mirror of
https://github.com/Febbweiss/mopidy-touchscreen.git
synced 2026-03-05 06:35:43 +00:00
Cleanup
Remove unused methods
This commit is contained in:
@@ -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):
|
||||
|
||||
Reference in New Issue
Block a user