Files
mopidy-touchscreen/mopidy_touchscreen/screen_objects.py
2015-01-22 00:23:55 +01:00

451 lines
16 KiB
Python

import logging
import math
import pygame
from .input_manager import InputManager
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
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):
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)
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.fill((0, 0, 0, 128))
self.selected_box_rectangle = pygame.Surface(size,
pygame.SRCALPHA)
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)
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])
def render(self, surface):
surface.blit(self.surface, 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)
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))
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])