Code fixes

Do not use backend anymore
This commit is contained in:
Ander
2014-11-20 10:56:45 +01:00
parent 9448674301
commit d8839a5559
15 changed files with 2056 additions and 1935 deletions

View File

@@ -1,6 +1,5 @@
import logging
import math
import pygame
from .input_manager import InputManager
@@ -15,23 +14,13 @@ class ScreenObjectsManager():
self.text_objects = {}
self.selected = None
self.selected_key = None
self.dirty_area = []
def clear(self):
for key in self.touch_objects:
self.dirty_area.append(self.touch_objects[key].rect_in_pos)
for key in self.text_objects:
self.dirty_area.append(self.text_objects[key].rect_in_pos)
self.touch_objects = {}
self.touch_objects = {}
self.text_objects = {}
def set_object(self, key, add_object):
try:
self.dirty_area.append(self.text_objects[key].rect_in_pos)
except KeyError:
pass
self.text_objects[key] = add_object
self.dirty_area.append(add_object.rect_in_pos)
def get_object(self, key):
return self.text_objects[key]
@@ -45,19 +34,12 @@ class ScreenObjectsManager():
def render(self, surface):
for key in self.text_objects:
if self.text_objects[key].update():
self.dirty_area.append(self.text_objects[key].rect_in_pos)
self.text_objects[key].update()
self.text_objects[key].render(surface)
for key in self.touch_objects:
if self.touch_objects[key].update():
self.dirty_area.append(self.touch_objects[key].rect_in_pos)
self.touch_objects[key].update()
self.touch_objects[key].render(surface)
def get_dirty_area(self):
dirty_area = self.dirty_area
self.dirty_area = []
return dirty_area
def get_touch_objects_in_pos(self, pos):
touched_objects = []
for key in self.touch_objects:
@@ -89,16 +71,20 @@ class ScreenObjectsManager():
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)
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)
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)
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)
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
@@ -175,7 +161,8 @@ class ScreenObjectsManager():
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:
elif objects[key].pos[1] >= pos[1] and \
objects[key].pos[1] < best_pos:
best_pos = objects[key].pos[1]
best_key = key
else:
@@ -183,7 +170,8 @@ class ScreenObjectsManager():
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:
elif objects[key].pos[1] <= pos[1] and \
objects[key].pos[1] > best_pos:
best_pos = objects[key].pos[1]
best_key = key
else:
@@ -192,7 +180,8 @@ class ScreenObjectsManager():
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:
elif objects[key].pos[0] >= pos[0] and \
objects[key].pos[0] < best_pos:
best_pos = objects[key].pos[0]
best_key = key
else:
@@ -200,35 +189,28 @@ class ScreenObjectsManager():
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:
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):
self.pos = pos
self.size = size
self.dirty = True
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.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]
# Returns if must be redraw
def update(self):
if self.dirty:
self.dirty = False
return True
else:
return False
pass
class TextItem(BaseItem):
@@ -246,12 +228,14 @@ class TextItem(BaseItem):
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]:
if self.pos[0] + self.box.get_rect().width > pos[0] + \
size[0]:
self.fit_horizontal = False
self.step = 0
else:
self.fit_horizontal = True
if self.pos[1] + self.box.get_rect().height > pos[1] + size[1]:
if self.pos[1] + self.box.get_rect().height > pos[1] + \
size[1]:
self.fit_vertical = False
else:
self.fit_vertical = True
@@ -262,30 +246,30 @@ class TextItem(BaseItem):
def update(self):
if not self.fit_horizontal:
if self.step > self.box.get_rect().width:
self.step = -self.size[0]
self.step = -self.size[0]
else:
self.step = self.step + 1
return True
else:
return BaseItem.update(self)
self.step = self.step + 1
return True
else:
return BaseItem.update(self)
def render(self, surface):
if self.fit_horizontal:
surface.blit(self.box, self.pos, area=self.rect)
else:
surface.blit(self.box, self.pos, area=pygame.Rect(self.step, 0, self.size[0], self.size[1]))
surface.blit(self.box, self.pos,
area=pygame.Rect(self.step, 0, self.size[0],
self.size[1]))
def set_text(self, text, change_size):
if text != self.text:
self.dirty = True
if text != self.text:
if change_size:
TextItem.__init__(self, self.font, text, self.pos, None)
TextItem.__init__(self, self.font, text, self.pos,
None)
else:
TextItem.__init__(self, self.font, text, self.pos, self.size)
return True
else:
return False
TextItem.__init__(self, self.font, text, self.pos,
self.size)
class TouchObject(BaseItem):
@@ -298,11 +282,9 @@ class TouchObject(BaseItem):
return self.rect_in_pos.collidepoint(pos)
def set_active(self, active):
self.dirty = True
self.active = active
def set_selected(self, selected):
self.dirty = True
self.selected = selected
@@ -312,21 +294,25 @@ class TouchAndTextItem(TouchObject, TextItem):
TouchObject.__init__(self, pos, self.size)
self.active_color = (0, 150, 255)
self.selected_color = (150, 0, 255)
self.active_box = self.font.render(text, True, self.active_color)
self.selected_box = self.font.render(text, True, self.selected_color)
self.active_box = self.font.render(text, True,
self.active_color)
self.selected_box = self.font.render(text, True,
self.selected_color)
def update(self):
return TextItem.update(self)
TextItem.update(self)
def set_text(self, text, change_size):
self.dirty = True
TextItem.set_text(self, text, change_size)
self.active_box = self.font.render(text, True, self.active_color)
self.selected_box = self.font.render(text, True, self.selected_color)
self.active_box = self.font.render(text, True,
self.active_color)
self.selected_box = self.font.render(text, True,
self.selected_color)
def render(self, surface):
if not self.fit_horizontal:
self.rect = pygame.Rect(self.step, 0, self.size[0], self.size[1])
self.rect = pygame.Rect(self.step, 0, self.size[0],
self.size[1])
if self.selected:
surface.blit(self.selected_box, self.pos, area=self.rect)
elif self.active:
@@ -347,14 +333,16 @@ class Progressbar(TouchObject):
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.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])
self.text.pos = (
self.pos[0] + self.size[0] / 2 - self.text.size[0] /
2, self.text.pos[1])
def render(self, surface):
surface.blit(self.surface, self.pos)
@@ -362,12 +350,12 @@ class Progressbar(TouchObject):
def set_value(self, value):
if value != self.value:
self.dirty = True
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.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])
@@ -378,12 +366,13 @@ class Progressbar(TouchObject):
return x * self.max / self.size[0]
def set_text(self, text):
self.dirty = self.text.set_text(text, True)
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]))
BaseItem.__init__(self, pos,
(pos[0] + size[0], pos[1] + size[1]))
self.pos = pos
self.size = size
self.max = max_value
@@ -403,7 +392,8 @@ class ScrollBar(TouchObject):
def render(self, surface):
surface.blit(self.back_bar, self.pos)
surface.blit(self.bar, (self.pos[0], self.pos[1] + self.bar_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:
@@ -414,7 +404,7 @@ class ScrollBar(TouchObject):
return 0
def set_item(self, current_item):
self.dirty = True
self.current_item = current_item
self.bar_pos = float(self.current_item) / float(self.max) * float(
self.bar_pos = float(self.current_item) / float(
self.max) * float(
self.size[1])