Arrows first working version

This commit is contained in:
9and3r
2014-08-08 01:40:42 +02:00
parent 45a6e83798
commit a0843d18db
2 changed files with 171 additions and 54 deletions

View File

@@ -14,6 +14,7 @@ class ScreenObjectsManager():
self.touch_objects = {}
self.text_objects = {}
self.selected = None
self.selected_key = None
def set_object(self, key, add_object):
self.text_objects[key] = add_object
@@ -57,28 +58,135 @@ class ScreenObjectsManager():
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.set_selected(False)
self.selected_key = None
def change_selected(self, pos, direction):
if direction == InputManager.up:
pass
def change_selected(self, direction):
pos = self.selected.pos
if direction == InputManager.right:
bests = self.find_nearest_objects(self.find_in_quadrant(False, True), True)
best_key = self.find_best_object(bests, False, True)
elif direction == InputManager.left:
bests = self.find_nearest_objects(self.find_in_quadrant(False, False), True)
best_key = self.find_best_object(bests, False, False)
elif direction == InputManager.down:
best = None
for key in self.touch_objects:
if self.touch_objects[key].pos[1] > pos[1]:
if best is None:
best = self.touch_objects[key].pos[1]
elif best > self.touch_objects[key].pos[1]:
best = self.touch_objects[key].pos[1]
self.set_selected(self.find_best(pos, True, best))
bests = self.find_nearest_objects(self.find_in_quadrant(True, True), False)
best_key = self.find_best_object(bests, True, True)
elif direction == InputManager.up:
bests = self.find_nearest_objects(self.find_in_quadrant(True, False), False)
best_key = self.find_best_object(bests, True, False)
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 = self.selected.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 = self.selected.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 = self.selected.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
def find_best(self, pos, horizontal, best):
if horizontal:
keys = []
for key in self.touch_objects:
if self.touch_objects[key].pos[1] == best:
keys.append(key)
logger.error(keys)
return keys[0]