw()
class TextBox(Button):
def __init__(self, textcolour, colour, width, height, absX, absY,
validCharacters='abcdefghijklmnopqrstuvwxyz!?.,;:"/()£$%&*', charLimit=0, font='Comic Sans MS'):
super().__init__("", textcolour, colour, width, height, absX, absY, font)
self.charLimit = charLimit
self.text = Text("", textcolour)
self.validCharacters = list(validCharacters)
self.selected = False
h = 1.5
s = .1
self.highlightColour = (self.colour[0] * h, self.colour[1] * h, self.colour[2] * h, self.colour[3])
self.selectColour = (self.colour[0] * s, self.colour[1] * s, self.colour[2] * s, self.colour[3])
def click(self):
if self.selected:
self.selected = False
else:
self.selected = True
def checkHighlight(self, mouseX, mouseY):
if mouseX > self.absX and mouseX < self.absX + self.width and mouseY > self.absY and mouseY < self.absY + self.height:
if self.renderColour in [self.colour, self.selectColour]:
self.renderColour = self.highlightColour
self.draw()
else:
if self.selected:
self.renderColour = self.selectColour
else:
self.renderColour = self.colour
self.draw()
def typing(self, typed):
if typed == "back":
self.text.text = self.text.text[:-1]
else:
if (typed.lower() in self.validCharacters or self.validCharacters == []) and (
len(self.text.text) < self.charLimit or self.charLimit == 0):
self.text.text = self.text.text + typed
self.text.scale(self.width, self.height)
self.draw()
class Text:
def __init__(self, text, colour, fontName='Comic Sans MS', absX=0, absY=0):
self.fontName = fontName
self.text = text
self.colour = colour
self.textSize = 12
self.absX = absX
self.absY = absY
self.Font()
self.render()
def getDimensions(self):
return self.font.size(self.text)
def pos(self, x, y):
self.absX = x
self.absY = y
def scale(self, width, height):
i = 1
j = 0
w = 0
h = 0
# find limits by doubling i until invalid
while w < width and h < height:
j = i
i += i
self.font = pygame.font.SysFont(self.fontName, i)
w, h = self.font.size(self.text)
# use binary search to find optimal text size within limits
while i - j > 1:
self.font = pygame.font.SysFont(self.fontName, (i + j) // 2)
w, h = self.font.size(self.text)
if w > width or h > height:
i = (i + j) // 2
else:
j = (i + j) // 2
self.textSize = j
self.Font()
self.render()
def Font(self):
self.font = pygame.font.SysFont(self.fontName, self.textSize)
def setFontName(self, fontName):
self.fontName = fontName
self.Font()
self.render()
def setFontSize(self, size):
self.textSize = size
self.Font()
self.render()
def setFont(self, fontName, size):
self.fontName = fontName
self.size = size
self.Font()
self.render()
def render(self):
self.image = self.font.render(self.text, True, self.colour)
def changeText(self, text):
self.text = text
self.render()
def recolour(self, colour):
self.colour = colour
self.render()
class MultiLineTextBox(TextBox):
def __init__(self, textcolour, colour, width, height, absX, absY,
validCharacters='abcdefghijklmnopqrstuvwxyz!?.,;:"/()£$%&*', lines=0, charLimit=80,
font='Comic Sans MS'):
super().__init__(textcolour, colour, width, height, absX, absY, validCharacters, charLimit, font)
self.text = TextWrapped("", textcolour, colour, width, height, font, lines)
def rescale(self, xScale, yScale):
self.width = self.width * xScale
self.height = self.height * yScale
self.text.width = self.width
self.text.height = self.height
self.absX = self.absX * xScale
self.absY = self.absY * yScale
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
self.text.resize()
self.draw()
def draw(self):
self.image.fill(self.renderColour)
self.image.blit(self.text.image, (0, 0))
def typing(self, typed):
if typed == "back":
self.text.text = self.text.text[:-1]
else:
if (typed.lower() in self.validCharacters or self.validCharacters == []) and (len(self.text.text) < self.charLimit or self.charLimit == 0):
self.text.text = self.text.text + typed
self.text.fullscale()
self.draw()
class TextWrapped:
# This should probably inherit from Text, but I re-used the same function names to mean something else..
def __init__(self, text, colour, backgroundColour, width, height, fontName='Comic Sans MS', lines=0, absX=0,
absY=0):
if lines == 0:
lines = 1
self.autoWrap = True
else:
self.autoWrap = False
self.fontName = fontName
self.text = text
self.texts = []
self.colour = colour
self.textSize = 12
self.absX = absX
self.absY = absY
self.width = width
self.height = height
self.backgroundColour = backgroundColour
self.lines = lines
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
self.lastLen = 0
for i in range(0, lines):
self.texts.append(Text("", colour, fontName, 0, round(i * height / lines)))
self.resize()
self.Font()
self.render()
def resize(self):
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
i = 1
j = 0
w = 0
h = 0
# same binary search as Text
while h < self.height / self.lines:
j = i
i += i
font = pygame.font.SysFont(self.fontName, i)
w, h = font.size("ABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789!")
while i - j > 1:
font = pygame.font.SysFont(self.fontName, (i + j) // 2)
w, h = font.size("h")
if h > self.height / self.lines:
i = (i + j) // 2
else:
j = (i + j) // 2
self.textSize = j
for i in range(0, len(self.texts)):
self.texts[i].textSize = self.textSize
self.texts[i].Font()
self.texts[i].render()
self.texts[i].absY = round(i * self.height / self.lines)
self.fullscale()
def fullscale(self):
font = pygame.font.SysFont(self.fontName, self.textSize)
remaining = self.text
for i in range(0, self.lines):
self.texts[i].text = ""
self.texts[i].render()
for i in range(0, self.lines):
currentText = ""
w, h = (0, 0)
# fill each line
while w <= self.width:
if remaining == "" or w > self.width:
break
currentText = currentText + remaining[0]
remaining = remaining[1:]
w, h = font.size(currentText)
# crop excess
if w > self.width:
remaining = currentText[-1] + remaining
currentText = currentText[:-1]
if i + 1 >= self.lines:
self.lines += 1
self.texts.append(Text("", self.colour, self.fontName, 0, round(i * self.height / self.lines)))
self.resize()
return
self.texts[i].text = currentText
self.texts[i].render()
if remaining == "":
break
# if not all lines filled, and final filled line isn't close to full, then reduce line count
if self.lines > 1 and w < self.width * (1 / (i + 2) - .15) and i < self.lines - 1:
del self.texts[-1]
self.lines -= 1
self.resize()
self.render()
# unused function, and not entirely clear what it's supposed to do
# def scale(self):
# if self.autoWrap:
# self.fullscale()
# self.lastLen = len(self.text)
# return
#
# i = 0
# while i < len(self.texts) and self.texts[i].text != "":
# i += 1
#
# if i > 0:
# i -= 1
# if self.lastLen > len(self.text):
# self.texts[i].text = self.texts[i].text[:-1]
# elif self.text != "":
# self.texts[i].text = self.texts[i].text + self.text[-1]
# font = pygame.font.SysFont(self.fontName, self.textSize)
# w, h = font.size(self.texts[i].text)
# if w > self.width:
# self.texts[i].text = self.texts[i].text[:-1]
# i += 1
# if i >= self.lines:
# return
# self.texts[i].text = self.text[-1]
# self.texts[i].render()
# self.render()
# self.lastLen = len(self.text)
# below are copy and pasted from Text
def Font(self):
self.font = pygame.font.SysFont(self.fontName, self.textSize)
def setFontName(self, fontName):
self.fontName = fontName
self.Font()
self.render()
def setFontSize(self, size):
self.textSize = size
self.Font()
self.render()
def setFont(self, fontName, size):
self.fontName = fontName
self.size = size
self.Font()
self.render()
def render(self):
self.image.fill((255, 255, 255, 0))
for item in self.texts:
self.image.blit(item.image, (0, item.absY))
def changeText(self, text):
self.text = text
self.render()
def recolour(self, colour):
self.colour = colour
self.render()
class ScrollWrapper(pygame.sprite.Sprite):
# not implemented, mainly because the rest of the UI's API follows no rhyme or reason
def __init__(self, colour, scrollColour, height, width, absX=0, absY=0):
self.items = []
self.itemHeight = 0
self.background = pygame.Surface((width, height), pygame.SRCALPHA)
self.foreground = pygame.Surface((width, height), pygame.SRCALPHA)
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
self.width = width
self.height = height
self.absX = absX
self.absY = absY
self.colour = colour
self.scrollColour = scrollColour
def draw(self):
self.image.fill(self.colour)
backColour = (self.scrollColour[0] * 0.5, self.scrollColour[1] * 0.5, self.scrollColour[2] * 0.5)
pygame.draw.rect(self.image, backColour, pygame.Rect(self.width * 0.9, 0, self.width * 0.1, self.height))
class Marker(pygame.sprite.Sprite):
def __init__(self, Type, colour, width, height, absX=0, absY=0):
self.Type = Type
self.colour = colour
self.width = width
self.height = height
self.image = pygame.Surface((width, height), pygame.SRCALPHA)
self.absX = absX
self.absY = absY
self.draw()
def rescale(self, xScale, yScale):
self.width = self.width * xScale
self.height = self.height * yScale
self.absX = self.absX * xScale
self.absY = self.absY * yScale
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
self.draw()
def draw(self):
self.image.fill((255, 255, 255, 0))
if self.Type == "Cross":
pygame.draw.line(self.image, self.colour, (0, 0), (self.width, self.height),
int((self.width + self.height) / 10))
pygame.draw.line(self.image, self.colour, (self.width, 0), (0, self.height),
int((self.width + self.height) / 10))
else:
if self.height > self.width:
pygame.draw.circle(self.image, self.colour, (int(self.width / 2), int(self.height / 2)),
int(self.width / 2))
pygame.draw.circle(self.image, (255, 255, 255, 0), (int(self.width / 2), int(self.height / 2)),
int(self.width / 2 - (self.width + self.height) / 10))
else:
pygame.draw.circle(self.image, self.colour, (int(self.width / 2), int(self.height / 2)),
int(self.height / 2))
pygame.draw.circle(self.image, (255, 255, 255, 0), (int(self.width / 2), int(self.height / 2)),
int(self.height / 2 - (self.width + self.height) / 10))
class Box(pygame.sprite.Sprite):
def __init__(self, colour, pos1, width, height):
self.colour = colour
self.absX = pos1[0]
self.absY = pos1[1]
self.width = width
self.height = height
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
self.draw()
def rescale(self, xScale, yScale):
self.width = self.width * xScale
self.height = self.height * yScale
self.absX = self.absX * xScale
self.absY = self.absY * yScale
self.image = pygame.Surface((self.width, self.height), pygame.SRCALPHA)
self.draw()
def draw(self):
pygame.draw.rect(self.image, self.colour, pygame.Rect(0, 0, self.width, self.height))
class Line(pygame.sprite.Sprite):
def __init__(self, colour, pos1, pos2, reverse=False):
self.colour = colour
if reverse:
self.width = int((abs(pos2[0] - pos1[0]) + abs(pos2[1] - pos1[1])) / 15)
else:
self.width = int((pos2[0] - pos1[0] + pos2[1] - pos1[1]) / 15)
self.pos1 = pos1
self.pos2 = pos2
if reverse:
self.image = pygame.Surface(
(abs(pos2[0] - pos1[0]) + self.width * 2, abs(pos2[1] - pos1[1]) + self.width * 2), pygame.SRCALPHA)
else:
self.image = pygame.Surface((pos2[0] - pos1[0] + self.width * 2, pos2[1] - pos1[1] + self.width * 2),
pygame.SRCALPHA)
self.absX = pos1[0] - self.width
if reverse:
self.absY = pos2[1] - self.width
else:
self.absY = pos1[1] - self.width
self.draw(reverse)
def draw(self, reverse):
self.image.fill((255, 255, 255, 0))
if reverse:
pygame.draw.line(self.image, self.colour, (self.width, abs(self.pos2[1] - self.pos1[1]) + self.width),
(self.pos2[0] - self.pos1[0] + self.width, self.width), self.width)
else:
pygame.draw.line(self.image, self.colour, (self.width, self.width),
(self.pos2[0] - self.pos1[0] + self.width, self.pos2[1] - self.pos1[1] + self.width),
self.width)
def normalizeTextSize(boxes):
if len(boxes) == 0:
return
size = boxes[0].text.textSize
for item in boxes[1:]:
if item.text.textSize < size:
size = item.text.textSize
for item in boxes:
item.text.textSize = size
item.text.Font()
item.text.render()
item.draw()
def rescale(items, newWindowX, newWindowY):
# horrible global usage since was originally all in one file
global oldWindowX
global oldWindowY
global windowX
global windowY
windowX = newWindowX
windowY = newWindowY
xScale = windowX / oldWindowX
yScale = windowY / oldWindowY
for item in items:
item.rescale(xScale, yScale)
oldWindowX = windowX
oldWindowY = windowY
class Grid(pygame.sprite.Sprite):
def __init__(self):
self.absX = 0
self.absY = 0
self.redraw()
def redraw(self):
self.image = pygame.Surface((windowX, windowY), pygame.SRCALPHA)
self.image.fill((255, 255, 255, 0))
lineWidth = max(windowX / 125, 4)
# draw small gridlines
y = windowY * 0.05 - lineWidth / 8
# vertical grid loop
for i in range(0, 3):
x = windowX * 0.05 - lineWidth / 8
# horizontal grid loop
for j in range(0, 3):
# vertical lines
dist = windowX * 0.1
for k in range(1, 3):
pygame.draw.rect(self.image, (100, 100, 100),
pygame.Rect(x + dist * k, y, lineWidth / 4, windowY * 0.3 + lineWidth / 4))
# horizontal lines
dist = windowY * 0.1
for k in range(1, 3):
pygame.draw.rect(self.image, (100, 100, 100),
pygame.Rect(x, y + dist * k, windowX * 0.3 + lineWidth / 4, lineWidth / 4))
x += windowX * 0.3
y += windowY * 0.3
# draw big grid lines
x = windowX * 0.05 - lineWidth / 4
y = windowY * 0.05 - lineWidth / 4
# vertical lines
dist = windowX * 0.3
for i in range(1, 3):
pygame.draw.rect(self.image, (0, 0, 0),
pygame.Rect(x + dist * i, y, lineWidth / 2, windowY * 0.9 + lineWidth / 2))
# horizontal lines
dist = windowY * 0.3
for i in range(1, 3):
pygame.draw.rect(self.image, (0, 0, 0),
pygame.Rect(x, y + dist * i, windowX * 0.9 + lineWidth / 2, lineWidth / 2))
# grid border
x = math.ceil(windowX * 0.05 - lineWidth)
y = math.ceil(windowY * 0.05 - lineWidth)
pygame.draw.rect(self.image, (0, 0, 0), pygame.Rect(x, y, lineWidth, windowY * 0.9 + lineWidth))
pygame.draw.rect(self.image, (0, 0, 0),
pygame.Rect(windowX - x - lineWidth, y, lineWidth, windowY * 0.9 + lineWidth))
pygame.draw.rect(self.image, (0, 0, 0), pygame.Rect(x, y, windowX * 0.9 + lineWidth, lineWidth))
pygame.draw.rect(self.image, (0, 0, 0),
pygame.Rect(x, windowY - y - lineWidth, windowX * 0.9 + lineWidth, lineWidth))
pygame.draw.rect(self.image, (0, 0, 0),
pygame.Rect(windowX - x - lineWidth, windowY - y - lineWidth, lineWidth, lineWidth))