Recover files

This commit is contained in:
Ander
2015-04-09 01:21:50 +02:00
parent c2b3a16cd3
commit 660258f044
26 changed files with 687 additions and 595 deletions

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# flake8: noqa
from dynamic_background import DynamicBackground
from list_view import ListView
from screen_objects import *

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import random
import pygame
change_speed = 2
class DynamicBackground():
def __init__(self, size):
self.current = get_valid_color()
self.target = get_valid_color()
self.auto_mode = True
self.image_loaded = False
self.size = size
self.surface = pygame.Surface(self.size).convert()
self.target_current_same = False
def draw_background(self):
if self.image_loaded:
return self.surface.copy()
else:
if not self.target_current_same:
for x in range(0, 3):
if abs(self.current[x]-self.target[x]) < change_speed:
self.current[x] = self.target[x]
self.target_current_same = True
else:
self.target_current_same = False
if self.current[x] > self.target[x]:
self.current[x] -= change_speed
elif self.current[x] < self.target[x]:
self.current[x] += change_speed
if self.auto_mode and self.target_current_same:
self.target = get_valid_color()
self.target_current_same = False
self.surface.fill(self.current)
return self.surface.copy()
def set_target_color(self, color, image):
if color is not None:
self.auto_mode = False
self.target_current_same = False
self.target = get_similar_valid_color(color)
else:
self.auto_mode = True
self.target = get_valid_color()
self.target_current_same = False
if image is not None:
image_size = get_aspect_scale_size(image, self.size)
target = pygame.transform.smoothscale(image, image_size)
target.set_alpha(150)
self.image_loaded = True
self.surface.fill((0, 0, 0))
pos = ((self.size[0] - image_size[0])/2,
(self.size[1] - image_size[1])/2)
self.surface.blit(target, pos)
else:
self.image_loaded = False
# It will return the same color if sum is less than 510
# Otherwise a darker color will be returned
# White text should be seen ok with this background color
def get_similar_valid_color(color):
sum = color[0] + color[1] + color[2]
new_color = [0, 0, 0]
if sum > 510:
rest = (sum - 510)/3 + 1
for x in range(0, 3):
new_color[x] = color[x] - rest
return new_color
else:
return color
# Returns an array with 3 integers in range of 0-255
# The sum of the three integers will be lower than 255*2
# (510) to avoid very bright colors
# White text should be seen ok with this background color
def get_valid_color():
color = [0, 0, 0]
total = 0
for i in range(0, 3):
color[i] = random.randint(0, 255)
total += color[i]
extra = total - 510
if extra > 0:
i = random.randint(0, 2)
color[i] -= extra
return color
def get_aspect_scale_size(img, (bx, by)):
size = img.get_size()
aspect_x = bx / float(size[0])
aspect_y = by / float(size[1])
if aspect_x > aspect_y:
aspect = aspect_x
else:
aspect = aspect_y
new_size = (int(aspect*size[0]), int(aspect*size[1]))
return new_size

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import logging
from screen_objects import ScreenObjectsManager, ScrollBar, \
TouchAndTextItem
from ..input import InputManager
logger = logging.getLogger(__name__)
class ListView():
def __init__(self, pos, size, base_size, font):
self.size = size
self.pos = pos
self.base_size = base_size
self.screen_objects = ScreenObjectsManager()
self.max_rows = self.size[1] / self.base_size
self.current_item = 0
self.font = font
self.list_size = 0
self.list = []
self.scrollbar = False
self.selected = None
self.active = []
self.set_list([])
# Sets the list for the lisview.
# It should be an iterable of strings
def set_list(self, item_list):
self.screen_objects.clear()
self.list = item_list
self.list_size = len(item_list)
if self.max_rows < self.list_size:
self.scrollbar = True
scroll_bar = ScrollBar(
(self.pos[0] + self.size[0] - self.base_size,
self.pos[1]),
(self.base_size, self.size[1]), self.list_size,
self.max_rows)
self.screen_objects.set_touch_object("scrollbar",
scroll_bar)
else:
self.scrollbar = False
if self.list_size > 0:
self.selected = 0
else:
self.selected = None
self.load_new_item_position(0)
# Will load items currently displaying in item_pos
def load_new_item_position(self, item_pos):
self.current_item = item_pos
if self.scrollbar:
self.screen_objects.clear_touch(["scrollbar"])
else:
self.screen_objects.clear_touch(None)
i = self.current_item
z = 0
if self.scrollbar:
width = self.size[0] - self.base_size
else:
width = self.size[0]
while i < self.list_size and z < self.max_rows:
item = TouchAndTextItem(self.font, self.list[i], (
self.pos[0],
self.pos[1] + self.base_size * z), (width, -1))
self.screen_objects.set_touch_object(str(i), item)
i += 1
z += 1
self.reload_selected()
def render(self, surface):
self.screen_objects.render(surface)
def touch_event(self, touch_event):
if touch_event.type == InputManager.click \
or touch_event.type == InputManager.long_click:
objects = self.screen_objects.get_touch_objects_in_pos(
touch_event.current_pos)
if objects is not None:
for key in objects:
if key == "scrollbar":
direction = \
self.screen_objects.get_touch_object(
key).touch(touch_event.current_pos)
if direction != 0:
self.move_to(direction)
else:
return int(key)
elif (touch_event.type == InputManager.key and
self.selected is not None):
if touch_event.direction == InputManager.enter:
if self.selected is not None:
return self.selected
elif touch_event.direction == InputManager.up:
self.set_selected(self.selected-1)
elif touch_event.direction == InputManager.down:
self.set_selected(self.selected+1)
elif touch_event.type == InputManager.swipe:
if touch_event.direction == InputManager.up:
self.move_to(-1)
elif touch_event.direction == InputManager.down:
self.move_to(1)
# Scroll to direction
# direction == 1 will scroll down
# direction == -1 will scroll up
def move_to(self, direction):
if self.scrollbar:
if direction == 1:
self.current_item += self.max_rows
if self.current_item + self.max_rows > self.list_size:
self.current_item = self.list_size - self.max_rows
self.load_new_item_position(self.current_item)
self.screen_objects.get_touch_object(
"scrollbar").set_item(
self.current_item)
elif direction == -1:
self.current_item -= self.max_rows
if self.current_item < 0:
self.current_item = 0
self.load_new_item_position(self.current_item)
self.screen_objects.get_touch_object(
"scrollbar").set_item(
self.current_item)
self.set_active(self.active)
# Set active items
def set_active(self, active):
for number in self.active:
try:
self.screen_objects.get_touch_object(
str(number)).set_active(
False)
except KeyError:
pass
for number in active:
try:
self.screen_objects.get_touch_object(
str(number)).set_active(
True)
except KeyError:
pass
self.active = active
def set_selected(self, selected):
if selected > -1 and selected < len(self.list):
if self.selected is not None:
try:
self.screen_objects.get_touch_object(
str(self.selected)).set_selected(
False)
except KeyError:
pass
if selected is not None:
try:
self.screen_objects.get_touch_object(
str(selected)).set_selected(
True)
except KeyError:
pass
self.selected = selected
self.set_selected_on_screen()
def set_selected_on_screen(self):
if self.current_item + self.max_rows <= self.selected:
self.move_to(1)
self.set_selected_on_screen()
elif self.current_item > self.selected:
self.move_to(-1)
self.set_selected_on_screen()
def reload_selected(self):
if self.selected is not None:
try:
self.screen_objects.get_touch_object(
str(self.selected)).set_selected(
True)
except KeyError:
pass

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import logging
import math
import pygame
logger = logging.getLogger(__name__)
class ScreenObjectsManager():
def __init__(self):
self.touch_objects = {}
self.text_objects = {}
self.selected = None
self.selected_key = None
def clear(self):
self.touch_objects = {}
self.text_objects = {}
def set_object(self, key, add_object):
self.text_objects[key] = add_object
def get_object(self, key):
return self.text_objects[key]
def set_touch_object(self, key, add_object):
self.touch_objects[key] = add_object
def get_touch_object(self, key):
return self.touch_objects[key]
def render(self, surface):
for key in self.text_objects:
self.text_objects[key].update()
self.text_objects[key].render(surface)
for key in self.touch_objects:
self.touch_objects[key].update()
self.touch_objects[key].render(surface)
def get_touch_objects_in_pos(self, pos):
touched_objects = []
for key in self.touch_objects:
if self.touch_objects[key].is_pos_inside(pos):
touched_objects.append(key)
return touched_objects
def clear_touch(self, not_remove):
if not_remove is not None:
new_touch = {}
for key in not_remove:
new_touch[key] = self.get_touch_object(key)
self.touch_objects = new_touch
else:
self.touch_objects = {}
def set_selected(self, key):
if self.selected is not None:
self.selected.set_selected(False)
if key is not None:
self.selected = self.touch_objects[key]
self.selected.set_selected(True)
self.selected_key = key
else:
self.selected = None
self.selected_key = None
class BaseItem():
def __init__(self, pos, size):
self.pos = pos
self.size = size
self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1],
self.size[0],
self.size[1])
def get_right_pos(self):
return self.pos[0] + self.size[0]
def update(self):
pass
class TextItem(BaseItem):
scroll_speed = 5
def __init__(self, font, text, pos, size, center=False):
self.font = font
self.text = text
self.color = (255, 255, 255)
self.box = self.font.render(text, True, self.color)
self.box = self.box.convert_alpha()
if size is not None:
if size[1] == -1:
height = self.font.size(text)[1]
BaseItem.__init__(self, pos, (size[0], height))
else:
BaseItem.__init__(self, pos, size)
else:
BaseItem.__init__(self, pos, self.font.size(text))
if size is not None:
if self.pos[0] + self.box.get_rect().width > pos[0] + \
size[0]:
self.fit_horizontal = False
self.step = 0
self.step_2 = None
self.scroll_white_gap = self.font.get_height() * 4
else:
self.fit_horizontal = True
if self.pos[1] + self.box.get_rect().height > pos[1] + \
size[1]:
self.fit_vertical = False
else:
self.fit_vertical = True
else:
self.fit_horizontal = True
self.fit_vertical = True
self.margin = 0
self.center = center
if self.center:
if self.fit_horizontal:
self.margin = (self.size[0] -
self.box.get_rect().width)/2
def update(self):
if not self.fit_horizontal:
self.step += TextItem.scroll_speed
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
else:
self.step_2 -= TextItem.scroll_speed
if self.step_2 < 0:
self.step = 0 - self.step_2
self.step_2 = None
return True
else:
return BaseItem.update(self)
def render(self, surface):
if self.fit_horizontal:
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],
self.size[1]))
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,
self.size[1]))
def set_text(self, text, change_size):
if text != self.text:
if change_size:
TextItem.__init__(self, self.font, text, self.pos,
None, self.center)
else:
TextItem.__init__(self, self.font, text, self.pos,
self.size, self.center)
class TouchObject(BaseItem):
def __init__(self, pos, size):
BaseItem.__init__(self, pos, size)
self.active = False
self.selected = False
self.selected_box = pygame.Surface(size, pygame.SRCALPHA)
self.selected_box = self.selected_box.convert_alpha()
self.selected_box.fill((0, 0, 0, 128))
self.selected_box_rectangle = pygame.Surface(size, pygame.SRCALPHA)
self.selected_box_rectangle = \
self.selected_box_rectangle.convert_alpha()
pygame.draw.rect(self.selected_box_rectangle, (255, 255, 255),
self.selected_box_rectangle.get_rect(),
size[1]/10+1)
def is_pos_inside(self, pos):
return self.rect_in_pos.collidepoint(pos)
def set_active(self, active):
self.active = active
def set_selected(self, selected):
self.selected = selected
def render(self, surface):
if self.selected:
surface.blit(self.selected_box, self.pos)
surface.blit(self.selected_box_rectangle, self.pos)
def pre_render(self, surface):
if self.selected:
surface.blit(self.selected_box, self.pos)
def post_render(self, surface):
if self.selected:
surface.blit(self.selected_box_rectangle, self.pos)
class TouchAndTextItem(TouchObject, TextItem):
def __init__(self, font, text, pos, size, center=False):
TextItem.__init__(self, font, text, pos, size, center=center)
TouchObject.__init__(self, pos, self.size)
self.active_color = (0, 150, 255)
self.normal_box = self.box
self.active_box = self.font.render(text, True,
self.active_color)
def update(self):
TextItem.update(self)
def set_text(self, text, change_size):
TextItem.set_text(self, text, change_size)
self.normal_box = self.box
self.active_box = self.font.render(text, True,
self.active_color)
def set_active(self, active):
TouchObject.set_active(self, active)
if self.active:
self.box = self.active_box
else:
self.box = self.normal_box
def render(self, surface):
TouchObject.pre_render(self, surface)
TextItem.render(self, surface)
TouchObject.post_render(self, surface)
class Progressbar(TouchObject):
def __init__(self, font, text, pos, size, max_value, value_text):
BaseItem.__init__(self, pos, size)
self.value = 0
self.max = max_value
self.back_color = (0, 0, 0, 128)
self.main_color = (0, 150, 255)
self.surface = pygame.Surface(self.size, pygame.SRCALPHA)\
.convert_alpha()
self.surface.fill(self.back_color)
self.value_text = value_text
if value_text:
self.text = TextItem(font, str(max_value), pos, None)
self.text.pos = (self.pos[0]
+ self.size[0] / 2 -
self.text.size[0] /
2, self.text.pos[1])
self.text.set_text(str(self.value), True)
else:
self.text = TextItem(font, text, pos, None)
self.text.pos = (
self.pos[0] + self.size[0] / 2 - self.text.size[0] /
2, self.text.pos[1])
# Rectangle
self.rectangle = pygame.Surface(size, pygame.SRCALPHA)\
.convert_alpha()
pygame.draw.rect(self.rectangle, (255, 255, 255),
self.rectangle.get_rect(),
size[1]/20+1)
def render(self, surface):
surface.blit(self.surface, self.pos)
surface.blit(self.rectangle, self.pos)
self.text.render(surface)
def set_value(self, value):
if value != self.value:
self.value = value
if self.value_text:
self.set_text(str(self.value))
self.text.pos = (self.pos[0]
+ self.size[0] / 2 -
self.text.size[0]
/ 2, self.text.pos[1])
self.surface.fill(self.back_color)
pos_pixel = value * self.size[0] / self.max
rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
self.surface.fill(self.main_color, rect)
def get_pos_value(self, pos):
x = pos[0] - self.pos[0]
return x * self.max / self.size[0]
def set_text(self, text):
self.text.set_text(text, True)
class ScrollBar(TouchObject):
def __init__(self, pos, size, max_value, items_on_screen):
BaseItem.__init__(self, pos,
(pos[0] + size[0], pos[1] + size[1]))
self.pos = pos
self.size = size
self.max = max_value
self.items_on_screen = items_on_screen
self.current_item = 0
self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)\
.convert_alpha()
self.back_bar.fill((255, 255, 255, 128))
self.bar_pos = 0
if self.max < 1:
self.bar_size = self.size[1]
else:
self.bar_size = math.ceil(
float(self.items_on_screen) / float(self.max) * float(
self.size[1]))
self.bar = pygame.Surface((self.size[0], self.bar_size)).convert()
self.bar.fill((255, 255, 255))
def render(self, surface):
surface.blit(self.back_bar, self.pos)
surface.blit(self.bar,
(self.pos[0], self.pos[1] + self.bar_pos))
def touch(self, pos):
if pos[1] < self.pos[1] + self.bar_pos:
return -1
elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
return 1
else:
return 0
def set_item(self, current_item):
self.current_item = current_item
self.bar_pos = float(self.current_item) / float(
self.max) * float(
self.size[1])