mirror of
https://github.com/Febbweiss/mopidy-touchscreen.git
synced 2026-03-04 22:25:39 +00:00
416 lines
15 KiB
Python
416 lines
15 KiB
Python
import logging
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import math
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import pygame
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from .input_manager import InputManager
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logger = logging.getLogger(__name__)
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class ScreenObjectsManager():
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def __init__(self):
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self.touch_objects = {}
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self.text_objects = {}
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self.selected = None
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self.selected_key = None
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def clear(self):
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self.touch_objects = {}
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self.text_objects = {}
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def set_object(self, key, add_object):
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self.text_objects[key] = add_object
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def get_object(self, key):
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return self.text_objects[key]
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def set_touch_object(self, key, add_object):
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self.touch_objects[key] = add_object
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def get_touch_object(self, key):
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return self.touch_objects[key]
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def render(self, surface):
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for key in self.text_objects:
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self.text_objects[key].update()
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self.text_objects[key].render(surface)
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for key in self.touch_objects:
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self.touch_objects[key].update()
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self.touch_objects[key].render(surface)
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def get_touch_objects_in_pos(self, pos):
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touched_objects = []
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for key in self.touch_objects:
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if self.touch_objects[key].is_pos_inside(pos):
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touched_objects.append(key)
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return touched_objects
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def clear_touch(self, not_remove):
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if not_remove is not None:
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new_touch = {}
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for key in not_remove:
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new_touch[key] = self.get_touch_object(key)
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self.touch_objects = new_touch
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else:
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self.touch_objects = {}
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def set_selected(self, key):
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if self.selected is not None:
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self.selected.set_selected(False)
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if key is not None:
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self.selected = self.touch_objects[key]
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self.selected.set_selected(True)
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self.selected_key = key
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else:
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self.selected = None
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self.selected_key = None
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def change_selected(self, direction, pos):
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if pos is None:
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pos = self.selected.pos
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if direction == InputManager.right:
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bests = self.find_nearest_objects(
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self.find_in_quadrant(False, True, pos), True, pos)
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best_key = self.find_best_object(bests, False, True, pos)
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elif direction == InputManager.left:
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bests = self.find_nearest_objects(
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self.find_in_quadrant(False, False, pos), True, pos)
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best_key = self.find_best_object(bests, False, False, pos)
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elif direction == InputManager.down:
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bests = self.find_nearest_objects(
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self.find_in_quadrant(True, True, pos), False, pos)
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best_key = self.find_best_object(bests, True, True, pos)
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elif direction == InputManager.up:
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bests = self.find_nearest_objects(
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self.find_in_quadrant(True, False, pos), False, pos)
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best_key = self.find_best_object(bests, True, False, pos)
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if best_key is None:
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return False
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else:
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self.set_selected(best_key)
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return True
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# Find touch objects on specified quadrant
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# The quadrant is the normal math one with x and y
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# x is positive on the bottom as pygame x
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# The quadrant origin (0,0) is the selected pos
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def find_in_quadrant(self, vertical, positive, pos):
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objects = {}
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if vertical:
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if positive:
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for key in self.touch_objects:
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current = self.touch_objects[key]
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if current.pos[1] > pos[1]:
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objects[key] = current
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else:
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for key in self.touch_objects:
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current = self.touch_objects[key]
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if current.pos[1] < pos[1]:
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objects[key] = current
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else:
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if positive:
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for key in self.touch_objects:
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current = self.touch_objects[key]
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if current.pos[0] > pos[0]:
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objects[key] = current
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else:
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for key in self.touch_objects:
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current = self.touch_objects[key]
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if current.pos[0] < pos[0]:
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objects[key] = current
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return objects
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# Find the objects that are nearest
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def find_nearest_objects(self, objects, vertical, pos):
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best_pos = None
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min_value = None
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best_objects = {}
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if vertical:
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for key in objects:
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if min_value is None:
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best_pos = objects[key].pos[1]
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min_value = abs(objects[key].pos[1] - pos[1])
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elif abs(objects[key].pos[1] - pos[1]) < min_value:
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min_value = abs(objects[key].pos[1] - pos[1])
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best_pos = objects[key].pos[1]
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for key in objects:
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if objects[key].pos[1] == best_pos:
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best_objects[key] = objects[key]
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return best_objects
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else:
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for key in objects:
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if min_value is None:
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best_pos = objects[key].pos[0]
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min_value = abs(objects[key].pos[0] - pos[0])
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elif abs(objects[key].pos[0] - pos[0]) < min_value:
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min_value = abs(objects[key].pos[0] - pos[0])
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best_pos = objects[key].pos[0]
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for key in objects:
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if objects[key].pos[0] == best_pos:
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best_objects[key] = objects[key]
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return best_objects
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def find_best_object(self, objects, vertical, positive, pos):
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best_key = None
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best_pos = None
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if vertical:
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if positive:
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for key in objects:
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if best_pos is None:
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best_pos = objects[key].pos[1]
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best_key = key
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elif objects[key].pos[1] >= pos[1] and \
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objects[key].pos[1] < best_pos:
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best_pos = objects[key].pos[1]
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best_key = key
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else:
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for key in objects:
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if best_pos is None:
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best_pos = objects[key].pos[1]
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best_key = key
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elif objects[key].pos[1] <= pos[1] and \
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objects[key].pos[1] > best_pos:
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best_pos = objects[key].pos[1]
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best_key = key
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else:
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if positive:
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for key in objects:
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if best_pos is None:
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best_pos = objects[key].pos[0]
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best_key = key
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elif objects[key].pos[0] >= pos[0] and \
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objects[key].pos[0] < best_pos:
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best_pos = objects[key].pos[0]
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best_key = key
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else:
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for key in objects:
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if best_pos is None:
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best_pos = objects[key].pos[0]
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best_key = key
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elif objects[key].pos[0] <= pos[0] and \
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objects[key].pos[0] > best_pos:
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best_pos = objects[key].pos[0]
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best_key = key
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return best_key
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class BaseItem():
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def __init__(self, pos, size):
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self.pos = pos
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self.size = size
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self.rect = pygame.Rect(0, 0, self.size[0], self.size[1])
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self.rect_in_pos = pygame.Rect(self.pos[0], self.pos[1],
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self.size[0],
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self.size[1])
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def get_right_pos(self):
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return self.pos[0] + self.size[0]
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def update(self):
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pass
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class TextItem(BaseItem):
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def __init__(self, font, text, pos, size, center=False):
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self.font = font
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self.text = text
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self.color = (255, 255, 255)
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self.box = self.font.render(text, True, self.color)
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if size is not None:
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if size[1] == -1:
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height = self.font.size(text)[1]
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BaseItem.__init__(self, pos, (size[0], height))
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else:
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BaseItem.__init__(self, pos, size)
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else:
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BaseItem.__init__(self, pos, self.font.size(text))
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if size is not None:
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if self.pos[0] + self.box.get_rect().width > pos[0] + \
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size[0]:
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self.fit_horizontal = False
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self.step = 0
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else:
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self.fit_horizontal = True
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if self.pos[1] + self.box.get_rect().height > pos[1] + \
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size[1]:
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self.fit_vertical = False
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else:
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self.fit_vertical = True
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else:
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self.fit_horizontal = True
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self.fit_vertical = True
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self.margin = 0
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self.center = center
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if self.center:
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if self.fit_horizontal:
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self.margin = (self.size[0]-self.box.get_rect().width)/2
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def update(self):
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if not self.fit_horizontal:
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if self.step > self.box.get_rect().width:
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self.step = -self.size[0]
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else:
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self.step = self.step + 1
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return True
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else:
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return BaseItem.update(self)
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def render(self, surface):
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if self.fit_horizontal:
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surface.blit(self.box, ((self.pos[0] + self.margin), self.pos[1]), area=self.rect)
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else:
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surface.blit(self.box, self.pos,
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area=pygame.Rect(self.step, 0, self.size[0],
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self.size[1]))
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def set_text(self, text, change_size):
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if text != self.text:
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if change_size:
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TextItem.__init__(self, self.font, text, self.pos,
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None, self.center)
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else:
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TextItem.__init__(self, self.font, text, self.pos,
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self.size, self.center)
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class TouchObject(BaseItem):
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def __init__(self, pos, size):
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BaseItem.__init__(self, pos, size)
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self.active = False
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self.selected = False
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def is_pos_inside(self, pos):
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return self.rect_in_pos.collidepoint(pos)
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def set_active(self, active):
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self.active = active
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def set_selected(self, selected):
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self.selected = selected
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class TouchAndTextItem(TouchObject, TextItem):
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def __init__(self, font, text, pos, size, center=False):
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TextItem.__init__(self, font, text, pos, size, center=center)
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TouchObject.__init__(self, pos, self.size)
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self.active_color = (0, 150, 255)
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self.selected_color = (150, 0, 255)
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self.active_box = self.font.render(text, True,
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self.active_color)
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self.selected_box = self.font.render(text, True,
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self.selected_color)
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def update(self):
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TextItem.update(self)
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def set_text(self, text, change_size):
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TextItem.set_text(self, text, change_size)
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self.active_box = self.font.render(text, True,
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self.active_color)
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self.selected_box = self.font.render(text, True,
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self.selected_color)
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def render(self, surface):
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if not self.fit_horizontal:
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self.rect = pygame.Rect(self.step, 0, self.size[0],
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self.size[1])
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if self.selected:
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surface.blit(self.selected_box, (self.pos[0]+self.margin, self.pos[1]), area=self.rect)
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elif self.active:
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surface.blit(self.active_box, (self.pos[0]+self.margin, self.pos[1]), area=self.rect)
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else:
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surface.blit(self.box, (self.pos[0]+self.margin, self.pos[1]), area=self.rect)
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class Progressbar(TouchObject):
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def __init__(self, font, text, pos, size, max_value, value_text):
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BaseItem.__init__(self, pos, size)
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self.value = 0
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self.max = max_value
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self.back_color = (0, 0, 0, 128)
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self.main_color = (0, 150, 255)
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self.surface = pygame.Surface(self.size, pygame.SRCALPHA)
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self.surface.fill(self.back_color)
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self.value_text = value_text
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if value_text:
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self.text = TextItem(font, str(max_value), pos, None)
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self.text.pos = (
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self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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2, self.text.pos[1])
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self.text.set_text(str(self.value), True)
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else:
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self.text = TextItem(font, text, pos, None)
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self.text.pos = (
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self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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2, self.text.pos[1])
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def render(self, surface):
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surface.blit(self.surface, self.pos)
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self.text.render(surface)
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def set_value(self, value):
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if value != self.value:
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self.value = value
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if self.value_text:
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self.set_text(str(self.value))
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self.text.pos = (
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self.pos[0] + self.size[0] / 2 - self.text.size[0] /
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2, self.text.pos[1])
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self.surface.fill(self.back_color)
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pos_pixel = value * self.size[0] / self.max
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rect = pygame.Rect(0, 0, pos_pixel, self.size[1])
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self.surface.fill(self.main_color, rect)
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def get_pos_value(self, pos):
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x = pos[0] - self.pos[0]
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return x * self.max / self.size[0]
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def set_text(self, text):
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self.text.set_text(text, True)
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class ScrollBar(TouchObject):
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def __init__(self, pos, size, max_value, items_on_screen):
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BaseItem.__init__(self, pos,
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(pos[0] + size[0], pos[1] + size[1]))
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self.pos = pos
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self.size = size
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self.max = max_value
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self.items_on_screen = items_on_screen
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self.current_item = 0
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self.back_bar = pygame.Surface(self.size, pygame.SRCALPHA)
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self.back_bar.fill((255, 255, 255, 128))
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self.bar_pos = 0
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if self.max < 1:
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self.bar_size = self.size[1]
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else:
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self.bar_size = math.ceil(
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float(self.items_on_screen) / float(self.max) * float(
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self.size[1]))
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self.bar = pygame.Surface((self.size[0], self.bar_size))
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self.bar.fill((255, 255, 255))
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def render(self, surface):
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surface.blit(self.back_bar, self.pos)
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surface.blit(self.bar,
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(self.pos[0], self.pos[1] + self.bar_pos))
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def touch(self, pos):
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if pos[1] < self.pos[1] + self.bar_pos:
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return -1
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elif pos[1] > self.pos[1] + self.bar_pos + self.bar_size:
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return 1
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else:
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return 0
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def set_item(self, current_item):
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self.current_item = current_item
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self.bar_pos = float(self.current_item) / float(
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self.max) * float(
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self.size[1])
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