Remove unused methods
This commit is contained in:
Ander
2015-01-22 00:56:44 +01:00
parent 469cbe2f82
commit 313fce75c1
14 changed files with 55 additions and 193 deletions

View File

@@ -1,5 +1,6 @@
import logging
import math
import pygame
from .input_manager import InputManager
@@ -66,135 +67,6 @@ class ScreenObjectsManager():
self.selected = None
self.selected_key = None
def change_selected(self, direction, pos):
best_key = None
if pos is None:
pos = self.selected.pos
if direction == InputManager.right:
bests = self.find_nearest_objects(
self.find_in_quadrant(False, True, pos), True, pos)
best_key = self.find_best_object(bests, False, True, pos)
elif direction == InputManager.left:
bests = self.find_nearest_objects(
self.find_in_quadrant(False, False, pos), True, pos)
best_key = self.find_best_object(bests, False, False, pos)
elif direction == InputManager.down:
bests = self.find_nearest_objects(
self.find_in_quadrant(True, True, pos), False, pos)
best_key = self.find_best_object(bests, True, True, pos)
elif direction == InputManager.up:
bests = self.find_nearest_objects(
self.find_in_quadrant(True, False, pos), False, pos)
best_key = self.find_best_object(bests, True, False, pos)
if best_key is None:
return False
else:
self.set_selected(best_key)
return True
# Find touch objects on specified quadrant
# The quadrant is the normal math one with x and y
# x is positive on the bottom as pygame x
# The quadrant origin (0,0) is the selected pos
def find_in_quadrant(self, vertical, positive, pos):
objects = {}
if vertical:
if positive:
for key in self.touch_objects:
current = self.touch_objects[key]
if current.pos[1] > pos[1]:
objects[key] = current
else:
for key in self.touch_objects:
current = self.touch_objects[key]
if current.pos[1] < pos[1]:
objects[key] = current
else:
if positive:
for key in self.touch_objects:
current = self.touch_objects[key]
if current.pos[0] > pos[0]:
objects[key] = current
else:
for key in self.touch_objects:
current = self.touch_objects[key]
if current.pos[0] < pos[0]:
objects[key] = current
return objects
# Find the objects that are nearest
def find_nearest_objects(self, objects, vertical, pos):
best_pos = None
min_value = None
best_objects = {}
if vertical:
for key in objects:
if min_value is None:
best_pos = objects[key].pos[1]
min_value = abs(objects[key].pos[1] - pos[1])
elif abs(objects[key].pos[1] - pos[1]) < min_value:
min_value = abs(objects[key].pos[1] - pos[1])
best_pos = objects[key].pos[1]
for key in objects:
if objects[key].pos[1] == best_pos:
best_objects[key] = objects[key]
return best_objects
else:
for key in objects:
if min_value is None:
best_pos = objects[key].pos[0]
min_value = abs(objects[key].pos[0] - pos[0])
elif abs(objects[key].pos[0] - pos[0]) < min_value:
min_value = abs(objects[key].pos[0] - pos[0])
best_pos = objects[key].pos[0]
for key in objects:
if objects[key].pos[0] == best_pos:
best_objects[key] = objects[key]
return best_objects
def find_best_object(self, objects, vertical, positive, pos):
best_key = None
best_pos = None
if vertical:
if positive:
for key in objects:
if best_pos is None:
best_pos = objects[key].pos[1]
best_key = key
elif objects[key].pos[1] >= pos[1] and \
objects[key].pos[1] < best_pos:
best_pos = objects[key].pos[1]
best_key = key
else:
for key in objects:
if best_pos is None:
best_pos = objects[key].pos[1]
best_key = key
elif objects[key].pos[1] <= pos[1] and \
objects[key].pos[1] > best_pos:
best_pos = objects[key].pos[1]
best_key = key
else:
if positive:
for key in objects:
if best_pos is None:
best_pos = objects[key].pos[0]
best_key = key
elif objects[key].pos[0] >= pos[0] and \
objects[key].pos[0] < best_pos:
best_pos = objects[key].pos[0]
best_key = key
else:
for key in objects:
if best_pos is None:
best_pos = objects[key].pos[0]
best_key = key
elif objects[key].pos[0] <= pos[0] and \
objects[key].pos[0] > best_pos:
best_pos = objects[key].pos[0]
best_key = key
return best_key
class BaseItem():
def __init__(self, pos, size):
@@ -250,7 +122,7 @@ class TextItem(BaseItem):
self.center = center
if self.center:
if self.fit_horizontal:
self.margin = (self.size[0]-
self.margin = (self.size[0] -
self.box.get_rect().width)/2
def update(self):
@@ -259,8 +131,9 @@ class TextItem(BaseItem):
if self.step_2 is None:
if (self.box.get_rect().width - self.step +
self.scroll_white_gap) < self.size[0]:
self.step_2 = self.box.get_rect().width \
- self.step + self.scroll_white_gap
self.step_2 = \
self.box.get_rect().width - \
self.step + self.scroll_white_gap
else:
self.step_2 -= TextItem.scroll_speed
if self.step_2 < 0:
@@ -272,7 +145,8 @@ class TextItem(BaseItem):
def render(self, surface):
if self.fit_horizontal:
surface.blit(self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
surface.blit(
self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
else:
surface.blit(self.box, self.pos,
area=pygame.Rect(self.step, 0, self.size[0],
@@ -280,7 +154,9 @@ class TextItem(BaseItem):
if self.step_2 is not None:
surface.blit(self.box, (self.pos[0]+self.step_2,
self.pos[1]),
area=pygame.Rect(0, 0, self.size[0] - self.step_2,
area=pygame.Rect(0, 0,
self.size[0] -
self.step_2,
self.size[1]))
def set_text(self, text, change_size):